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MSFS20 Blender2MSFS support thread

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It's possible that the sim requires a higher version of the xml - could you try just changing the first line to something like:
<?xml version="1.1" ?> and see if that works?

If yes, I'll make a note for the next update of the toolkit.
Please fix the batch LOD export problem in the next update if you can. Someone really dug deep a few pages ago and described what exactly was wrong.
 
There is a collidiot check box for materials in the msfs materials section. Never used it... so nit sure how good it works
 
I'm guessing it's still not possible since when using addon meshes in the game for mountains you always fall through and cannot land on them.

Unfortunately, I have a similar issue. I need to keep a hangar's floor raised off the ground slightly, because if it sits directly on the ground it will flash. The unwanted side effect of course is that any live planes that use the hangar for docking or starting positions, the end result is that the wheels look sunk into the ground because the game doesn't know it's a solid surface.

I guess what I will try instead is deleting the underlying apron and creating a separate apron to project the texture for the building's floor, rather than including the floor as part of the render. So many workarounds in this stuff.
 
Success......sort of, the hanger now appears in the sim for me to manoeuvre into the right place, however some of the textures aren't in the right place?? I didn't join before export could that be why?

Oh well I checked everything again and again, made sure no material duplications existed, did another export and made sure everything appeared in the folders, then dragged to top level .xml file over the fspackage tool, it does all the material conversions then I get an error message, I did try with another model and its the same error message, any ideas anyone?
 

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Success......sort of, the hanger now appears in the sim for me to manoeuvre into the right place, however some of the textures aren't in the right place?? I didn't join before export could that be why?

Oh well I checked everything again and again, made sure no material duplications existed, did another export and made sure everything appeared in the folders, then dragged to top level .xml file over the fspackage tool, it does all the material conversions then I get an error message, I did try with another model and its the same error message, any ideas anyone?
First the error, I can’t see it all but I assume it is referring to a texture, based on your question. In blender, in the msfs material properties, triple check all your textures do not end in 001, 002 etc. it will look like image.png.001. That file doesn’t exist, the 001 is being exported. Backspace those out or reassign from mini Dropdown-Menü list. That little number can make a model invisible.
Right before you select export, make sure all objects are selected the ctrlA and scale. I also use the parameters and set location and origin as well. The immediately export. She textures are wrong in game 99% it’s you model uv wrap. If you have more than one for an object, what you are seeing may nit be what is selected and exporting. I am finding out the more I do this it is akin to flying. There is a procedure and it must be followed carefully and deliberate every time, I even have formed a mental checklist for building, texturing, uv wrapping, exporting etc. I do the exact same thing. My mistakes are way way fewer now. Hell I went three days unable to get my model 8nto blender. The tuts on YouTube were Nice but they never give you “every” detail.
 
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First the error, I can’t see it all but I assume it is referring to a texture, based on your question. In blender, in the msfs material properties, triple check all your textures do not end in 001, 002 etc. it will look like image.png.001. That file doesn’t exist, the 001 is being exported. Backspace those out or reassign from mini Dropdown-Menü list. That little number can make a model invisible.
Right before you select export, make sure all objects are selected the ctrlA and scale. I also use the parameters and set location and origin as well. The immediately export. She textures are wrong in game 99% it’s you model uv wrap. If you have more than one for an object, what you are seeing may nit be what is selected and exporting. I am finding out the more I do this it is akin to flying. There is a procedure and it must be followed carefully and deliberate every time, I even have formed a mental checklist for building, texturing, uv wrapping, exporting etc. I do the exact same thing. My mistakes are way way fewer now. Hell I went three days unable to get my model 8nto blender. The tuts on YouTube were Nice but they never give you “every” detail.
I wen through all the materials and made sure I hadn’t got anything ending.001 What’s strange is the other model I tried had the same error and that only had 2 texture maps. I thought xplane was bad enough lol
 
Are all textures powers of 2 / divisible by 4, and all are .PNG format?

Do a clean operation before building, after that also delete the 3 files in the model directory, and re-export from Blender to create the 3 files from scratch / fresh.

Did you first export a cube with no textures and make sure there are no errors?
This is paramount when you are new to this, because that eliminates any project structure or folder structure issues.
Then redo the cube with a simple texture and ensure no errors again.

You should be able to compile a simple cube with 0 errors, if not there is a problem in the folder structure or inside the XML file as a naming convention.

Otherwise, make sure 3 files are all inside your modellib\{YourModelName} folder and are all the same name.
Make sure in the exporter window, that you have ../texture in the texture box, any other value is invalid.

Ensure that your compiled package has the folder structure similar to the below:
Community\orbx-airport-esgg-gothenburg\scenery\orbx\esgg
Community\orbx-airport-esgg-gothenburg\scenery\orbx\esgg\TEXTURE
 
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Are all textures powers of 2 / divisible by 4?

Do a clean operation before building, after that also delete the 3 files in the model directory, and re-export from Blender to create the 3 files from scratch / fresh.

Did you first export a cube with no textures and make sure there are no errors?
This is paramount when you are new to this, because that eliminates any project structure or folder structure issues.
Then redo the cube with a simple texture and ensure no errors again.

You should be able to compile a simple cube with 0 errors, if not there is a problem in the folder structure or inside the XML file as a naming convention.

Otherwise, make sure 3 files are all inside your modellib\{YourModelName} folder and are all the same name.
Make sure in the exporter window, that you have ../texture in the texture box, any other value is invalid.

Ensure that your compiled package has the folder structure similar to the below:
Community\orbx-airport-esgg-gothenburg\scenery\orbx\esgg
Community\orbx-airport-esgg-gothenburg\scenery\orbx\esgg\TEXTURE
I thought all the textures met those parameters. Even though some are say, 2048 x 512 I’ll have a look
 
2048 x 512 is fine...
Make sure there are no stale files or textures in your modellib\{{ModelName}} directory from previous exports, delete them all and re-export.

Also, you may want to manually delete all the files in modellib\texture as well.
 
Now that's strange, I did the cube test and checked everything and it compiled. What I did notice though in the modelib folder where the test cube was, three files as expected all called testcube.bin/gtlf and xml. When I tried my model which is named righthanger, I get righthanger.xml, but the other 2 files have an f at the end, so righthangerf.gltf and righthangerf.bin strange
 
'Was the name of your file, righthangerf? The file name in the save box at the bottom has to match the name you give in the .xml box
 
no it was righthanger, the f was added to the .bin and .gltf file after I exported, this is so weird. Update.......just did the Poly Hanger and it worked, plus I can see it in msfs. I need to have a look at the hanger again, trouble is I've looked at it so many times I think it's got me going barmy lol
 
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In the meantime everything went o.k. with my case,I placed my custom models in their dedicated folders inside packagsources/modelLib and all their textures inside packagsources/modelLib/texture.By using fspackagetool.exe I compiled the scenery package again and placed it inside my community folder.When I opened MSFS in dev mode,open the project and all my objects was included in the list waiting for me to place them wherever I like.Later,when I added another custom object among the rest it became visible and ready for use only after repeating the same procedure by using fspackagetool.exe e.t.c.
Many thanks guys for all the help, it's greatly appreciated!
 
no it was righthanger, the f was added to the .bin and .gltf file after I exported, this is so weird. Update.......just did the Poly Hanger and it worked, plus I can see it in msfs. I need to have a look at the hanger again, trouble is I've looked at it so many times I think it's got me going barmy lol
What version of Blender and the exporter version you using?
I've never seen it append letters unless it were a typo in the actual filename box, and I've exported quite a few times.
Don't use any version later than 2.90 from my understanding, I think the others do not work correctly.
 
In the meantime everything went o.k. with my case,I placed my custom models in their dedicated folders inside packagsources/modelLib and all their textures inside packagsources/modelLib/texture.By using fspackagetool.exe I compiled the scenery package again and placed it inside my community folder.When I opened MSFS in dev mode,open the project and all my objects was included in the list waiting for me to place them wherever I like.Later,when I added another custom object among the rest it became visible and ready for use only after repeating the same procedure by using fspackagetool.exe e.t.c.
Many thanks guys for all the help, it's greatly appreciated!
so with a folder specially made for your object in the modelLIB example modelLib/hanger/actualobject.xml etc and then you have a folder modelLib/textures/actualtextures.png etc. What do you type into the exporter instead of "../texture/" I would like to keep my models organized that way as well. ZNow if i can just get windows 10 to stop hanging on this stupid driver update so i can work lol
 
so with a folder specially made for your object in the modelLIB example modelLib/hanger/actualobject.xml etc and then you have a folder modelLib/textures/actualtextures.png etc. What do you type into the exporter instead of "../texture/" I would like to keep my models organized that way as well. ZNow if i can just get windows 10 to stop hanging on this stupid driver update so i can work lol
In blender exporter I simply type the word "Texture". By doing so, a new folder called "Texture" is created containing all the associated object textures and is included wherever the 3 exported files (.bin,.xml. & .gltf) are placed.In the beginning I thought the exported files and textures must be placed directly from blender in their final destination i.e. modelLib/hangar/ for the 3 files and modelLib/textures/ for the textures.But this isn't essential at all,in fact everything can be placed even directly to Desktop and then moved to their final destination inside the project's folder structure.Even if you don't indicate a Texture folder for your textures to be included and leave the "Textures" option in blender empty,all your textures will be exported wherever the 3 files be,even directly on Desktop.Then you copy/paste them in their final destination.
 
SUCCESS :D :D models appear in the scenery project for me to place, Have to be honest though the textures are disappointing they are very light and there seems to be little detail in them, I used materialize to create the textures for PBR and it may well be that I haven't got the settings right to obtain the right look. Now that I know what I'm doing (he says lol) I may go back to the Bill Womack tutorials and see how I can utilise his method of applying AO and texture Maps
 
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