• 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.

FSXA Airbus A350 XWB

As far as I know they have some kind of material assigned to them by deafult, at least I saw others exporting their models without texturing.
 
Hi! There's no need to assign textures for exporting the model to FSX. You have to convert it and just put it in the sim like any model you download. Make sure there's all the files and folders (like textures) and that the model and aircraft.cfg point to your 3D model.
 
Okay, I gave it a material, exported to .x and now I'll have to make the appropriate folders for FSX, though I don't know what I should put in to the textures folder (?) So it won't be tonight, I'll get to it as soon as I can though....
 
You don't need to put anything there yet, since you don't have assigned a texture to the material.
 
Okay thanks, it's the first time I actually get to export an aircraft into fsx so that's why I'm asking this...:)
 
Last edited:
Okay, so I made the following:

model folder - pasted the a359.mdl and made a .cfg stating [models] normal = a359
panel folder - empty
sound folder - empty
texture folder - empty

Aircraft.cfg copied from the default 737, filled in to appropriate the aircraft:

[fltsim.0]
title=Airbus a350-900 XWB test
sim=A350-900
model=
panel=
sound=
texture=
kb_checklists=
kb_reference=
atc_id=test
atc_airline=Airbus
atc_flight_number=
ui_manufacturer="Airbus"
ui_type="a350-900"
ui_variation="test"
ui_typerole="Commercial Airliner"
ui_createdby="F747fly"
description="Testing fase of the Airbus A359"



and a A350-900.air witch has been copied and renamed from the default 737 aswell...

I must be missing something, though in my search as to what I must have I just can't find it...
 
Alias the panel folder to another aircraft with a panel.cfg in the panel folder, which contains just the following text, modified of course:
Code:
[fltsim]
alias=<Another aircraft's folder>\panel

You might want to do the same with the sound folder so you at least have something, but I believe panel is the only one of those that matters in making it show up.

Also, don't be lazy - capitalize the A in A350. :p
 
Last edited:
Thanks Brandon! I knew I was forgetting something... you just made my day! :)
I'll probably need to export one more time though, because Blender crashed during the intial export yet I still used the created file... patience is the key I guess....
Also I will capitalize the A ;)
 
Last edited:
Now let's see if she works... Well I made a mistake with the materials (apperantly only applied the material to the engine suspension but atleast that works)... ;) Let me try it again :) Atleast I'm glad it worked so far ;)
 
Last edited:
Looking forward to the first screenshots of your flying A350 :)

Well this is just going to be a test render for now (to see if the integrity is still okay) it's still a long way from completion... However I will obviously post screenshot about this first export aswell ;)
 
So I applied the material to all object, however as I export it only makes a .x and (dispite me selecting the option) no .mdl (?)
 
That's exactly what it should do. The .x file is now compiled with XToMDL to produce an .mdl.
 
That's exactly what it should do. The .x file is now compiled with XToMDL to produce an .mdl.

But last time I used Blender2FSX it was able to compile to MDL itself, without using the modelconvertx.... I don't know if I've done something abnormal last time...

EDIT: Tried it again, there was a .mdl for a second and then it just dissapeard.. ?
 
Last edited:
Never mind, B2X just converts the .x via the XtoMDL. Just export the thing to .mdl, place that .mdl in the model file of your aircraft, refer to that model as being the exterior model, by entering the right filename (without extension) in the model.cfg. Basically that's it.
 
Never mind, B2X just converts the .x via the XtoMDL. Just export the thing to .mdl, place that .mdl in the model file of your aircraft, refer to that model as being the exterior model, by entering the right filename (without extension) in the model.cfg. Basically that's it.

But if I understand correctly I should (with the option selected) end up with a name.x and a name.mdl after eporting with Blender. And last time it did, but now it no longer does....
 
I'd say, try it again. And keep an eye on the info panel in Blender. If there's a message in red, something went wrong.
 
Tried again and found the following:

raise ExportError(Export to .MDL failed. XToMdl.exe returner an error.")...

So what should I do now?
 
Back
Top