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Adding User Created Scenery / Object doesn't appear in the object list / please help

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20
Hi Everyone,

i created my file source and everything before this step and then ,
i started to build and create some new stuff in Blender-2.93.0-windows-x64 and also using latest msfs blender plug in to transfer to MSFS but object doesn't appear in the object list.

i totally apply all the steps in this video

i tried many things like , first build objects then build scenery still my objects are does not appear in the list. i seen that many people have the same problem. is there a any better tutorial that can help me about my situation ?

Thank you everyone.
 
According your object Is ok,
Compile your object (either with build package withing the Sim or with fspackagetool externally)
Put compiled package into community
Start the Sim, you Will be able to see your new object




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Hi,
thank you for your answer.
i was sourcing my object from self created scenery folder in the dev mod.
are you saying after creating the package in blender with plug in should i take that files and throw to community folder and they will appear in the dev mode object list ?
i am kind a confused sorry.
 
The gtlf + bin + xml created by blender goes into your
Project Folder/PackageSources/your-modelLib/your-object
THAN
you have compile this into bgl (with fspackagetool or inside the Sim with build all)


The objects you see in Dev mode are all objects from the various modellibs.bgl in all packages from Official (Asobo) and Community folders.

This implies you need your compiled package (containing of course your-modellib.bgl) to be into community and be loaded by the Sim to see your New object.

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Ok, the proper procedure for editing scenery, is to apply the "Load the Asset Group," algorithm from the Scenery editor, after first loading the scenery project .XML and then applying the "Build All" function, from within Developer mode. This compiles the scenery, keeping the files inside your development folder, while mounting them into the virtual file system, or VFS for short.

If you have a new model to introduce, during an editing session, you first click "Clean All," which removes the compiled scenery from the VFS, then Build All, which adds the model to the package and finally, "Load This Asset Group," which again mounts the edited scenery.
If it is a new editing session, for example, you have just started the simulator, first load the scenery project .XML in dev mode, then click Clean All, then click Build All, then Load This Asset Group.

Once a package has been placed into the Community folder, the simulator assumes proprietorship over it. Some of us are familiar with the "_CVT_" folders that unexpectedly populate the community folder, in association with user aircraft that we have forced into the sim, by compiling outside developer mode. These are examples of the simulator rewriting itself, to make these packages more palatable.

It is considered less than ideal to force the simulator consume processing power, editing software that is only temporary, in the way most development is conducted and the VFS was implemented to solve that inefficiency.
 
1625059098673.png

its becoming too complicated , i have my logo model which texture inside in the folder called texture that i created for the scene.
Should i copy the modelLıb fıle to community file ? i am totally lost sorry

1625059358394.png


how can i load this asset group ?
is there a any simple way to explain and solve this issue ?
and how can i compile file into bgl ?
sorry guys i am totally new on this. thank you for your help.
 
Last edited:
You have to place your package inside the community folder for a model to show up in development mode.

If you can't make a package with your model inside, I don't know if that's your problem, this is a project with one test model inside - https://www.mediafire.com/file/cvvcxoakt1z2bzc/MyFSProjects.zip/file

Most likely you don't have the right input and outputs selected in the inspector for your modellib. Copy the folder and inspector structure that that one has and it should show up.
 
If you don't mind waiting a few hours a Will publish a new tutorial about this

Adding objects Is really simple, but explaining It with words Is a bit hard! (Everyone has his own workflow...)


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@mamu oh! thats great to hear that please let me know when it is ready.
@superspud When i take this folder and send to community folder and throw my model inside i be able to see my model finally. maybe i did something wrong when i am building source files
can i use this folder and change the name of it and use it for other projects ?
 
can i use this folder and change the name of it and use it for other projects ?

Yes. It's the structure that's important. There won't be anything wrong with your models, it's almost always the input and output paths in the inspector. The SDK does not create them automatically in a way that works.

Anything else can be changed. There's an airport file in there at the moment, so delete that or change the airport details to whatever you want.
 
You have to place your package inside the community folder for a model to show up in development mode.

Actually, it is not necessary to put a model in the community folder to see it in development mode (although that reduces some difficulties with the vfs). If it is in a package of the project being worked (just as =rk= wrote above), then the project must be compiled (which creates the bgl file), after that I find it best then to close and reopen the project.
 
I use this method when working with the DevMode:

1) After any change, save the scenery in the Scenery Editor. This writes the XML file that can be compiled.
2) Use 'CleanAll' from the project window. This deletes the _PackageInt and Packages files.
3) Open the console window and erase it's contents.
3) Use 'BuildAll' from the project window. The console window will tell you if you have a good build. Then close the Console.
4) Close the project from the project window. This unloads the old project from the Virtual File System.
5) Open the project from the project window. This loads the new project into the Virtual File System and now includes your changes.
6) Using the Inspector, load the scenery in the Scenery Editor, and the new elements should show.
 
@mamu oh! thats great to hear that please let me know when it is ready.
@superspud When i take this folder and send to community folder and throw my model inside i be able to see my model finally. maybe i did something wrong when i am building source files
can i use this folder and change the name of it and use it for other projects ?
Here you go
(need a little more time for youtube to elaborate hd version)

Make sure to have a proper directory structure, you can follow the previous tutorial to make it with the insim tools
scenery wizard


I have being using this method since the beginning, it never failed (yet!)
 
Hi @mamu
ı watched your tutorıal carefully and apply everything you done. ı had 4 errors and one difference from
your tutorıal. here ıt ıs the SS of those ıssues

fırst 4 errors
1625095430858.png


second one ıs you have global and world folder. ı have only global folder. project havent generated the polygons and scene bgl s
1625095494767.png

thats yours
1625095598080.png

thats after i loaded the brick house
1625101708091.png


can you please tell me what dıd ı mıss?

Thank you.
 

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Last edited:
Hi @mamu
ı watched your tutorıal carefully and apply everything you done. ı had 4 errors and one difference from
your tutorıal. here ıt ıs the SS of those ıssues

fırst 4 errors
View attachment 74772

second one ıs you have global and world folder. ı have only global folder. project havent generated the polygons and scene bgl s
View attachment 74773
thats yours
View attachment 74774
thats after i loaded the brick house
View attachment 74776

can you please tell me what dıd ı mıss?

Thank you.

Ok, so about missing scenery/world folder, between the two tutorial there's a little part i forgot to record, i added an Object in the scene (an Airport as you can see in second video), as soon as you add objects (aiports,aprons, rectangle, scenery objects etc) you Will have a new xml.file in your PackageSources / scene, One compiled It Will generate folder and the bgl inside

About your compilation errors, in you screenshot a xml parsing error Is shown, but you are not showing what file, it's name should be a little bit above the errors
You have the exact row and character position where the error Is, looks like some naming the Exporter does not like
Start by deleting all blanks (spaces) in the full folder structure
Also, you have a very long file naming, the compiler Is gonna throw error if you go over 255 chars




If don't mind sharing your project Folder i can of course look Deep into it and find the error

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Also, check your i chars!

"
what dıd ı mıss
"

According to filename and the writing above, looks like you are Turkish

Maybe you forgot to change this char "ı" with something more International "i"

Pretty "racist" compiler we have here, could be the source the error (infact It Says invalid char!)

Inviato dal mio Mi 9 Lite utilizzando Tapatalk
 
Ok, so about missing scenery/world folder, between the two tutorial there's a little part i forgot to record, i added an Object in the scene (an Airport as you can see in second video), as soon as you add objects (aiports,aprons, rectangle, scenery objects etc) you Will have a new xml.file in your PackageSources / scene, One compiled It Will generate folder and the bgl inside

About your compilation errors, in you screenshot a xml parsing error Is shown, but you are not showing what file, it's name should be a little bit above the errors
You have the exact row and character position where the error Is, looks like some naming the Exporter does not like
Start by deleting all blanks (spaces) in the full folder structure
Also, you have a very long file naming, the compiler Is gonna throw error if you go over 255 chars




If don't mind sharing your project Folder i can of course look Deep into it and find the error

Inviato dal mio Mi 9 Lite utilizzando Tapatalk
Hi again,
Thank you so much for your answer. I haven’t be able to find some time today. I will try to fix scenery and world folder Also try to create another folder like in your tutorials and try. If i will get some errors again i will share the folder with you. As soon as i am done with creating project let you know. Thank you. @mamu
 
Also, check your i chars!

"
what dıd ı mıss
"

According to filename and the writing above, looks like you are Turkish

Maybe you forgot to change this char "ı" with something more International "i"

Pretty "racist" compiler we have here, could be the source the error (infact It Says invalid char!)

Inviato dal mio Mi 9 Lite utilizzando Tapatalk

yes, i kind a struggle with the name giving to our racist compiler 😀 hopefully i will fix these issues and start to create some stuff. Btw are you a product designer ?
 
Eheh product developer Is such a big thing!
I'm Just a Little artisan

You can check out my latest work on flightsim.to:


If you Need any help don't worry to ask!



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