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UPDATE 2016-08-20 - update and bug fix release v0.1.4
I have ported over the excellent Blender to FSX toolset for use with Prepar3d. I will be basically the exact same code as Blender to FSX (0.8.x) with the following enhancements/changes.
1. Uses Prepar3d v3 SDK and v2 SDK (0.1.4)
2. Will work with Blender 2.77a fixing the filename issues that broke in blender 2.65+
3. Added ZBiasValue to the FS10Material coding and allowing the user to enter 0 to -50 for different textures. (0.1.3 update 0 to minus 50)
4. Works separately from Blender to FSX - You will be able to have both options/panels available, there will be a Blender2P3D tab
5. If you go back and forth exporting between FSX and P3D you must initialize toolset to the FSX version or P3D version before making changes and exporting otherwise the export will reference the wrong modeldef and XtoMDL.exe
Future:
1. Jetways using skined mesh, IK constraints, bones - this is difficult with all the hard coding values expected by FSX/P3D for jetways
Release below.
2016-06-28 release v0.1 port from 0.82 0f Blender to FSX
Prepare3D v3 SDK integration
Can be used with Blender to FSX - different tab
Updated for Blender 2.77a - File naming change in blender causes errors in Blender to FSX
Added Z Bias in FS 10 Materials
This is an early beta for release for people that are willing to try it and report back any errors. Is installs in the same way as Blender to FSX. You must code the animations for FSX and P3D separately. When FS 10 materials are created and added the selections will be indicated in both the FSX rollout and P3D rollout - except for Z-Bias in P3D only.
I use the following:
F:\blender-2.77a-windows64\2.77\scripts\addons
folder to save the zip file extract. Enable it in blender with the preferences and addons.
Please ensure you are not using production files - and backup your existing FSX files - in fact create a whole separate folder structure for Blender to P3D.
Update 2016-07-01 v011 - bug fix for export without animations caused error in ReplaceFileNameExt function (update from v01a)
Update 2016-07-16 v012 - bug fixes on XtoMDL and modeldef locations (kept v011 as backup). Progress bar added - if you deselect Log Verbose and Log File and open a console view from the menu Window then Toggle system console you will see some text progress bar as the export takes place.
Update 2016-08-11 v013 - Added functionality for scenery developers. Now has textbox input for Lat, Lon, Alt, Pitch, Bank and Heading. You select export a) the sample XML placement file or b) the XML placement file with the LLAPBH data. Bug fixes for Z-Bias, now accepts values 0 to -50 instead of -1 to - 50 and should only be put into x file if no Z Write selected. Added fix proposed by Krispy for the Specular max value 255 instead of 256. Added bug fix for Final Alpha Multiply max value now 255, changed from max of 1.
LLAPBH textbox input
Export xml placement with bglComp compilation to BGL file
Test model bgl placed in Prepar3d
Update 2016-08-20 v014 - Added Prepare3D v2 and v3 selector to compile the model with either v2.x or v3.x Prepar3D SDK. If you change the P3D SDK ver you MUST initialize. You can verify what folder was used by veiwing the log file or the console window in blender. Alpha multiplier has been changed from 0-255 to 0 to 1.0.
NOTE: If you have both Blender to FSX and P3D with notice that FSX values get loaded first. Example now is the change to Final Alpha. 0 to 1 may allow 0-255 if you have not updated Blender to FSX to Krispy's latest.
UPDATE 2017-06-01 v017 - Added Prepar3d v4 support. basically added the v4 selection button and internal code to find the files. I have added some features that are in Blender2FSX from Krispy's version. I don't think there is anything really special with XtoMDL and the modeldef.xml files for v4.
UPDATE 2017-07-09 ver to be retired - The codebase for Blender2P3D will be retired in the near future as Krispy has developed a single codebase that will/can use FSX and P3D SDK. See the beta at:
http://fsdeveloper.com/forum/threads/blender-tool-set-beta-for-fsx-p3d-test-files.440503/
I have ported over the excellent Blender to FSX toolset for use with Prepar3d. I will be basically the exact same code as Blender to FSX (0.8.x) with the following enhancements/changes.
1. Uses Prepar3d v3 SDK and v2 SDK (0.1.4)
2. Will work with Blender 2.77a fixing the filename issues that broke in blender 2.65+
3. Added ZBiasValue to the FS10Material coding and allowing the user to enter 0 to -50 for different textures. (0.1.3 update 0 to minus 50)
4. Works separately from Blender to FSX - You will be able to have both options/panels available, there will be a Blender2P3D tab
5. If you go back and forth exporting between FSX and P3D you must initialize toolset to the FSX version or P3D version before making changes and exporting otherwise the export will reference the wrong modeldef and XtoMDL.exe
Future:
1. Jetways using skined mesh, IK constraints, bones - this is difficult with all the hard coding values expected by FSX/P3D for jetways
Release below.
2016-06-28 release v0.1 port from 0.82 0f Blender to FSX
Prepare3D v3 SDK integration
Can be used with Blender to FSX - different tab
Updated for Blender 2.77a - File naming change in blender causes errors in Blender to FSX
Added Z Bias in FS 10 Materials
This is an early beta for release for people that are willing to try it and report back any errors. Is installs in the same way as Blender to FSX. You must code the animations for FSX and P3D separately. When FS 10 materials are created and added the selections will be indicated in both the FSX rollout and P3D rollout - except for Z-Bias in P3D only.
I use the following:
F:\blender-2.77a-windows64\2.77\scripts\addons
folder to save the zip file extract. Enable it in blender with the preferences and addons.
Please ensure you are not using production files - and backup your existing FSX files - in fact create a whole separate folder structure for Blender to P3D.
Update 2016-07-01 v011 - bug fix for export without animations caused error in ReplaceFileNameExt function (update from v01a)
Update 2016-07-16 v012 - bug fixes on XtoMDL and modeldef locations (kept v011 as backup). Progress bar added - if you deselect Log Verbose and Log File and open a console view from the menu Window then Toggle system console you will see some text progress bar as the export takes place.
Update 2016-08-11 v013 - Added functionality for scenery developers. Now has textbox input for Lat, Lon, Alt, Pitch, Bank and Heading. You select export a) the sample XML placement file or b) the XML placement file with the LLAPBH data. Bug fixes for Z-Bias, now accepts values 0 to -50 instead of -1 to - 50 and should only be put into x file if no Z Write selected. Added fix proposed by Krispy for the Specular max value 255 instead of 256. Added bug fix for Final Alpha Multiply max value now 255, changed from max of 1.
Material Functionality: Z-Bias Level
In order to improve layering materials on the ground for airport ground polygons, Prepar3D has implemented a Z-Bias level material setting.
This functionality only works with "No Z Write" checked on the material. Using values between 0 and -50, you can set and order the layering of the ground polygon textures above the default airport aprons, taxiways and runways. The more negative the Z-bias, the later in the process it will draw. For example, the runway ground polygon could be -1, the white runway markings could be -2, the yellow runway markings could be -3, etc.
LLAPBH textbox input
Export xml placement with bglComp compilation to BGL file
Test model bgl placed in Prepar3d
Update 2016-08-20 v014 - Added Prepare3D v2 and v3 selector to compile the model with either v2.x or v3.x Prepar3D SDK. If you change the P3D SDK ver you MUST initialize. You can verify what folder was used by veiwing the log file or the console window in blender. Alpha multiplier has been changed from 0-255 to 0 to 1.0.
NOTE: If you have both Blender to FSX and P3D with notice that FSX values get loaded first. Example now is the change to Final Alpha. 0 to 1 may allow 0-255 if you have not updated Blender to FSX to Krispy's latest.
UPDATE 2017-06-01 v017 - Added Prepar3d v4 support. basically added the v4 selection button and internal code to find the files. I have added some features that are in Blender2FSX from Krispy's version. I don't think there is anything really special with XtoMDL and the modeldef.xml files for v4.
UPDATE 2017-07-09 ver to be retired - The codebase for Blender2P3D will be retired in the near future as Krispy has developed a single codebase that will/can use FSX and P3D SDK. See the beta at:
http://fsdeveloper.com/forum/threads/blender-tool-set-beta-for-fsx-p3d-test-files.440503/
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