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MSFS Blender2MSFS support thread

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because not joining them as one object doesn't work. If you have multiple materials on multiple objects you MUST join all your objects into one object before exporting

If you are using Blender, there is an addon called BakeLabs 2, that will allow you to 'bake' all your textures and objects into ONE image.
 
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Sorry I have no idea what you mean by Power of 2.
These are examples of textures using dimensions in power of 2: 2x2 4x4 8x8 16x16 32x32 64x64 128x128 256x256 512x512 1024x1024 2048x2048 etc... combinations of these can be like so: 1024x2048 512x2048 256x1024 etc.. all textures made for MSFS 2020 must be made this way or they will not work. Not really common knowledge for those who don't have a lot of experience developing for game engines.
 
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For example, are they all something like 1024 x 1024 or 2048 x 2048 etc.

Yes they are 2x2. The thing I don't understand is It worked for me the first time I tried it, as I was able to export the example in this video with no problem but I can not replicate this again.

 
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So has anyone worked out why objects pop in when you're right over the top of them?

With LODs not working there doesnt seem to be a way to fix this issue.
 
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So has anyone worked out why objects pop in when you're right over the top of them?

With LODs not working there doesnt seem to be a way to fix this issue.

Hi, I've seen this questions unsanswered at multiple places so here goes, I fixed my models in this way. In blender you have to make sure to apply and use the right scale. I'm still not exactly sure which parameters are the best but its working for me with these settings:
object parameters > transform > scale: x (0.004), y (0.004), z (0.004).
object parameters > delta transform > scale: x (1), y (1), z (1).
I'm working with metric, not sure if that matters. Now, when you set these parameters, the object will probably deform. After this use >edit mode< , select all (a) and then scale (s) to get them back in shape. I used a quick cube for height reference.
Hope this also works for u.
 
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So has anyone worked out why objects pop in when you're right over the top of them?

With LODs not working there doesnt seem to be a way to fix this issue.
Here is the weird thing for me, I have created approx 30 objects in my airport and about 10 of them are exactly what you think they should do, they are there when you spawn into the game, the other ones pop in like you said. I have looked for differences in the models that I exported and the parameters but can't find a difference.
 
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Yes they are 2x2. The thing I don't understand is It worked for me the first time I tried it, as I was able to export the example in this video with no problem but I can not replicate this again.


Did you mistype that, are you saying your texture are 2 pixels by 2 pixels.
 
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These are examples of textures using dimensions in power of 2: 2x2 4x4 8x8 16x16 32x32 64x64 128x128 256x256 512x512 1024x1024 2048x2048 etc... combinations of these can be like so: 1024x2048 512x2048 256x1024 etc.. all textures made for MSFS 2020 must be made this way or they will not work. Not really common knowledge for those who don't have a lot of experience developing for game engines.

How do you check in blender to see dimension size of each texture?
 

Pyscen

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The individual textures doesn't matter. It's the final texture sheet size that matters.

A texture sheet is made up of the individual textures.
 
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Anyone know what the ideal distance for LODs are for being able to see the structure from quite far away.
 

Lagaffe

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Hi,
Does it possible to have a main direction in this thread?
I understand that a lot or new developers are working on this opus but questions are running in all directions.
This is a thread which talk about Blender2MSFS toolkit.
 
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fiji
Is anyone having problems exporting models made with curves??
(Bended Tubes ) it wont render in the sim.

Only Bended Tubes made with primitives (Cylinder) will work
 
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Vitus

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@Tangerine I never tried exporting curves directly, but I could imagine that it doesn't work, because the final geometry would depend on additional parameters. I usually make a copy of the curve and convert them to meshes. I have a bunch of those type of hero-objects in a separate collection that is turned off during export.
 
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Have you ever run into the problem some of your objects are visible right away while others you have to get close.

Solved thanks to TATER:

Here is how I did it.

Select the model, Press Control-A (Apply Menu), select Scale. Save model, export model, build package.
 
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Pyscen

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Have you ever run into the problem some of your objects are visible right away while others you have to get close.

Solved thanks to TATER:

Here is how I did it.

Select the model, Press Control-A (Apply Menu), select Scale. Save model, export model, build package.

I'm glad you got it to work... I do want to stress though, you should always reset the "scale and rotation" (Object mode - Ctrl-A) to ALL models that are created within Blender before any animations are coded and/ or exporting it.
 
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I'm glad you got it to work... I do want to stress though, you should always reset the "scale and rotation" (Object mode - Ctrl-A) to ALL models that are created within Blender before any animations are coded and/ or exporting it.
Thanks, that makes sense. That brings up a question: Do you know of any tutorial on how to do animations.
 
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How do you check in blender to see dimension size of each texture?
Not sure how to do that in Blender. In Windows, you can open file explorer and right-clk a texture and view the properties then go to the "Details" tab to view image dimensions.
 
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