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Blender2FSX After Blender 2.75a Crash (CLOSED)

Hi,

I am trying to export my project. This is my export screen:

export-setting-png.33304


When i am trying to export my project, i am receiving this error.

error-png.33303


It only happens when I select Create XML Scenery Placement for this MDL option on the Export FSX.X option.

Please help me to solve this.

Thanks in advance.

My first reaction would be to click "initialize toolset" and try again. The rest looks OK to me
 
@MANOCHVARMA A/L RAMAN

I found your error :)
You must enter "0" in the Heading and Altitude fields

@FSX3D Thank you very much for your help. It solved my problem :).

Can you please guide me how to add day and night texture so it works in FSX/P3D when we change the time?

I am using texture as in the image Texture.png. I am not sure whether the influence section is customized correctly for the texture (Influence.png)
 

Attachments

  • Texture.png
    Texture.png
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  • Influence.png
    Influence.png
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Hi,

I am trying to export my project. This is my export screen:


When i am trying to export my project, i am receiving this error.


It only happens when I select Create XML Scenery Placement for this MDL option on the Export FSX.X option.

Please help me to solve this.

Thanks in advance.

Hi MANOCHVARMA A/L RAMAN!

To me it looks like you are not entering your Lat and Lon in the correct format. Below is an example:
upload_2017-2-22_9-29-35.png


I have attached my test file to this post. Please use it and see if you can export a BGL file with out errors. Also please download the new version of the tool-set that I just released. You can download the new release at the beginning of this thread.

Thanks, Kris
 

Attachments

Hi MANOCHVARMA A/L RAMAN!

To me it looks like you are not entering your Lat and Lon in the correct format. Below is an example:
View attachment 33341

I have attached my test file to this post. Please use it and see if you can export a BGL file with out errors. Also please download the new version of the tool-set that I just released. You can download the new release at the beginning of this thread.

Thanks, Kris

Hi Kris,

Thanks for your reply. I have the installed the latest version of Blender2FSX addon.

The problem is not with the Lat and Lon format. As mentioned by @FSX3D, I didn't enter "0" in the Heading and Altitude fields. That solved my problem.

If you don't mind, can you please help me to solve Post #64 above?

Thanks.
 

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  • MCX Texture not appearing.jpg
    MCX Texture not appearing.jpg
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Thank you @FSX3D . I followed that, but i'm not sure whether i am doing it correctly. When I try import the model in MCX, i couldn't see the effect of the lights (MCX Texture not appearing.jpg). Probably there is an error on the method i followed in blender. Please guide me.

Thank you.
That happens all the time to me. Does not matter. Once the bgl is compiled and in the scenery folder and the textures exist in the texture folder (as DDS) it should also show correctly in MCX.
 
That happens all the time to me. Does not matter. Once the bgl is compiled and in the scenery folder and the textures exist in the texture folder (as DDS) it should also show correctly in MCX.

Thank you for the explanation @dave hoeffgen. Can you please clarify that, am i correctly pointing the texture with correct influence setting?

texture-png.33339


influence-png.33340


For Day texture:
Texture name: txedge
Influence setting: Diffuse > Color

For Night texture:
Texture name: txedge_lm
Influence setting: Shading > Emit

Please guide me on this.
 
Thank you for the explanation @dave hoeffgen. Can you please clarify that, am i correctly pointing the texture with correct influence setting?

texture-png.33339


influence-png.33340


For Day texture:
Texture name: txedge
Influence setting: Diffuse > Color

For Night texture:
Texture name: txedge_lm
Influence setting: Shading > Emit

Please guide me on this.
It's absolutely correct what you did there.
Also the textures are referenced properly in the MCX screenshot in your previous post.

For MCX to find the right location it is best to place the files in a scenery/texture folder structure.
Then it sould also be properly displaid in MCX.
 
Hi Dave!

Yes, it would be awesome if you would upload your corrected code to this thread. The more people we get that is willing to help correct errors, or add functions to the tool-set would be greatly appreciated by myself and the rest of the Blender FSX community.

Thank you very much, Kris

Sorry for the late reply to this but I hadn'T had much time recently to dig back into this.

So there are two suspects responsible for that parameter:

This is the one where the user sets the value between 0 and 255:
Code:
Material.fsxm_falphamult = FloatProperty(name ="Final Alpha Multiply", default = 1.0, min = 0.0, max = 255.0)

And this is where the value is exported to the .x file (the fixed version):
Code:
Exporter.File.Write("    {:9f}; // Final alpha value\n" .format(Material.fsxm_falphamult / 255.0))
here it was originally multiplied by 255 which resulted in an even higher number instead of a floating point between 1 and 0.

As the floating point setting already defaults to 1 I'd recommend to use input values between 1 and 0, meaning to set the max limit to 1 and completely remove the division o export.
Also that kind of slider might make more sense as it's a limited range:
blender_slider.png


Sadly I don't have much of a clue about python programming and Blender API, otherwise I'd already have done what I just suggested.

EDIT:
I just found how to change it to a slider. It was the following line:
Code:
box.prop(mat, 'fsxm_falphamult', slider = True)
adding the "slider = True" argument did it.
 
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It's absolutely correct what you did there.
Also the textures are referenced properly in the MCX screenshot in your previous post.

For MCX to find the right location it is best to place the files in a scenery/texture folder structure.
Then it sould also be properly displaid in MCX.

Thank you @dave hoeffgen. I forgot to add my texture folder on MCX. Thats make the problem. Now i am able to see the texture.

By the way, refering to this thread, http://www.fsdeveloper.com/forum/th...led-in-p3dv3-solved.439390/page-2#post-765898 , there was sudden stop on the updates of the issue. If you don't mind, can you please refer the link and help to solve it? (Sorry for putting the issue on this thread)
 
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You can save all of your settings in the GPW by using the save icon in the upper right of the GPW window. The button below recalls them. I use them constantly. Saves a ton of time.
 
Is there any possible ways to set the layers (as in MCX GPW: Layer No 8) in blender before exporting to FSX?

gpw-png.34048

Hi MANOCHVARMA A/L RAMAN!

The only way that would be possible for me to write the code needed to duplicate the output that you get using "Ground Polygon Wizard". Is if it is possible to see the xml code that is used to create the BGL file that "Ground Polygon Wizard" produces.

Thanks, Kris
 
Hi MANOCHVARMA A/L RAMAN!

The only way that would be possible for me to write the code needed to duplicate the output that you get using "Ground Polygon Wizard". Is if it is possible to see the xml code that is used to create the BGL file that "Ground Polygon Wizard" produces.

Thanks, Kris
The ground polygon wizard exports SCASM code and compiles it with scasm.exe.
No FSX/P3D materials, no xml
 
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