• 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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    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.

MSFS20 Blender2MSFS support thread

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My biggest issue is that I'm getting no texture

Did you put a check mark in "Batch export lods"? I have found that if I leave this unchecked, then both textures and the bin file are exported

blender_msfs_toolkit2.jpg
 
Hi @Vitus,

Once again, a very big thank you for this new add-ons full of promises...!

I'm currently testing, and I'm wondering how to visualize, in Blender, the textures I just assigned to my mesh...? Everything is white, because the textures are not linked to the BSDF... And I don't dare to tickle the shaders proposed by the Blender2MSFS tool...!It must certainly be something simple and obvious, but I must admit that I can't find the solution!

Thanks for helping me a little bit...!
 
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Hi Chris,
Similar to the later versions of the Blender2P3D/FSX addon, you're suppose to add the textures via the material properties of your object. There are custom inputs for the textures, which are synchronized with the shader node tree - this only works one way though! In other words, assign your textures, using the inputs in the interface, which will in turn populate the shader node tree and connect the links accordingly.

Check out the wiki on the new tool, there's some more information there.
https://www.fsdeveloper.com/wiki/index.php?title=Blender2MSFS#Materials

Let me know if it works for you!
 
@Vitus,

That's exactly what I did when I studied the Wiki closely, but the links in the shaders don't change...

Vitus Blender2MSFS.jpg
Vitus Blender2MSFS 2.jpg


Thank you for solving my problem...!
 
The only thing I notice is that the filename is not a proper png, since the extension is .003. Not sure if this is causing it, but it might be worthwhile to start there.
 
The only thing I notice is that the filename is not a proper png, since the extension is .003. Not sure if this is causing it, but it might be worthwhile to start there.

No... ! This is unfortunately not the problem, because I just modified my texture, with a new name xxx.png. It still doesn't work ! :scratchch
 
Good day Vitus;
thank you for the plugin; i would like let you know that when exporting with 'batch export lods' selected no gltf files are generated for some reasons.
thanks again for your work
 
Someone give Chris a cookie! He found the first bug :laughing:

It's strange that no one else noticed this before, but yes... there's a link missing from the detail mix node to the bsdf.... I will fix it in an update. In the meantime, you need to make this link manually:
1597876433535.png


Sorry for the confusion, this lands squarely on me.


i would like let you know that when exporting with 'batch export lods' selected no gltf files are generated for some reasons.
Have you set up your LODs according to the documentation? The batch LOD export only works if you have collections with specific names, and those collections should contain the different models for different LODs.
 
It's strange that no one else noticed this before, but yes... there's a link missing from the detail mix node to the bsdf.... I will fix it in an update. In the meantime, you need to make this link manually:
:rotfl:
It's that everyone is testing MSFS, without doing a lot of modeling...!

Thanks for the feedback,... and your excellent work! I really admire what you've done...!

Have a good flight!
 
Yeah, looks like it. I didn't spot it, because I was testing and using it with a model that already had the albedo assigned to it, so nothing unusual happend.
I'm always happy to make you happy, and similar to Asobo: "this is only the beginning!"
 
Have you set up your LODs according to the documentation? The batch LOD export only works if you have collections with specific names, and those collections should contain the different models for different LODs.
[/QUOTE]


ahh here you go ! missed that one
cheers
 
I just updated the toolkit to version 0.32.1. This should fix the issue Chris reported yesterday, so I'd advise you to install it when it becomes available.
As always, it'll take some time to get approved by the moderators.

update: available now for download! Thanks @scruffyduck!
 
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Amazing work Vitus! Thank you very much for this!

I'm playing with the MSFS Material Params panel in the Material Properties and I noticed something (not sure if it's a bug or I'm doing something wrong, as I'm a Blender newbie).
I've added an albedo PNG, a comp PNG (occlusion on R, roughness on G, metallic on B) and a normal PNG to a MSFS standard material.

83VFBGB.png


Here is the composite material:

When I play with the material properties at the bottom, only the normal map scale seems to have an effect. The roughness and metallic scale are not affecting the material. See the video below for more details:

Am I doing some wrong?

Thanks again!

KR,
Fergo
 
Hi guys, first of all thank you very much for the exporter plugin! This might be a noob question, but I wonder how we can add the night texture? I cannot see an input of it in the texture maps or I might be missing something. Thank you :)
 
@Vitus Figured it out! Sent you you a little donation! Hope to see lights added soon! :cool: ;)

Just one more question, I read through the MFS material category. But was wondering how we export objects with transparent textures?
 
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Anyone getting this error while exporting?

Traceback (most recent call last):
File "C:\Users\AppData\Roaming\Blender Foundation\Blender\2.82\scripts\addons\MSFSToolkit\exporter\__init__.py", line 565, in execute
return gltf2_blender_export.save_ext_gltf(context, export_settings)
File "C:\Users\AppData\Roaming\Blender Foundation\Blender\2.82\scripts\addons\MSFSToolkit\exporter\exp\gltf2_blender_export.py", line 57, in save_ext_gltf
json, buffer = __export_ext_gltf(export_settings)
File "C:\Users\AppData\Roaming\Blender Foundation\Blender\2.82\scripts\addons\MSFSToolkit\exporter\exp\gltf2_blender_export.py", line 80, in __export_ext_gltf
__gather_ext_gltf(exporter, export_settings)
File "C:\Users\AppData\Roaming\Blender Foundation\Blender\2.82\scripts\addons\MSFSToolkit\exporter\exp\gltf2_blender_export.py", line 92, in __gather_ext_gltf
export_user_extensions('gather_gltf_hook', export_settings, plan)
File "C:\Program Files\Blender Foundation\Blender 2.82\2.82\scripts\addons\io_scene_gltf2\io\exp\gltf2_io_user_extensions.py", line 16, in export_user_extensions
if gltf2_object.extensions is None:
AttributeError: 'dict' object has no attribute 'extensions'

location: <unknown location>:-1
 
Anyone getting this error while exporting?

Traceback (most recent call last):
File "C:\Users\AppData\Roaming\Blender Foundation\Blender\2.82\scripts\addons\MSFSToolkit\exporter\__init__.py", line 565, in execute
return gltf2_blender_export.save_ext_gltf(context, export_settings)
File "C:\Users\AppData\Roaming\Blender Foundation\Blender\2.82\scripts\addons\MSFSToolkit\exporter\exp\gltf2_blender_export.py", line 57, in save_ext_gltf
json, buffer = __export_ext_gltf(export_settings)
File "C:\Users\AppData\Roaming\Blender Foundation\Blender\2.82\scripts\addons\MSFSToolkit\exporter\exp\gltf2_blender_export.py", line 80, in __export_ext_gltf
__gather_ext_gltf(exporter, export_settings)
File "C:\Users\AppData\Roaming\Blender Foundation\Blender\2.82\scripts\addons\MSFSToolkit\exporter\exp\gltf2_blender_export.py", line 92, in __gather_ext_gltf
export_user_extensions('gather_gltf_hook', export_settings, plan)
File "C:\Program Files\Blender Foundation\Blender 2.82\2.82\scripts\addons\io_scene_gltf2\io\exp\gltf2_io_user_extensions.py", line 16, in export_user_extensions
if gltf2_object.extensions is None:
AttributeError: 'dict' object has no attribute 'extensions'

location: <unknown location>:-1

I guess looks like i am in older version of blender. I will try updating it to 2.83 and will give it a try.
 
Hello, Im trying to export a plane with a texture and the material is set to "decal", I am only specifying an albedo texture

when I hit export I get an object exported but the texture seems to not have been copied

checking through the messages inside blender I see this:

Code:
Traceback (most recent call last):
  File "C:\Users\pilot\AppData\Roaming\Blender Foundation\Blender\2.83\scripts\addons\MSFSToolkit\extensions\ext_master.py", line 42, in poll
    return operator.bl_idname == "EXPORT_SCENE_OT_ext_gltf"
AttributeError: 'NoneType' object has no attribute 'bl_idname'

location: <unknown location>:-1

any idea what Im doing wrong?

Thanks
 
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