• 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:

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Search results

  1. U

    MSFS ground handling bug

    I don't know if mine steers toward a particular direction (maybe it does and I just haven't noticed) but lighter aircraft especially go nuts and try to swerve off the runway right around takeoff speed. Basically been happening since day one. It's not just you.
  2. U

    Here's a tip for those who don't know! ( A way of Importing Orthoimagery into Blender for accurate scaling).

    Yep, actuall I only just noticed this last night. Everything seems to be scaled up by about 30%.
  3. U

    Here's a tip for those who don't know! ( A way of Importing Orthoimagery into Blender for accurate scaling).

    There's an easier way to do this, you can use BlenderGIS to import satellite imagery directly and have it handle scaling for you. It can also automatically place multiple tiles so you can create a mosaic covering large areas at high resolution. Saves a lot of time and effort.
  4. U

    MSFS20 LightRow not appearing corectly after package build

    I've seen this too. Light objects in general are horribly bugged right now. Probably need to wait for the next SDK update.
  5. U

    MSFS20 Blender2MSFS support thread

    Seems to be an SDK bug from what I've seen. If I rebuild and reload the sim with the updated scenery then projected meshes work just fine for me. It's only in the editor that it acts a little screwy.
  6. U

    3DS Max UVW on Loft

    I would map it using this method: It's demonstrated on a 2D object but it works for objects with depth as well. Just be aware that with sharp corners, there will be some distorting of the texture map, though you can correct that if you break some verts and shift them around a bit.
  7. U

    3ds max to MSFS2020

    It's not all that complex, thankfully. Export it as a gltf from your 3D package, when you do it make sure that the MSFS exporter is set to generate the XML file for you, then set the output to a folder with the same name as the model you're exporting in your 3D assets folder. There should be a...
  8. U

    MSFS20 -Everything you know about upcoming Flight Sim from Microsoft-

    Apparently Microsoft has just opened up an insider signup on https://fsi.microsoftstudios.com/. I imagine it'll be some kind of public beta?
  9. U

    help please with runway texture

    The process should be roughly the same across packages, however. For numbering and lines you typically overlay polygons on the ground and apply textures like decals. For lines you'll generally want to use splines and either extrude and convert them to physical geometry or loft geometry along...
  10. U

    How to make faded ground areas?

    That I'm not sure about. If you make another runway to do it, then it'll show up on the GPS in the sim and AI will try to use it. You can make a custom ground poly in ADE with a dirt texture, but I don't think the edges are blended (though I may be wrong, I've never used the ground poly editor...
  11. U

    How to make faded ground areas?

    The easiest way is to make a decal/overlay. Make a flat model that's placed a few centimeters over the ground and map a dirt texture to it. Wherever you want the ground beneath it to show through, make the texture transparent. Basically what you're doing is painting something on a sheet of clear...
  12. U

    P3D v2 Colorado Springs Airport (KCOS)

    Yep, still working on it! I had to shelve the project the last six months due to a heavy course load, but I'm picking it up again.
  13. U

    Bellingham International (KBLI) Preview

    WOW. My project blows chunks compared to this. You do all the textures yourself? Looks mind-blowingly good!
  14. U

    Future X-Plane demonstration at FlightSimCon

    I'm really loving the new lighting engine there. I always thought the lighting in FSX and XPlane was unrealistic, but could never really figure out why before now.
  15. U

    P3D v3 To Quad or Not to Quad... ?

    If we're talking about poly counts, the final result is exactly the same whether you convert to quads or not. However, if you model in tri's you get fine control over how the model is subdivided when you export, which can affect the way light scatters off the surface and can prevent getting a...
  16. U

    P3D v2 Colorado Springs Airport (KCOS)

    Work is progressing slowly. In the last few months some weirdness has been going on which has led to me basically living in two places at once, so I can only work 3 days a week at the moment. I'm considering bringing some people on board for some things, otherwise it's gonna take forever to finish.
  17. U

    FS and VR, I wonder

    I for one am eagerly awaiting my Oculus headset to be delivered (sadly the wait time was already pushed as far as May by the time I got my order through). I know there's gonna be some logistical issues, but I just couldn't turn it down. Plus I've got plenty of applications to use it with aside...
  18. U

    P3D v2 Colorado Springs Airport (KCOS)

    Yup, still working on it! Military hangars are modeled and are currently in the texturing process.
  19. U

    To all you Max Renderers...Ever had this issue?

    That actually looks about right for Mental Ray. There's ways to improve that, but unless you have access to a render farm, it's going to cost you a lot of render time more than likely. A few things you could try (off the top of my head): enable GI, set the image precision slider in the render...
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