@Easyraider I just published a doc for you in the other thread, with those locations you asked for. Hopefully that is enough to help out Happy to provide more info as you need it.
@alceubap “Gulf Line” was actually just supposed to be a fun heli-tour company, we didn’t have the racing livery in mind when modeling it! My bad there, would’ve named it differently.
@Eagleskinner - MSFS doesn’t care about the filenames as long as the materials are defined properly (which they are). Our model started its life under a non-MSFS engine, and although we’ve redesigned the materials since then, the filenames stuck. Anything “BASECOLOR” or “DIFFUSE” is an MSFS albedo map. Anything “ROUGHNESS” or “SPECULAR” is an MSFS COMP map. Normal is self explanatory.
There’s really no value in renaming everything, you can tell from the content of each file (plus the above names) what each one is.
We’ve coalesced textures to improve performance. You’ll see we went from a couple hundred materials down to less than fifty. This yields performance improvements, pretty substantial CPU usage reduction, and some GPU reduction. Depending upon your GPU/CPU balance and MSFS graphics settings you may not notice a difference, but for some it’s very noticeable.
Of course it may have been cleaner to manually remap all UVs manually, merge some materials, repaint textures, etc etc, but this would be a massive undertaking. Instead we came up with a semi-automated method of combining materials which yields the same performance benefits, but I’ll admit, does make painting of the heli non-obvious in places.
Not sure what you mean by jpg vs PNG? Everything we ship is .DDS, and the only source .jpg in the whole helicopter is for the fire extinguisher.
I understand your frustrations though, we’ve been through a lot of artwork changes since launch, and not always in ways that are easy on the artists. We’re working on a new paint-kit for the new combined uv maps. Once we have that available I’ll ping you just in case you’re interested again.