Texture import issue in SDK from blender

Hi all,

Texture on aircraft issue:

From blender 3.6.19, I have the add-on to export to the last MSFS SDK. The export from blender goes well, however the SDK cannot built the model due to gltf extension error (KHR texture reconized)

I tried to creat a texture from materialzed, so PRB texture, no clearcoat, no IOR, no transmission nor specular. (For some reason, if one of those parameter are >0, the model won’t build)

I applied this texture on a basic cube, but a warning remains and the texture does not apply to the model.

I might have missed a step on the texture setting but I cannot find out what.
Could you help me with that please?

Hello,

How are you exporting exactly ? Do you use the multi-exporter panel (here: The Blender Plugin) ? Otherwise you won’t get a gltf adapted to the sim.

You also need to set up your material from the MSFS panel (here: Blender Plugin Properties) in the material section otherwise tou will not see your texture in game.

Thank you

Sounds like you are using the surface panel and not using the MSFS properties panel in the material settings on the right side.

Hello,

Thank you very much for the links and answers. I use the multi-export panel but none of the texture was done using the MSFS panel. I’ll begin with that and add a comment if needed (hopefully not^^)

All the best

ok so,

Edit: still have to deal with the texture.xml

I have ONE questions:

  • How do I scale the texture in blender, because I couldn’t find a way to do so in the msfs panel, and I have some serious big patterns wandering?

Use the uv scale input in the msfs properties

that works, thanks, but only for detail UV inputs

Not optimal but I can deal with that for the moment.

As far as I search, I do not find how to build the texturelib.xml from blender. The documentation of the add on do not bring answer.
Can someone tell me what to do about it please?

You need to check that Generate textureLib is set.

for some reason I don’t have the same interface despite the same add-on name

Do you have 2020 enabled?

Disable it, uncheck it in preferences

EDIT 2: export works and some texture work, so I have to double check what I did on those who don’t work, thanks a lot!, topic can be closed

EDIT: very sorry, I found some doc on the new version install. Everything look normal now, thanks for your support :slight_smile:

I have these ones but I don’t know if the 2024 is in it

2024 does not seem to be in that list. use “gl” as the search that way you get all gltf.

I have 2020 enabled here and 2024 off - this is Blendr 3.6 - what I showed before was 4.2 with 2024

Well I actually installed the 2024 and the export works fine, however every texture implying images are displayed as pink checker. Other standard materials are displayed in their actual appearance.

is it a path issue? my textures are in the texture folder, same level as model

pink texture could mean bad textures for the sim.

size is multiple of 4 - 512 x 256 or 4096 x 4096 or 2048 x 512 etc. etc.

need to check the sim build errors

I just checked all my images are complying to this requirement. Typically, I try to get carbon fiber material, all are jpg images 2048x2048.
The blander rendering goes wild with huge pattern as I put no image in the details (to get some depth), and no scale.

The rendering MSFS 2024 is checkered pink.

I get no error, and 2 warnings:
GLTFValidator | Found in c:\users\basti\documents\myfsprojects\darkgator\darkgator\PackageSources\SimObjects\Airplanes\DARKGATOR-MK1\model\DARKGATOR_LOD0.gltf - Data below ‘-65504.000000’ was clamped. In bufferView[451]: ‘’ for accessor[451]: ‘’
GLTFValidator | Found in c:\users\basti\documents\myfsprojects\darkgator\darkgator\PackageSources\SimObjects\Airplanes\DARKGATOR-MK1\model\DARKGATOR_LOD0.gltf - Data above ‘65504.000000’ was clamped. In bufferView[451]: ‘’ for accessor[451]: ‘’

you should be using png, but I thought jpeg works.

EDIT: are you sure all your meshes are scaled to 1.00

yes sir, all set to 1.1.1 (ctrl+A, then scale)

I tried to save the jpg as png but I get critical errors following the root cause:
GLTFValidator | Found in c:\users\basti\documents\myfsprojects\darkgator\darkgator\PackageSources\SimObjects\Airplanes\DARKGATOR-MK1\model\DARKGATOR_LOD0.gltf - GLTFValidator | Invalid data (INF, -INF or NAN). In bufferView[617]: ‘’ for accessor[617]: ‘’ at ‘c:\users\basti\documents\myfsprojects\darkgator\darkgator\PackageSources\SimObjects\Airplanes\DARKGATOR-MK1\model\DARKGATOR_LOD0.gltf’

that is a problem with a mesh, skin or animation. you need to now learn the gltf standard and open the gltf in a editor like VS code or notepad++ to find what is causing that and fix it in blender.

Understood, I might indeed have many thing to rework. That’s a start, thanks.

I read and compare errors to the spec and gltf file but the source of the error is not easyto find out.
I’ll dive in and come back here if I can’t find any clue.

Hi there,

I removed ALL my textures to run some tests.

  • naked model comes with 0 error, 2 warning, all tasks done, none skipped
    • warnings are of type “GLTFValidator | Found in blabla xxx.gltf - Data below ‘-65504.000000’ was clamped. In bufferView[10]: ‘’ for accessor[10]: ‘’
    • I can’t find such number in the gltf file in bufferview 10 or accessor 10, how can I find/correct this?
    • NOTE: if I build a second time, warnings won’t occur.
  • If I add an empty MSFS material, same occurs
  • If I add ANY image (.png, generated with material maker) in any slot, same occurs BUT I have pink checker

Tested maps were:

  • Albedo (RGBA .png)
  • Occlusion (R),Roughness (G), Metal (B) (also .png)
  • Normal (RGB) in PNG

Do you have any clue to solve this or standard image that I can test with?