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P3D v5 Blender2P3D/FSX

Messages
104
Country
france
I am very confused, disturbed by the new interface, I forgot to create the textures before assigning them to an image. Thank you for your patience but it is working now and I am a little ashamed of this oversight that I attribute to age (lol).
However I am not really a beginner with Blender (3 aircraft models for FSX with 2.79) and yet ....

JMC
 

Pyscen

Resource contributor
Messages
2,994
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us-texas
Ahhh...

Hopefully,... the new release will handle just materials... some day ;)
 

Pyscen

Resource contributor
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2,994
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us-texas
How did you go about placing the textures? and did you set the PBR Materials button prior to?
 
Messages
104
Country
france
Yes, I set PBR material first. All textures exported by substance painter. I was thinking also there was a problem with the normal map, but ????
The zip contains the blender source code and the png exported. Switching back to Blender 2.79 and converting withMCX and the SDK P3DV4.5 I get this, not perfect but much better then nothing.

conv_mcx.jpg


Perhaps, for me it is a cure (lol) . This an old model of mine I want to port to P3D V4.5.

JMC
 

Pyscen

Resource contributor
Messages
2,994
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us-texas
Yes, I set PBR material first. All textures exported by substance painter. I was thinking also there was a problem with the normal map, but ????
The zip contains the blender source code and the png exported. Switching back to Blender 2.79 and converting withMCX and the SDK P3DV4.5 I get this, not perfect but much better then nothing.

Perhaps, for me it is a cure (lol) . This an old model of mine I want to port to P3D V4.5.

JMC

I have a suggestion...

Convert the png to dds. Also, if I remember correctly the normal map looked strange because the alpha channel is missing (the red in alpha). I'll have to double check on that. I can't remember if substance painter can export to tga or another format with alpha.

After you convert it try placing into their slot in Blender v2.83. See if you get an error then.
 

Lagaffe

Resource contributor
Messages
864
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france
Gaston,

I have try your file ans some thing seems strange to me .... Your use AlbedoAlpha ... If i read and understand yours answers (pyscene and you) I will try MetallicAlpha in place ?
 
Messages
104
Country
france
Gaston,

I have try your file ans some thing seems strange to me .... Your use AlbedoAlpha ... If i read and understand yours answers (pyscene and you) I will try MetallicAlpha in place ?
Hello,
Do you get any success with this version of the exporter and exported textures from SP with the P3D preset. I an a newbye with SP (try period)!
JMC
 

Lagaffe

Resource contributor
Messages
864
Country
france
Since Novembre 2019 I port all my model 3D under Blender 2.83 so I have made a break in the use or SP.
I will try it today.
 
Messages
104
Country
france
Since Novembre 2019 I port all my model 3D under Blender 2.83 so I have made a break in the use or SP.
I will try it today.
Ok! I don't have this problem working on blender since 2017, the port is quite simple but I think this version lacks one big quality of 2.79 : background images. The change for me was not a priority but now with PBR it is. Alas if I don't success in using PBR I wil definitively switching back to 2.79.
JMC
 
Messages
104
Country
france
I have a suggestion...

Convert the png to dds. Also, if I remember correctly the normal map looked strange because the alpha channel is missing (the red in alpha). I'll have to double check on that. I can't remember if substance painter can export to tga or another format with alpha.

After you convert it try placing into their slot in Blender v2.83. See if you get an error then.
Same error. I think there is a problem with the exporter and the file system of my PC. I will take a look at each error message and the source code of the exporter. Alas I am not a Python specialist!
I should have poor results if I did not correctly position the parameters but there, it is not recognizing the main node of the shader , strange, right?


I'm going crazy ... by analyzing the code I understood the reason for the thing ... the name of the main shader at the start is empty, I had given it the name of the material ... in fact it is necessary to put "Principled BSDF "and for the output node " BSDF ". It works with DDS or PNG including a mixture of the two. I should have looked at the code earlier!

And that is what I get direct from the exporter :

direct_export.jpg


Quite good, and sure what a great work (the exporter of course)! Thank's to those who helped me!

JMC
 
Last edited:

Lagaffe

Resource contributor
Messages
864
Country
france
Indeed, I have just tested: the export works well after modification (renamed) of the two nodes as you said.

PS: Gaston, my first real work under Blende 2.7x dates back to 2015 for my job: I had a part (a support for 2 19-inch flat screens) to make in 3D printing and my hierarchy had agreed to entrust me with the design work and subcontracting to print the prototype. So after that, I have insisted and improved my knowledge. Currently, I have my two Menestrels (HN-433 and HN-700), the Cessna C150 TiBush, the Dewotine D-521 and the Porco Rosso that have been transformed: 3D models and textures. I still have to redo the aninations.
 
Messages
104
Country
france
I just would say porting models 2.7x to 2.83 is quite easy. Only textures must be re-assigned, this costs 2 minutes.
JMC
 

Pyscen

Resource contributor
Messages
2,994
Country
us-texas
Everyone, I have an update on the shading editor for those who wish to test in using (editing required):

At this current time, the "Ambient Occlusion (AO)" and the "Specular Reflection (P3D v5 Only)" maps do not render within the viewport in Blender (editing is required). The editing that is required within the Node Tree in the Shading Editor involves adding 2 additional nodes. The 2 nodes are (located under the "Converter" tab) "Separate RGB" and (located under the "Color" tab) "MixRGB" (see Image for placement).

Metallic-Node Tree.png


If you have noticed the Blue channel coming from the metallic map (separate RGB node) is not connected. Can only assume that the Blue channel should be connected to the Specular in the "Principled BSDF".

The AO (from the Green Channel - Separate RGB) is connected to the MixRGB node (renamed to AO Blend). Set to "Multiply" and the AO is connected to the "Color2" slot.

Try it out please and tell of your findings.
 
Last edited:
Messages
104
Country
france
I wil do that, I am bringing an old project to P3DV4.5 but I'm just learning the basics of PBR and I still have a lot of work on this model. Thank's !
JMC
 
Messages
290
Country
germany
Hi, I just installed Blender 2.83 and P3D V5 HF 2 SDK and the latest version of the Blender2P3D Plugin on my new laptop. For testing I tried to export a simple textured cube with the plugin but it failed to create an .mdl file (the .x file is present, however) I get the following error message:

Traceback (most recent call last):
File "C:\Users\Fabia\AppData\Roaming\Blender Foundation\Blender\2.83\scripts\addons\Blender2P3DFSX\func_export.py", line 348, in Export
spawnv(P_WAIT, XToMdl, ['XToMdl.exe', '"%s"' % (Util.ReplaceFileNameExt(self.config.filepath, '.x'))])
OSError: [Errno 0] Error

During handling of the above exception, another exception occurred:

Traceback (most recent call last):
File "C:\Users\Fabia\AppData\Roaming\Blender Foundation\Blender\2.83\scripts\addons\Blender2P3DFSX\ui_export.py", line 195, in execute
Exporter.Export()
File "C:\Users\Fabia\AppData\Roaming\Blender Foundation\Blender\2.83\scripts\addons\Blender2P3DFSX\func_export.py", line 354, in Export
raise ExportError("Export to .MDL failed. XToMdl.exe returned an error.")
Blender2P3DFSX.li_export.ExportError: Export to .MDL failed. XToMdl.exe returned an error.

location: <unknown location>:-1


With my old laptop I was running Blender 2.82 and an earlier version of your plugin (I think it was 0.97 something) and never had the .mdl file generation fail. Could you please tell me what the error exactly means so I might track down the problem?

Thanks, Fabian
 

spotlope

FSDevConf team
Messages
346
Country
portugal
Hi, I just installed Blender 2.83 and P3D V5 HF 2 SDK and the latest version of the Blender2P3D Plugin on my new laptop. For testing I tried to export a simple textured cube with the plugin but it failed to create an .mdl file (the .x file is present, however) I get the following error message:

Traceback (most recent call last):
File "C:\Users\Fabia\AppData\Roaming\Blender Foundation\Blender\2.83\scripts\addons\Blender2P3DFSX\func_export.py", line 348, in Export
spawnv(P_WAIT, XToMdl, ['XToMdl.exe', '"%s"' % (Util.ReplaceFileNameExt(self.config.filepath, '.x'))])
OSError: [Errno 0] Error

During handling of the above exception, another exception occurred:

Traceback (most recent call last):
File "C:\Users\Fabia\AppData\Roaming\Blender Foundation\Blender\2.83\scripts\addons\Blender2P3DFSX\ui_export.py", line 195, in execute
Exporter.Export()
File "C:\Users\Fabia\AppData\Roaming\Blender Foundation\Blender\2.83\scripts\addons\Blender2P3DFSX\func_export.py", line 354, in Export
raise ExportError("Export to .MDL failed. XToMdl.exe returned an error.")
Blender2P3DFSX.li_export.ExportError: Export to .MDL failed. XToMdl.exe returned an error.

location: <unknown location>:-1


With my old laptop I was running Blender 2.82 and an earlier version of your plugin (I think it was 0.97 something) and never had the .mdl file generation fail. Could you please tell me what the error exactly means so I might track down the problem?

Thanks, Fabian

I've gotten this once or twice before. The fix is usually to click "Initialize the SDK" again. Sometimes quitting Blender and restarting helps as well.
 

Dave_W

Resource contributor
Messages
185
I just had this problem with 2.83.3.

In my case it was due to a texture name having a special character in it.

No problem after I renamed the texture. :rolleyes:
 
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