• 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.
    • Questions about making 3D assets can be posted in the 3D asset design forum. Either post them in the subforum of the modelling tool you use or in the general forum if they are general.
    • Questions about aircraft design can be posted in the Aircraft design forum
    • Questions about airport design can be posted in the FS2020 airport design forum. Once airport development tools have been updated for FS2020 you can post tool speciifc questions in the subforums of those tools as well of course.
    • Questions about terrain design can be posted in the FS2020 terrain design forum.
    • Questions about SimConnect can be posted in the SimConnect forum.

    Any other question that is not specific to an aspect of development or tool can be posted in the General chat forum.

    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.

SDK Compiler Question

Messages
4
Country
unitedstates
Hi all,
I'm a pretty decent 3d modeler, so although I can use other programs, this stems from blender. OK so I create my model(s) and sometimes will try the blender/msfs addon glTF 2.0 exporter. Sometimes, I'll export a collada file into modelconverterX. Then compile it directly into my modelLib folders. etc etc. My question is after Blender compiles the model or even modelconverterX, MSFS SDK has its own compiler(The build feature) which never fails to flag more errors, which I cannot seem to duplicate on the other compilers. If ModelconverterX or Blender, Sketchup or even 3ds-Max did the same thing, I could debug the model, correct the error and be on my way, but there's no description within the SDK's console or the given description is so vague or cryptic that it leaves me scratching my head.
Did I miss a page in the SDK manual? Am I just supposed to know what these cryptic errors mean? Surely, other developers have to be going through the same thing? Or am I just a horrible modeler? lolCan I compile my stuff outside of the MSFS jail, I mean developer mode? Thanks in advance..
 
?We never had a problem-translator page in the manual, but most of the issue are not really a concern once used to it)

Hi Joe, you are talking about compilation errors, Can you share the output of the console?

Have you tried to compile a basic/simple object?

You can of course compile outside of the Dev mode, in the sdk/tools/bin folder there Is an utility called fspackagetool.exe, i usually Copy It inside the root of my project Folder and drag the project xml on It, in about 30 second you get the compilation and console output done

Known things:

The msfs compiler doesn't like coplanar or loose faces/edges/vertex
 
Last edited:
MSFS compiler creates a package. There's a lot of stuff included in that package that other compilers do not have to deal with.

Without knowing what the errors you are getting the only tip I can give you is that a single error can lead to other errors. So start at the top and deal with the first error.
 
Do the models actually appear in the sim?

If they do then nothing else matters.

I never check any errors. As long as it's a successful build then off I roll.
 
Thank you for the quick responses. My problem I think was a model that I accidentally doubled(Shift D in Blender) while joining inside blender. In X-Plane were allowed to use one texture map per model, whereas MSFS has no restrictions. Therefore, each segment, i.e. roof, walls, interiors would require its own texture map. After I cleaned it up, I can't seem to duplicate those errors, which is a good thing.
Anyone still stuck having errors regarding uploading, I'd suggest breaking your model down, (i.e. roof, walls, floor and accessories), converting it to gltf and testing it in ModelConverterX. Blender has a great mesh clean up system and it helps eliminate those vertices, edges and lost faces, which the msfs compiler flags..
Joe Varco
 

Attachments

  • F71738A2-EC83-4648-B583-D7E88DE15C49.jpeg
    F71738A2-EC83-4648-B583-D7E88DE15C49.jpeg
    242.4 KB · Views: 227
Back
Top