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MSFS20 Blender2MSFS support thread

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I am also getting the error about the xml version when building the package.

INTERNAL COMPILER ERROR: #C2965: GLTF : XML version is invalid! (valid versions are : 1.1)
INTERNAL COMPILER ERROR: #C2006: Parse failed (0x80004005)
INTERNAL COMPILER ERROR: #C2340: Failed to finalize MODEL_DATA!
INTERNAL COMPILER ERROR: #C2032: XML Parse Error! Element tree follows:
ERROR: <FSData
ERROR: version = 9.0
ERROR: >
ERROR: <GLTFData
ERROR: sourceFile = "path"
ERROR: >
ERROR:

INTERNAL COMPILER ERROR: #C2024: Failed to process closing element tag <GLTFData> near line 2!
INTERNAL COMPILER ERROR: #C2607: Compilation errors detected, compilation failed!
INTERNAL COMPILER ERROR: #C2006: Parse failed (0x 0)

Any ideas what I am doing wrong? I cannot get my 3d model imported.. It does not show up either in the object library.
Looks like textures get converted correctly.
 
Im having the following error messages when copying a custom made object with the latest version

any idea what could be the problem?

X4skn3H.png
 
Im having the following error messages when copying a custom made object with the latest version

any idea what could be the problem?

Open the XML for that given 3D object and change "version="1.0" that is inside the "<ModelInfo> tag to: version="1.1"

At least I think that may be your issue. All of the newly created objects I export have that issue until I manually edit the XML. But if I re-export to same location it does not rebuild the XML so I do not have to re-edit that file.
 
no luck ,

The error on the log is about a missing closing tag?
INTERNAL COMPILER ERROR: #C2024: Failed to process closing element tag <GLTFData> near line 4!

I guess this is inside the GLTF file rather than the XLM
 
same here. I thought maybe it was because of the model itself, but even a simple box gives an error when building the package. Tried as by replacing the xml with the sample box from the sdk and replace the guid. But no luck. It is not showing up in my object list. Either I am doing something wrong or maybe it is something with the GLTF file?
 
Thank you so much. However, as I am somehow new to Blender, to install the Addon from the Addon window in Blender, do I select the main folder, or the PY files one by one?

Because none of that seemed to have worked unless I am mistaken.

Solved by adding the Zip itself (I unpacked it initially)
 
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Hi. I notice about the very small error on XML generated format, causes error when build. For now, I manually edit the XML to get around. Hope to get fixed soon! By the way I sent a little donation. Will send more soon! Thanks for your work!
 
Greetings,
I may have come across a bug, or maybe not a bug but a limitation that I found. I have some blender models that have multiple UV maps (I sometimes do that for texture baking purposes) and what I notice is that the MSFS exporter only uses the first UV map on the list and not the currently selected one. Setting the UV map to render doesn't fix it either and neither does resorting the list.

Thank you again for this plugin :)
 
Greetings,
I may have come across a bug, or maybe not a bug but a limitation that I found. I have some blender models that have multiple UV maps (I sometimes do that for texture baking purposes) and what I notice is that the MSFS exporter only uses the first UV map on the list and not the currently selected one. Setting the UV map to render doesn't fix it either and neither does resorting the list.

Thank you again for this plugin :)
MSFS does not support multi-UV
 
Greetings,
I may have come across a bug, or maybe not a bug but a limitation that I found. I have some blender models that have multiple UV maps (I sometimes do that for texture baking purposes) and what I notice is that the MSFS exporter only uses the first UV map on the list and not the currently selected one. Setting the UV map to render doesn't fix it either and neither does resorting the list.

Thank you again for this plugin :)

You mean like applying one material to one face and another material to another face of the same object?
 
You mean like applying one material to one face and another material to another face of the same object?

Kind of, what I sometimes do is lets say I want to create a house, I attach one texture for the walls, another texture for the windows and another texture for the door. Thats fine for creating a render but to output to games you need to make the texture size power of two. So what I do is create another UV map and set it to bake to that UV on a new texture sheet that comforms to DDS size standard. I don't always do it that way but there are times where it's convenient. Multiple UV is simply a way I do to help in creating baked textures.

With the Blender2Xplane exporter I just select which UV I want exported.

This is not a huge thing for me, but wanted to report it. :) Besides, I think baking textures may be a thing of the past since MSFS does ambient occlusion.... However it can be turned off by the end user so your scenery may not look great if they do that.
 
I got this error when exporting the object from blender:
Traceback (most recent call last):
File "C:\Users\fsy\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\fsy\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\fsy\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\fsy\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 got this error when exporting the object from blender:
Traceback (most recent call last):
File "C:\Users\fsy\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\fsy\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\fsy\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\fsy\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
Upgrade to blender v2.83.5. You might have better luck.
 
Hi guys. Do you have any idea working with lights? The SDK samples was only for 3Ds max. I wonder how we can work with lights with blender? I also cannot see lighting in SDK documentation. Many thanks!
 
Hi guys. Do you have any idea working with lights? The SDK samples was only for 3Ds max. I wonder how we can work with lights with blender? I also cannot see lighting in SDK documentation. Many thanks!

It's not possible currently with the Blender exporter, hoping soon we'll receive it. :)
 
Hi. I notice about the very small error on XML generated format, causes error when build. For now, I manually edit the XML to get around. Hope to get fixed soon! By the way I sent a little donation. Will send more soon! Thanks for your work!
I have this problem too. Can you say how you solved that? what edition can i do?

Thanks
 
Hello,

I have posted this already, but in wrong section, I think it should be in this topic...

I have problem with Blender to MSFS Exporter - it does not export textures.

My steps:

I have created object in Cinema4D, then exported it as obj and baked textures as single file, PNG.

Then I have imported obj into Blender and in MSFS exporter (msfs standard selection) set albedo texture as the baked texture I have baked from Cinema4D.

In exporter setting I set everything like in tutorial video (Path, Create XML, generate Guid, include object and same names for files) For textures I have set folder ../texture

But when I export object, it generates Bin, XML And obj files, but no textures folder at all...

When I manually add texture folder into object folder it doesn't work - object in MSFS is just white :(

The thing is I am not very familiar with Blender And I thing setting baked texture as albedo is just not enough - also in terminal tutorial video when he set albedo texture, model updated in Blender, but my stays as it was before...

Shader node should be set correctly (as screenshot below)

Please, could you help me? I have uploaded files of my "project" also with Blender file:
 

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I had this working, but now when I run the export I get the xml file and a 1KB gltf file with no BIN file. I know I must be missing something stupidly simple.

I'd forgotten to link the comp and normal texture :rolleyes:
 
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I have this problem too. Can you say how you solved that? what edition can i do?

Thanks
the XML generated format is the problem. To overcome this for now, open your SDK samples, look for the SimpleScenery example > then go to modelLib and find MySampleBox XML, copy its content and replace the content of the XML generated from the blender exporter. Make sure to replace the proper GUID. Restart sim and rebuild.
 
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