• 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.
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MSFS20 Blender2MSFS support thread

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Update to the issue I had with emissive texture. It seems if I restart the sim the model and emissive texture shows correctly. I guess these are quirks and bugs we have to deal with the SDK / Editor.

Any chance to preview MSFS Parallax shader in Blender? I don't see depth or room behind the window as it is possible in 3d max. Tnx!

Have you made parallax work in sim using the blender exporter? I've tried but nothing. The SDK document says the UV for parallax is taken from the 2nd UV map. I've tried that but no success.
 
Update to the issue I had with emissive texture. It seems if I restart the sim the model and emissive texture shows correctly. I guess these are quirks and bugs we have to deal with the SDK / Editor.



Have you made parallax work in sim using the blender exporter? I've tried but nothing. The SDK document says the UV for parallax is taken from the 2nd UV map. I've tried that but no success.
I made it using blender exporter, quite crazy work around and I used rooms example texture from SDK's materials sample for parallax. Problem is that I don't see parallax effect in the blender viewport and couldn't adjust depth and position of the room.
 
Hm, I didn't read SDK documentation about MSFS parallax shader but 2nd UV map makes sense. I'll try it tummorow. My current mesh has just 1 UV map.
 
Hi, sorry if it has been asked before, but in the Blender2MSFS toolkit, under material properties, the Detail UV scale and Detail UV offset don´t seem to have any effect on the detail texture. When I change settings within the shader node tree I see that it works, but messing around with the shader nodes seems to cause trouble with the gltf file so I´d rather not do this
 
not work for me . I have osm and other blender plugins working, but only msfs not working. sometime export only xml, so I installed max2017 student and imported it as obj. Recognize fs2020 successfully
 
Blender is unstable then you use too much plugins. The best thing you should toi do is to use a portable version or Blender (in ordre to conserve all the others preferences on the installed version) with only th Vitus plugin and are if it works for you.
 
not work for me
Very non-descriptive and not helpful. If you seek help with this, give us details. But since all your posts so far here have been about bad-mouthing the work I did, I'd suggest you take your troll-fingers somewhere else. :spam:

Hi, sorry if it has been asked before, but in the Blender2MSFS toolkit, under material properties, the Detail UV scale and Detail UV offset don´t seem to have any effect on the detail texture. When I change settings within the shader node tree I see that it works, but messing around with the shader nodes seems to cause trouble with the gltf file so I´d rather not do this

Yep, I got this! Next update will fix it.

@boba3d I really like the parallax effect in FS and I'd love to see an implementation in Blender, but I currently don't see that to being worth my time. The variables in the material properties should work in the sim though, so you can stark crakin', it's just that there's no representation in Blender right now. That said, if someone provides me with a shader node tree that implements FS-like parallax, I'm happy to add it to the toolkit. In the meantime, I'll be working on my own projects - I need to make some money. :ziplip:

@neinnunb You added the second uv and parallax wasn't working?
One approach might be to import the source files from the materialSamples frmo the SDK, isolate the parallax object and set up the materials manually. Also check the glTF of that sample file to get an idea of the parameters used.
 
Hello @Vitus

I'm not sure if this is correct or a bug but shouldn't the alpha link be made if I select "Masked"? Currently it only connects the node if I select "Blend".

alpha.jpg


By the way I'll keep trying the Parallax shader when I get a chance. Thanks.
 
Very non-descriptive and not helpful. If you seek help with this, give us details. But since all your posts so far here have been about bad-mouthing the work I did, I'd suggest you take your troll-fingers somewhere else. :spam:

Having reached a ripe old age, along the way, I discovered that it is impossible to please the unpleasable!
Fabulous tool by the way!
 
Hi,

At first thank you very much for the exporter!

I am new to scenery creating for Flight Sim.
But I work as a 3D-Designer/Artist and I thought I could make some scenery objects for FS2020.

Now I have a problem with the normal's of the exported model:
Normal_Issue_0002_Layer 4.jpg
Normal_Issue_0001_Layer 5.jpg

If I export the model with normal maps the normal's in game get messed up.

This is how my model looks without normal maps:
Normal_Issue_0004_Layer 2.jpg
Normal_Issue_0003_Layer 3.jpg


And here how it looks in Substance Painter / Blender :
Normal_Issue_0000_Layer 6.jpg
Normal_Issue_0004_Layer Blender.jpg

And my export settings: (to be honest I tried a lot of different settings but neither worked.)
exportsettings.jpg

Has anybody an idea why this happen? Could this be a problem with the exporter? Or is there something else which I am doing wrong?
My normal maps are created for DirectX.

Thank you for your help.

greetings
 
Question: does the normal map have an alpha attached to it? If it does, remove it and try to compile it.

Also what other maps were used?
 
Question: does the normal map have an alpha attached to it? If it does, remove it and try to compile it.

Also what other maps were used?

Thanks, I just double checked: there are no alpha channels....
I use albedo, COMP and normal on one Material
And on the wall and roof I use albedo, comp, normal, Detail albedo, detail comp and detail normal.

I think it has something to do with the UV's when they are rotated...
 
Thanks, I just double checked: there are no alpha channels....
I use albedo, COMP and normal on one Material
And on the wall and roof I use albedo, comp, normal, Detail albedo, detail comp and detail normal.

I think it has something to do with the UV's when they are rotated...
It may not be exactly the same problem, but I noticed that the roof textures of two of my models react inversely to light in the sim, compared to the Blender internal rendering engines (Eevee or Cycles). When the sun is setting and the light comes from a lower angle the side of the roof that should be in the shadow lights up while the one that is angled towards the sun gets dark. The walls look correct in their reaction to light. I also had to turn around the unwrapped faces in the UV beacuse the texture was upside down, but maybe that is causing problems in the simulator?
 
Hi everyone,
I am new to making assets for Flight Simulation but not new to modelling and texturing in Blender.

I made some test with easy objects and exporting from Blender worked and I could import the object into MSFS.

Now I made a somewhat more complicated model and I am not able to export anything, not even a simple cube with a simple texture. I only get an xml file with the guid. Any idea what I am doing wrong?

EDIT: Maybe is there an error log or something?
 
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Hi everyone,
I am new to making assets for Flight Simulation but not new to modelling and texturing in Blender.

I made some test with easy objects and exporting from Blender worked and I could import the object into MSFS.

Now I made a somewhat more complicated model and I am not able to export anything, not even a simple cube with a simple texture. I only get an xml file with the guid. Any idea what I am doing wrong?

EDIT: Maybe is there an error log or something?
Have you checked if the model is selected in the viewport before exporting? All options correctly set in the MSFS gltf export menu? Name of the export file same as the xml file, guid set, under export options selected object and custom options checked?
 
Thanks, I just double checked: there are no alpha channels....
I use albedo, COMP and normal on one Material
And on the wall and roof I use albedo, comp, normal, Detail albedo, detail comp and detail normal.

I think it has something to do with the UV's when they are rotated...

Within Blender, select all faces and then from the Mesh tab, click on normal and have the polygons recalculated towards the outside.

Not the exact wording of the last step, but it should get you there. You might have to redo the UVs.
 
Airports are stupidly simple and don't require any modeling that is too complex. You could probably start with some of the free youtube tutorials. I started with this one:

Most of what he says and does won't be any use in flightsim either but it does give a good overview on how Blender works and what you can do.
You may already know, but if you want to use Sketchup for modelling, you can do so. I feel the same way like you, quite famliar with old fashioned sketch-up, and not so keen on Blender, though Blender is way beyond sketchup. But as far as I now, you still need to go via Blender, for creating your XML-file. You need to eksport the sketchup file to a collada file. Blender can read this, and from Blender, you can create the XML-file, for use in MSFS.
 
Have you checked if the model is selected in the viewport before exporting? All options correctly set in the MSFS gltf export menu? Name of the export file same as the xml file, guid set, under export options selected object and custom options checked?

Thanks for helping out. The problem was the different name. :)
 
1599496137100.png


Getting the error above, has anyone found a solution to this. I have changed all the xml files in the tutorials as required. Nothing seems to fix it. Any help is greatly appreciated.
 
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