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falcon409

SOH-CM-2025
Still working North Texas Regional, but texturing has slowed me down considerably. Turns out the modeling portion is relatively simple once the basics are set, texturing is another matter entirely. Who knew?

Anyway, the other local airport is Sherman Municipal located on the east side of Sherman, not far from the High School. Rumor has it that it could be closed at some point. The dead heads in City Council see it as a financial liability, not worth keeping open given the maintenance required to keep it open and operational. Also, North Texas Regional is a stones throw to the west. Anyway, I thought I would go get the photos I needed to start modeling. The Airprt Mgr was very cordial, allowing me to take whatever shots I needed. The Terminal, Maint. Hangar and another T-Hangar are complete. The sign is just about complete, but the main hangar is giving me problems with the main roof, so I'll have to erase that and try again.
 
Yep, you're hooked. :icon_lol:

If I can make a suggestion (You may have already done this), is make sure they export and are free of errors after running them through MCX, and into FSX as intended. That way you can resolve any issues early on.
I'm mentioning this because I learned the hard way by having quite a bit of trouble.
 
Yep, you're hooked. :icon_lol:
If I can make a suggestion (You may have already done this), is make sure they export and are free of errors after running them through MCX, and into FSX as intended. That way you can resolve any issues early on. I'm mentioning this because I learned the hard way by having quite a bit of trouble.
That's what's slowing me down quite a bit, I'm finding that there are "hidden" textures that I used, then changed and the old one is still there so when I load the model into FSX, I have areas that are just gone from the model so I have to go back, locate the area, import the correct textures and start all over again running it through MCX. Is there a correct sequence of steps once the "dae" file is loaded into MCX before it's eventually saved and ready for FSX?
 
That's what's slowing me down quite a bit, I'm finding that there are "hidden" textures that I used, then changed and the old one is still there so when I load the model into FSX, I have areas that are just gone from the model so I have to go back, locate the area, import the correct textures and start all over again running it through MCX. Is there a correct sequence of steps once the "dae" file is loaded into MCX before it's eventually saved and ready for FSX?

I normally run into the same problem as I usually go back several times and change a texture to get it like I want it. Well everytime I do that, a new material is created. You can check your object in SketchUp to see what material textures are actually being used in the model. Open the material sub window and then put the little eye dropper on each area of the model. That will tell you which texture is being used for each part. As you're doing this, write its name down. Then look at materials "in model" and just delete the ones that are not actually being used. They should be gone and not carry over into the dae when you export the model.

I hope this helps.

RD
 
That's what's slowing me down quite a bit, I'm finding that there are "hidden" textures that I used, then changed and the old one is still there so when I load the model into FSX, I have areas that are just gone from the model so I have to go back, locate the area, import the correct textures and start all over again running it through MCX. Is there a correct sequence of steps once the "dae" file is loaded into MCX before it's eventually saved and ready for FSX?


If you can get the textures showing correctly in MCX, usually it showed fine in FSX. One of the main issues I was having for textures not displaying, was narrowed by trial and error on my part. I found that the dimensions of the area getting the texture LxWxH had to be calculated accordingly and scaled on the template. Anything that required stretching to fit on the model always had problems with alignment. So, I created specific textures for each part. A 4x4 post for instance has four sides. Ideally to make it look right, two opposed (mirrored) textures were needed. Flipping and/or mirrored caused display issues in MCX. When this happened I created a Left and Right.

I also found that when placing a texture say for a wall, and three (or more) sides were going to have the same texture, using the same starting point (a rectangle has four corners) IE; start/align from corner 3 (example) on every wall. And if you have to scale up or down, scale routinely on each wall. Sketch-Up (for me) always had trouble remembering where things were mapped to.


On another note, it's been quite some time since I messed with that program. :icon_lol:
 
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