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  1. Vitus

    Blender Blender 2.83.2 released

    The Blender Foundation released an update of Blender to version 2.83.2. To be found at the usual location: https://www.blender.org/download/ This is predominantly a bug-fixing version and I haven't tested it yet with our toolset. I don't think there will be any surprises though. Furthermore...
  2. Vitus

    FSX:SE Did Microsoft update the FSX:SE flight model?!

    Did anyone else recently work on the flight dynamics for FSX:SE? I subscribed to the FSX:SE open beta program and it looks like they changed how the flight model is being determined. All the variables from the .air file seem to be copied into the aircraft.cfg when you first start an aircraft and...
  3. Vitus

    I am getting old...

    Hey Dai! Believe me, we alllll feel that. What's even more sad about it is how some of the things we got really good at in the past become more and more irrelevant. Think of all the funky workarounds we know to get things done for FSX. Think about how this probably will be so utterly useless in...
  4. Vitus

    BLENDER2FSX/P3D export too slow for low poly object

    Yes probably. I just timed my project and it came to around 5 minutes. Your scene is MASSIVE in comparison. So yeah.... it'll take some time.
  5. Vitus

    Blender Add animations/clickspots

    Reverse Polish Notation. Not to be confused with RPS.
  6. Vitus

    Blender Add animations/clickspots

    If you want custom animations/mouserects/visibility/etc. you need to modify the modeldef.xml file in your sdk (make a backup first!). There's plenty of examples for all sorts of interactions you'll find in the forum. You need to get your head around the stupid RPN, but you'll get the hang of it :)
  7. Vitus

    New to this.

    Maybe to add to all of this: make sure to also follow what's going on with 3d modelling outside of the sim community. With all due respect to the fine people here, but sometimes we are lacking about 10 years behind mainstream technology.... :duck:
  8. Vitus

    Blender Unwrap objects to common texture?

    I don't know if there's a better way, but I do it in the following manner: 1. select the new part, go to edit mode and unwrap it (u->unwrap). 2. open the uv editor, select the new uv map, scale it and move it outside of the frame, so that it doesn't interfere with anything else. 3. go to object...
  9. Vitus

    Error when exporting

    OK, in this case the above applies as well though: ALWAYS initialize the material by selecting one of the two valid material modes. As said before, you can still use simple color-shading, it's just a matter of disconnecting the texture nodes. :cool:
  10. Vitus

    Blender Error when initializing SDK in Blender 2.83 and P3Dv5

    I'm a bit confused. You deleted the Blender 2.83 folder? So..... how do you use Blender if you deleted the Blender folder? I must be missing something, or are you essentially using the good 'ol "I can't fail if I don't try" philosophy? :rotfl: Seriously though, it shouldn't be difficult to get...
  11. Vitus

    Blender [SOLVED]Bender 2.8x Problem Uv unwrap texture rectangular

    Yes and no. You won't have to manually move the UVs around on the map, you can instead use the regular 'u'->unwrap options. However in this particular case, this needs to be done AFTER assigning the 1:2 texture to the object. Otherwise the unwrapper will assume a 1:1 texture again.
  12. Vitus

    Blender Unwrap objects to common texture?

    The way I do it is to select all the object you'd like to uv map. Switch to edit mode (tab) and then unwrap (u->unwrap). This will unwrap all selected elements in one uv map. yep. You need to switch the Viewport shading to "material preview". It's one of the ball-icons on the top right (by...
  13. Vitus

    Blender Add animations/clickspots

    This and this. :duck: Make sure that you have the SDK initialized to populate the lists.
  14. Vitus

    Error when exporting

    I'm not quite sure if I understood correctly, so please correct me if I'm wrong. Did you experience this after updating an older project to the new toolset? If that's the case then, yes: it is absolutely necessary to re-initialize all materials when switching to the new toolset! While it is...
  15. Vitus

    Blender Blender2P3D/FSX

    That's a great idea. Not trivial to implement though - we'd need to fork the material section of the exporter accordingly as well.
  16. Vitus

    Error when exporting

    Materials are always required, for all geometry that you export. The required node tree is automatically created when you set your material mode to either PBR or specular. Textures are optional. However, you'd need to disconnect the input slots of the base node (either specular or principled...
  17. Vitus

    Blender Blender2P3D/FSX

    @wallydog69 @Pyscen This should still be possible! Try this, and let me know how this works: - create the material and set the mode to "Specular" - open the shader editor - disconnect anything that goes into the main specular node If you go back to the default view and open the material...
  18. Vitus

    Blender Error when initializing SDK in Blender 2.83 and P3Dv5

    Hi, Which folder did you delete?
  19. Vitus

    Same texture looks different (darker) in P3D v5

    While I understand the reasoning, it's also pretty annoying. It means that if you want to publish to both v4.5 and v5, you'd have to provide different textures for each of them. Am I reading this right?
  20. Vitus

    Blender Blender2P3D/FSX

    Thank you very much! I couldn't have done it without the body of work that was already there in version 0.95 and all the support of the people behind the scenes :-) So, I'm assuming you're using PBR material? According to the SDK, there are only two blend modes supported for the emissive map...
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