• 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.

Blender help

Messages
52
Country
us-minnesota
Does it matter what rendering engine is used when creating and exporting objects in Blender? I have noticed that all the different rendering modes are different when it comes to texturing. Ever since I started with blender, I have used the Cycles Render engine and I have noticed that whenever I export an object, my textures are not exported with it. Do I need to used the Blender Game engine?

And would it be possible for us to have a Blender sub-forum for quick and easy access to all things blender related? :)
 
Rendeing in blender will do nothing for the sim. So wht you see in blender is not what you will see in the simulator.

Blender renders are only applicable to renders within an engine designed for it. FS uses a specific render engine for its production.
 
Ok, then that is not my problem.

No matter what I try, Blender will not export textures with the model in any format except for .3DS. However, using .3DS does not work as MCX does not properly read the model and it looks like this:



When it should look like this:



And it gives me this:

9:01 PM M3DSReader Information Finished reading objects
9:01 PM AllObjectReader Information Cleaning object: MSP Ground
9:01 PM AllObjectReader Information Cleanup: Did remove triangle with zero area
9:01 PM AllObjectReader Information Cleanup: Did remove triangle with zero area
9:01 PM AllObjectReader Information Cleanup: Did remove triangle with zero area
9:01 PM AllObjectReader Information Cleanup: Did remove triangle with zero area
9:01 PM AllObjectReader Information Cleanup: Did remove triangle with zero area
9:01 PM AllObjectReader Information Cleanup: Did remove triangle with zero area
9:01 PM ObjectRenderer Information Starting generating OpenGL arrays...
9:01 PM ObjectRenderer Information Finished generating OpenGL arrays
9:01 PM ObjectRenderer Warning Failed to load texture: mspgrnd_01.j
9:01 PM ObjectRenderer Warning Failed to load texture: mspgrnd_02.j
9:01 PM ObjectRenderer Warning Failed to load texture: mspgrnd_03.j
9:01 PM ObjectRenderer Warning Failed to load texture: mspgrnd_04.j
9:01 PM ObjectRenderer Warning Failed to load texture: mspgrnd_05.j
9:01 PM ObjectRenderer Warning Failed to load texture: mspgrnd_06.j
9:01 PM ObjectRenderer Warning Failed to load texture: mspgrnd_07.j
9:01 PM ObjectRenderer Warning Failed to load texture: mspgrnd_08.j
9:01 PM ObjectRenderer Warning Failed to load texture: mspgrnd_09.j
9:01 PM ObjectRenderer Warning Failed to load texture: mspgrnd_10.j
9:01 PM ObjectRenderer Warning Failed to load texture: mspgrnd_11.j
9:01 PM ObjectRenderer Warning Failed to load texture: mspgrnd_12.j
9:01 PM ObjectRenderer Warning Failed to load texture: mspgrnd_13.j
9:01 PM ObjectRenderer Warning Failed to load texture: mspgrnd_14.j
9:01 PM ObjectRenderer Warning Failed to load texture: mspgrnd_15.j

If I try and export it as .OBJ, some of the polys do not show up and I get this from the log:

8:58 PM OBJReader Warning Failed to find material None
8:58 PM OBJReader Warning Failed to find material None
8:58 PM OBJReader Warning Failed to find material None
8:58 PM OBJReader Warning Failed to find material None
8:58 PM OBJReader Warning Failed to find material None
8:58 PM OBJReader Warning Unsupported element l
8:58 PM OBJReader Warning Failed to find material None
8:58 PM OBJReader Warning Failed to find material Material
8:58 PM OBJReader Warning Failed to find material Material.001
8:58 PM OBJReader Warning Failed to find material Material.002
8:58 PM OBJReader Warning Failed to find material Material.003
8:58 PM OBJReader Warning Failed to find material Material.004
8:58 PM OBJReader Warning Failed to find material Material.005
8:58 PM OBJReader Warning Failed to find material Material.006
8:58 PM OBJReader Warning Failed to find material Material.007
8:58 PM OBJReader Warning Failed to find material Material.008
8:58 PM OBJReader Warning Failed to find material Material.009
8:58 PM OBJReader Warning Failed to find material Material.010
(and the list goes on)
8:58 PM OBJReader Information Finished reading objects
8:58 PM ObjectRenderer Information Starting generating OpenGL arrays...
8:58 PM ObjectRenderer Information Finished generating OpenGL arrays

Exporting as .X does not work at all and when I export as Collada, the model imports properly without distortion but it only exports the geometry without any textures at all. I have tried almost every tutorial I could find and nothing wants to work. Its becoming very frustrating. :|
 
Last edited:
Yea, texture exporting from blender isnt as clear cut for .dae as you would think. I am still working on it. On a positive side, you can just plug in the texture files you used into mcx when the model is loaded, not sure how the mapping will hold up. I was trying to figure out how to export textures with the dae file but I got sidetracked and never went back. This thread reminded me and I am looking again.
 
Is there a certain way to export as .3DS to avoid distorted models? Currently it is the only format that will at detect that the object has been textured. I know its not MCX at fault here because I get the same issue when importing the same model into gmax.

Edit: Ok the distortion problem has been solved. I had to join all of my layers into one object.

More: Now the scaling is messed up and I get an unhandled exception when I try and plug the textures into MCX. I am using the latest dev version.
 
Last edited:
Hi,

The problem with the 3DS export is the length of your texture names. The 3DS format can only store up to 12 characters (old 8.3 naming convention). So that is why the texture names are truncated and ModelConverterX can't find them.

I am not sure why the other formats don't work.
 

Attachments

  • blndcollada.png
    blndcollada.png
    158.4 KB · Views: 803
Back
Top