Version: 1.0.72.0
Frequency: Consistently
Severity: Low
(Low - quality of life, workflow optimization, rare enough to not impact production, etc…
High - critical but workarounds are available, important feature not working as expected, frequent enough to impact production
Blocker - prevents from working on the project, prevents from releasing the product)
Context: 2020 package in 2024 community folder
Similar MSFS 2020 issue: insert url here if applicable
Bug description:
Editing this:
Light row meshes are rotated differently in 2024 vs 2020 if the model is rotated and does not have its rotation applied in blender before export. This is relatively minor, but still a visual compatibility related change.
Repro steps:
Attachments:
Private attachments: Send a PM to @PrivateContent with the link to this topic and the link to download your content
Is this a case where they’re finally enforcing the rule you’re supposed to apply all transforms before exporting from Blender?
Great to see bug is logged, although I’d suggest Severity level is much higher than “Low”.
Now that Version 1.0.86.0 has mostly fixed the lights and they are displaying , to see the model inverted (complete with the previously hidden underground poly to increase the draw distance) or displaced laterally a couple of meters from the light etc and protruding inside the runway it makes a pretty untidy release.
Hello @OnshoreSkate773
This one is tricky.
Lights now use mass instancing and we lose some of the transformation information doing so.
If you can provide any picture demonstrating how badly it affects your scenery, it will help me advocate for your concerns on this.
Regards,
Sylvain
Thanks Sylvain @FlyingRaccoon . Image attached from Orbx YGLA Gladstone showing the light rows used for taxiway edge lighting. The lights appear in the correct positions but the objects are inverted (exposing the hidden poly triangles ) and laterally displaced. The default wigwag runway stop lights object is also not aligned with lights.
Rob
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@FlyingRaccoon , if the coding is too difficult as you mention , its may just be , as suggested by @FlyingsCool , that applying all transforms in Blender becomes the new norm (and whatever MAX equivalent) as we currently need to do for projected meshes. Just confirmed this addresses all my issues above.
Either way I’m tempted to update my marketplace 2020 packages with the transforms applied ( having no effect of course in MSFS2020) while fixing the 2024 port. (An approach I’m considering for a few other issues where appropriate).
Rob