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Blender Export Texture Naming Issues

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us-florida
I've started running into the issue when I export my model from Blender to import to MSFS, when it exports it names all the textures "Image_X.png" with X being an ascending number for each texture file. This has started presenting an issue with textures for multiple models being in the same texture folder in the model library. The textures will overwrite each other since they use the same file names. I can't seem to find a way to address this issue with a solution like adding the mesh/model name into the texture name when it exports, etc. I use the Blender2MSFS extension for setting it up for the ModelLib. Anyone have any potential solutions to overcome this issue?
 
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Dick, Thanks for your reply. The thread you pointed out doesn't seem to be the issue I'm talking about. Your observation points out when I'm copying a material into my blender project that has the same name as an existing material in a different project. This case is when I export the file from Blender it'll take the original name of materials and save the files as "Image_X.png", so on and so forth. Here's a screenshot from the file explorer. If I were to try and copy these materials into my project texture folder, it'll overwrite any existing textures with the same name, and thus, making other models unusable.

1710700484661.png
 
Sorry for my misunderstanding. Why are you using Blender2MSFS? The Asobo addon for Blender is a much better choice, I think.
 
Sorry for my misunderstanding. Why are you using Blender2MSFS? The Asobo addon for Blender is a much better choice, I think.
Dick-
The Asobo exporter doesn't seem to work for me. It doesn't even export the textures at all. It'll generate the GlTF and xml, but no texture folder. I use Blender 3.3.9. My workflow is SketchUp for modelling and UV mapping, then Substance Painter for texturing, and then Blender for adding night lights, etc and then exporting to MSFS using Blender.
 
I use Blender 3.3.3 and the Asobo exporter works as intended. Perhaps there is an issue with the Blender version?
 
I use Blender 3.3.3 and the Asobo exporter works as intended. Perhaps there is an issue with the Blender version?
I just went and tried on 3.3.3 and still running into the same issue. It'll generate the GlTF and xml, but no texture folder.
 
I just went and tried on 3.3.3 and still running into the same issue. It'll generate the GlTF and xml, but no texture folder.
Hello,

You have to create the texture folder and specify it on the exporter module. The addon won't create the folder.

Can you share a capture of your exporter configuration?
 
Hello,

You have to create the texture folder and specify it on the exporter module. The addon won't create the folder.

Can you share a capture of your exporter configuration?
The Blender2MSFS tool used to create the directory for you. After creating the directory it appears to export the textures, but it's still throwing problems here and there. It still however exported the textures with the same file names.
 
The Blender2MSFS tool used to create the directory for you. After creating the directory it appears to export the textures, but it's still throwing problems here and there. It still however exported the textures with the same file names.
I'd suggest using the official security exporter with blender 3.3, and remove blender2msfs. I export objects almost daily and I have never had that problem
 
I'd suggest using the official security exporter with blender 3.3, and remove blender2msfs. I export objects almost daily and I have never had that problem
I'm using Blender 3.3.3 with the glTF-Blender-IO-MSFS exporter and Blender2MSFS not even installed to this version and that's the output I'm getting. I gave a try to changing the files that were associated with each material in the nodes and changed them to the original source image and not the "Image_1", etc and then did an export and that seemed to fix the issue on the export.

I gave a try importing into MCX and changed the name of the textures and exported it from there. After importing that into Blender it would seem that it now properly exports with the mesh name in the image files. It's a bit of an adjustment and time consuming waiting for MCX to do it's thing, but it may bandaid the issue.
 
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I'm using Blender 3.3.3 with the glTF-Blender-IO-MSFS exporter and Blender2MSFS not even installed to this version and that's the output I'm getting. I gave a try to changing the files that were associated with each material in the nodes and changed them to the original source image and not the "Image_1", etc and then did an export and that seemed to fix the issue on the export.

I gave a try importing into MCX and changed the name of the textures and exported it from there. After importing that into Blender it would seem that it now properly exports with the mesh name in the image files. It's a bit of an adjustment and time consuming waiting for MCX to do it's thing, but it may bandaid the issue.
These are the setting I use to export my textures as they are loaded into blender.
1710768472618.png
1710768480980.png


I have noticed in the past, if I change modify an image externally (GIMP, Paint.net, etc) leaving the same filename. I have to go to blender and click on "reload" to update it while in the UV editor tab. If I just reopen the file, for some reason it does not take the changes and it exports the textures as they were originally.

1710768742516.png
 
The settings you use are the exact same as mine. With this in mind, I went scientific and did some tests. I tried importing the SketchUp generated dae file, the Substance Painter glTF, and a bunch of other imports. It would appear when I import the dae from SketchUp, it retains all material names. When I do the import of the glTF that Substance Painter generates from the glTF PBR Metal Roughness output, it changes all the material names. I'm not so sure this is an export problem anymore. This may be an import issue. I imported the model last night into MCX and changed the image names to add the mesh name to it, and then exported it as an FBX from MCX and then imported it to Blender and it retained the material names and didn't change them.
 
Just a follow up to this. I ended up creating a custom script to import gltf files to Blender and rename the textures with the file name appended to the front of the file name followed by the Image part.
 
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