• Which the release of FS2020 we see an explosition of activity on the forun and of course we are very happy to see this. But having all questions about FS2020 in one forum becomes a bit messy. So therefore we would like to ask you all to use the following guidelines when posting your questions:

    • Tag FS2020 specific questions with the MSFS2020 tag.
    • Questions about making 3D assets can be posted in the 3D asset design forum. Either post them in the subforum of the modelling tool you use or in the general forum if they are general.
    • Questions about aircraft design can be posted in the Aircraft design forum
    • Questions about airport design can be posted in the FS2020 airport design forum. Once airport development tools have been updated for FS2020 you can post tool speciifc questions in the subforums of those tools as well of course.
    • Questions about terrain design can be posted in the FS2020 terrain design forum.
    • Questions about SimConnect can be posted in the SimConnect forum.

    Any other question that is not specific to an aspect of development or tool can be posted in the General chat forum.

    By following these guidelines we make sure that the forums remain easy to read for everybody and also that the right people can find your post to answer it.

Blender2P3D/FSX toolset

Blender2P3D/FSX toolset 0.98.21

Changelog (4.06.2020):
  • Huge change! Implemented a new interface to set up textures, synchronized with the node tree of the material. Read about it in the support thread and in the updated wiki!
  • Fixed issues with the detail and bump map scaling
  • Updated armature animations. It is now possible to assign individual bones with different animation tags in Pose mode.
  • Visibility tags are now displayed in the same way that animation tags are listed. This was done to de-clutter an unreadable drop-down list when too many visibility tags were present.
  • Added leading "/" to the paths of the P3D/FSX SDK. This should help the addon finding your SDK properly.
  • Fresnel map texture filenames are now correctly converted to .dds/.bmp
  • Changed the default reflection value of specular material to "0"

  • Tested and approved for Blender 2.83!
Changelog (27.04.2020):
  • Removed the full path of the strings for fresnel, reflection and detail maps
  • Added support for armatures
  • Fixed the paths to the P3Dv2 and P3Dv3 SDKs
Changelog (19.04.2020):
  • Support for the Prepar3d v5 SDK
  • New way of selection and the storage of the SDK information
  • Included the "reflection map" option for PBR materials (b-channel of the metallic texture)
  • Fixed the issue with material without textures not being exported
  • Changed lat and lon values back to string to deal with the precision problem
  • Limited the emmissive mode of PBR material to "additive" and "additivenightonly", as per sdk.
  • Added forks for the z-bias parameter, depending on the selected SDK
  • Added metallic and smoothness values to the .x file, reading the inverted default value of the bsdf node.
  • "Other Texture Info" is now only available for the applicable SDK (p3dv4 & p3dv5).
Changelog (08.04.2020):
  • Fixed another issue with virtual cockpit textures
  • added "scenery complexity" and "Altitude is AGL" as properties in the scenery tool
  • changed the scenery data fields to floating point variables and limited the input to acceptable ranges
  • It is now possible to change between meters and feet in the altitude setting of the scenery tool
  • Fixed some typos
  • Changed the default behavior of the UV-inverter in the shader graph
Changelog (05.04.2020):
  • changed the name of the logfile to include the name of the exported model
  • add z-bias property back to specular material
  • fixed an issue with virtual cockpit texture names
Changelog (29.03.2020):
  • scenery panel: Added a list to save location information in a local data file.
  • Re-structuring of the SDK initialization
  • Implemented SirCommand's texture flip algorithm to the shader graph. It is currently up for discussion if this feature should become part of the addon.