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Bleder2FSXP3D Wish-list for Added Functions

krispy1001

Resource contributor
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unitedstates
Hi Blender2FSX tool-set users!

This thread will be used to suggest new functions to be added to the tool-set. All suggested functions will be discussed and voted on to see if they are to be added or not be added.

Thanks, Kris :-)
 
Go I'll start :)

-The ability to copy a "Material FSX"
(Save a preset)

If you want to apply the same setting to 10 different objects, you have to repeat the adjustment
Every time, it's tedious.


This function exists in MCX, it's really great.

Thanks for your post;)
 
Hello Kris, great to see you back at the Blender2FSX front again!
Although i'm not a heavy and experienced Blender2FSX toolkit user (yet;)), I'm sure I can come up with some nice suggestions to this wishlist.
 
Go I'll start :)

-The ability to copy a "Material FSX"
(Save a preset)

If you want to apply the same setting to 10 different objects, you have to repeat the adjustment
Every time, it's tedious.


This function exists in MCX, it's really great.

Thanks for your post;)
Not sure but Blender already has that. You can import a material via the "append" function, then modify.
 
I know I already asked in the other thread but just to add it officially:

Is it possible to add DrawCall Batching as an export option?
That would really improve performance for autogen objects without having to put them through MCX.

And maybe NoCrash as an XtoMDL flag
 
Go I'll start :)

-The ability to copy a "Material FSX"
(Save a preset)

If you want to apply the same setting to 10 different objects, you have to repeat the adjustment
Every time, it's tedious.


This function exists in MCX, it's really great.

Thanks for your post;)
Hi FSX3D!

That is a Blender built in function already. It is very simple to do, every time you make a new material and all it settings they are all saved in that material. To use the material again just click on the "Browse material to be linked" button and choose the material that you want to use again. All of it.s attributes will be copied to that new object. Below is an image showing the drop down window that shows the available materials to choose.

upload_2017-2-22_16-37-4.png


Thanks, Kris
 
I know I already asked in the other thread but just to add it officially:

Is it possible to add DrawCall Batching as an export option?
That would really improve performance for autogen objects without having to put them through MCX.

And maybe NoCrash as an XtoMDL flag
Hi Dave!

I would need to understand what "DrawCall Batching" means first. And how it applied to FSX. As for "NoCrash" that option is all ready available in the Attachpoint tool in the tool-set. To use it you apply the "NoCrash" option to an object using the Attach point tool. Bellow is an image as an example:

upload_2017-2-22_16-46-45.png


Thanks, Kris
 
Hi Dave!

I would need to understand what "DrawCall Batching" means first. And how it applied to FSX. As for "NoCrash" that option is all ready available in the Attachpoint tool in the tool-set. To use it you apply the "NoCrash" option to an object using the Attach point tool. Bellow is an image as an example:

View attachment 33350

Thanks, Kris

As far as I know DrawCall Batching is something globally set in the .X file (sadly I don't know exactly what). Its effect is that if materials are identical (for example in case of multi placement, typical for autogen) they are merged into one DrawCall by the ESP renderer, which saves performance. As MCX has that feature maybe Arno could give a clue what exactly has to be written.

Thanks for the noCrash example, I was aware of that method, just thought setting it during mdl compilation was the cleanest way possible.
 
I have 2 wishes / suggestions-for-expansion for the Blender 2 FSX toolset, coming from analyzing B2FSX errors on the forum and my own experience with it:

"B2FSX toolkit post-installation selfcheck option"
A [self-check/installation-debug] button on which one can push/ is triggered automatically as first thing to do after B2FSX,P3D installation and Blender booting up. This function then will check:
A - If the B2FSX scripts themselves! have been installed in the correct Blender add-on directory(or not).

B - Searches your local hard-disk(s) /a given path to investigate:

-> If you have a FSX/P3D SDK installed (or not!)
-> Finds the location of important SDK files like:
--> modeldef.xml
--> the XTomdl.exe compiler
--> ModelConvertorX tool
--> (other required files that I do not know yet)

C -> Dumps that information (SDK version and exact root\folder\locations) in a flat ASCII-file
[Ingredient]..........[Present?].... [Path]
1 - modeldef.xml ..[yes]............C:\Program Files\.....
2 - XToMDL.exe ...[yes]............ C:\Program Files\.....


WHY?
This function will help many Blender (2FSX/P3D) newcomers to quickly and systematically! troubleshoot before they start modeling/exporting their models.
This function saves a lot of time and frustration before one hits that [Export to DirectX for FSX(.x)] and crashes...with a non-descriptive cryptographic Phyton error message on the Blender console.


"Blender pre-export model checkup/test function"
A function that (internally) checks the currently loaded Blender-model, to see if all ingredients are present before exporting the model.
This function then examines the anatomy of your Blender model to check if the following things are already in place:
LODhier.png

https://dutcheeseblend.blogspot.nl/p/how-to-create-your-airplane-in-blender.html
Image - (c) Dutcheeseblend Blog

https://i-msdn.sec.s-msft.com/dynimg/IC147540.jpg[/img]
https://msdn.microsoft.com/en-us/library/cc526974.aspx
Image - (c) ESP SDK

A - A solid (.X-file format compatible) root and LOD structure that is compatible with the FSX/P3D SDK model format

B - If the [Scale] of all objects inside the Blender model has been set to "1.0"

C - If all embedded animations start at keyframe_0

D - If all model-objects have a Blender Materials attached to it (or not)

-> IF NOT then the name of that object can be dumped into a a flat ASCII-file

E - If all model-objects have a Blender Texture attached to it (or not)

-> IF NOT then the name of that object can be dumped into a a flat ASCII-file

F - An (debugging) overview of the objects materials and texture data to a ASCII file:
Something like this overview below, a kind of Blender model dumping function
[Object]
- Name:
- Texture_filename:
- Texture_size
- UVmap_name
- Material_name
(and more things to be added later on)

So a modeler can quickly check the contents of their models outside Blender (since - to me personally - the Blender Outliner window could use some expansion, upgrade)
Thus having a flat external exported file with Blender_model_date available - will enable everyone to check the contents of their own Blender model more rapidly and efficiently by using their own tools.


My argument for adding these extra functions is that a lot of debugging / errorchecking can be automated/programmed right into future Blender2FSX/P3D scripts.
This will also help everyone to develop a uniform way of working and troubleshooting so that we all
- provide the developers of the Blender2FSX/P3D scripts with a uniform way of feedback on their hard work and/or occurring errors.
- are "on the same page" when an future error occurs and can also help each-other since we now work, Blender in a uniform way.
and - above all - we can quickly continue with what we love to do most "Blender-ing" :)


NOTE:
I have not learned (yet) if these functionalities are already being build into Blender, since I only used Blender for 3D Aircraft modeling and I learn as I go along.
I will add more suggestions to the wishlist when I've encountered new challenges later on in time.
 
Last edited:
Hi Kris

I tried to copy one material on another, the problem is that it also copies the texture.

I find myself with the wrong texture
 
Hi Kris

I tried to copy one material on another, the problem is that it also copies the texture.

I find myself with the wrong texture
The workflow is as follows:
  1. You select the existing material, now both objects share the same material
  2. you click the little + button, now both objects have independent copies you can modify.
Of course you will end up with the texture of the other material in the first place. Just change it back.


"B2FSX toolkit post-installation selfcheck option"
A [self-check/installation-debug] button on which one can push/ is triggered automatically as first thing to do after B2FSX,P3D installation and Blender booting up. This function then will check:
A - If the B2FSX scripts themselves! have been installed in the correct Blender add-on directory(or not).

B - Searches your local hard-disk(s) /a given path to investigate:

-> If you have a FSX/P3D SDK installed (or not!)
-> Finds the location of important SDK files like:
--> modeldef.xml
--> the XTomdl.exe compiler
--> ModelConvertorX tool
--> (other required files that I do not know yet)

C -> Dumps that information (SDK version and exact root\folder\locations) in a flat ASCII-file
[Ingredient]..........[Present?].... [Path]
1 - modeldef.xml ..[yes]............C:\Program Files\.....
2 - XToMDL.exe ...[yes]............ C:\Program Files\.....

Not sure if I got this correctly but doesn't that exist already? You can easily check if the toolset installed correctly by checking if it shows up at all :P
Also I think the toolset already looks up the location of the necessary sdk files by itself. I never had to specify anything to make it work.
(btw ModelConverterX doesn't have anything to do with this)
 
Hi dave

No it does not go at all, if you change the texture of a copied material
This will also change the texture of the original material.

It will have the same name of material

And if you change the name of the material, it will change the name
Of original material :(

Tell me if I'm wrong

Thank you
 
No it does not go at all, if you change the texture of a copied material
This will also change the texture of the original material.
As I said, clicking the + icon next to the selected material will make them individual.

Edit:
Sorry it was the wrong button which I mentioned. You see the number of users of the material right next to the name. Clicking that one will do the trick.
 
You're right it works!
Thanks Dave

A preset to apply settings (only the FSX material settings)
would be better.

You know the "Material editor" of Model Converter X?
it's really awesome
 
Very important feature: texture vertices/smoothing groups thingy. We thought about it some time ago, but left it there. I run into the max vertex limit for a few materials on my T.5 already. Some have four sheets: diffuse, spec, normal and envmap. Because 'smoothing groups' have to be done by edge splitting, a lot of extra vertices will be generated. In fact, these vertices should be welded, but the two normals should remain.

I remember some thread we made on it:
http://www.fsdeveloper.com/forum/threads/blender-and-smoothing-groups.434908
(I'll update the images there tonight)
 
Last edited:
Not sure if I got this correctly but doesn't that exist already? You can easily check if the toolset installed correctly by checking if it shows up at all :p
..
Also I think the toolset already looks up the location of the necessary sdk files by itself.
NOTE: I'm looking through the absolute Blender new-bee eyes here (since I was on myself 6 months ago).
I've also seen a couple of errors from people who correctly did install the B2FSX toolkit, but they:
- did not have any (FSX/P3D) SDK installed at all.
- had corrupt Windows Registries, so the already-showing-up-toolkit could not find the correct path to already installed SDK \ file \ tool.

I never had to specify anything to make it work.
Your personal situation on your own computer does necessarily not reflect the situation on everyone elses computer.
Not everyone has the same computer-skills and /or Blender background as you do.

The implementation this function into B2FSX/P3D could systematically tackle that hurdle - for everyone equally - before they get started with modelling..
 
..

NOTE: I'm looking through the absolute Blender new-bee eyes here (since I was on myself 6 months ago).
I've also seen a couple of errors from people who correctly did install the B2FSX toolkit, but they:
- did not have any (FSX/P3D) SDK installed at all.
- had corrupt Windows Registries, so the already-showing-up-toolkit could not find the correct path to already installed SDK \ file \ tool.


Your personal situation on your own computer does necessarily not reflect the situation on everyone elses computer.
Not everyone has the same computer-skills and /or Blender background as you do.

The implementation this function into B2FSX/P3D could systematically tackle that hurdle - for everyone equally - before they get started with modelling..

Just saying the feature you requested (automatically looking up SDK files) is there. You pointed out that it seems not to work in some cases which might be subject to improvement, meanwhile nobody should wonder why it can't find the files if they are not even installed.

Also there is no reason to blame it on my skills as you call it if a tool does something automatically. So please don't treat my case as the exception, it's the way it should work.
 
@david: I've send you a [PM] to
- continue our conversation there
- keep this thread clean for other Blender2FSX/P3D suggestions.
 
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