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MSFS20 Custom Jetways

The thing is, this is the sample Jetway.max file. I scrapped my "merged" max when I managed to open the sample, for some reason the scene explorer window was covering all the viewport space, once I removed it (see it to the right of the screen) the original jetway.max was showing the viewports. So this is in fact the unedited Jetway.max file from the 0.6.0 SDK
View attachment 63614
So do you have the animation groups in this one now? If not I can send you mine.
 
So I retried merging the jetway into an empty scene. Before merging I edited the keyframe to 150 in order to match the Jetway.max keyframes, because if you merge directly it'll merge into 100.

I opened the Animation Groups dialog without any errors, but also empty, as expected.

I entered the data as on your screenshot:

1602689931518.png


Now I need to fill in the Animation Nodes, like in the default Sample Aircraft which opens normally here, which sadly does not happen with the provided jetway.max:

1602689979439.png


What should be placed in the animations node for each part? I just select the parts and click on "Add Viewport Selection"?

I can export this file but the wheels won't turn nor the hood works because I'm still missing the link to the animation nodes I guess.
 
YES!!!

Thanks my friend it's now working.

Here is a step-by-step for users who have the same issue in the future:

1: Create a new scene in 3ds max and adjust the keyframes to 150
2: Merge the Jetway.max file
3: Open "Animation Groups" dialog by right-clicking in the viewport window >babylon and click Import. Import the .json file from the zip on post #23

Thanks @Devinci I'm sure your help here is not only for me right now, but for more people in the future who may find themselves stuck in the same spot.
 
YES!!!

Thanks my friend it's now working.

Here is a step-by-step for users who have the same issue in the future:

1: Create a new scene in 3ds max and adjust the keyframes to 150
2: Merge the Jetway.max file
3: Open "Animation Groups" dialog by right-clicking in the viewport window >babylon and click Import. Import the .json file from the zip on post #23

Thanks @Devinci I'm sure your help here is not only for me right now, but for more people in the future who may find themselves stuck in the same spot.
I'm glad it worked!

Best Regards,
 
Hi, sorry for asking stupid questions, I'm pretty much a Noob and still learning the basics.

So I'd like to use the default jetway but with a different texture.
I suppose it does not help changing the texture in my MSFS folder. Therefore I will need to build a new package including the model and texture files.
However, SDK refuses to build the jetway model, giving me error messages.

Anybody tried to build the jetway model this way and succeeded?
 
Hi, sorry for asking stupid questions, I'm pretty much a Noob and still learning the basics.

So I'd like to use the default jetway but with a different texture.
I suppose it does not help changing the texture in my MSFS folder. Therefore I will need to build a new package including the model and texture files.
However, SDK refuses to build the jetway model, giving me error messages.

Anybody tried to build the jetway model this way and succeeded?
Just open the jetway sample in 3ds max and change the texture there.
 
And then export the jetway again an build the package using the .xml you provided?

I have been using Blender only, but if that's the way to go, I will get me 3ds Max.

Thanks!
 
Allright, no matter what I do, the wheel rotation and wheel orientation does not work for my jetway. Also the hood strangely only moves and adjusts on it's left side.
I've done everything by the books:

- imported the jetway.max into a 150 frames empty max file
- imported the babylon anmiation group provided here
- added the .xml file provided here
- made sure I have the latetst sdk version
- rebuild the animation group manually by "add viewport selection".

I'm out of ideas what to do anymore. Also close to give up my whole scenery.
Anybody's got an idea what I can still tweak?
 
Allright, no matter what I do, the wheel rotation and wheel orientation does not work for my jetway. Also the hood strangely only moves and adjusts on it's left side.
I've done everything by the books:

- imported the jetway.max into a 150 frames empty max file
- imported the babylon anmiation group provided here
- added the .xml file provided here
- made sure I have the latetst sdk version
- rebuild the animation group manually by "add viewport selection".

I'm out of ideas what to do anymore. Also close to give up my whole scenery.
Anybody's got an idea what I can still tweak?

Hey, I actually had the exact same issue with my jetway's wheels
If you open the model's .xml with all the animation names in it, you'll probably find
<!-- <Animation name="Wheel_Rotation" guid="3510798D-EE26-4264-A532-0E81959618BB" type="Standard"/> -->
<!-- <Animation name="Wheel_Orientation" guid="B4E328E8-6D7B-4EE8-AE90-9B88F69D4545" type="Standard"/> -->
You need to remove the "!-- " and the "--" at the end, so that it reads
<Animation name="Wheel_Rotation" guid="3510798D-EE26-4264-A532-0E81959618BB" type="Standard"/>
<Animation name="Wheel_Orientation" guid="B4E328E8-6D7B-4EE8-AE90-9B88F69D4545" type="Standard"/>
and at the very bottom, above the line that reads:
</Component>
add the following:
<UseTemplate Name="ASOBO_Jetway_Wheel_Roll">
<ANIM_NAME>Wheel_Rotation</ANIM_NAME>
<WHEEL_RADIUS>0.41</WHEEL_RADIUS>
</UseTemplate>
<UseTemplate Name="ASOBO_Jetway_Wheel_Orientation">
<ANIM_NAME>Wheel_Orientation</ANIM_NAME>
<MIN_ANGLE>-90</MIN_ANGLE>
<MAX_ANGLE>90</MAX_ANGLE>
<MIN_TO_MAX>1</MIN_TO_MAX> <!-- 1 if the anim starts at min and ends at max -->
<SPEED>30</SPEED> <!-- degrees per sec -->
<SMOOTH_TIME_FACTOR>0.3</SMOOTH_TIME_FACTOR>
</UseTemplate>
obviously you can play with the values to make everything work well.

I've found that the sample Jetway.xml completely omits this for some reason??
I was about to quit attempting my own Jetway, but after a week, I realized that 3rd party addons that have jetways also have a visible [modelname].xml, and looking in I saw that these were changed and just about cried out of disbelief.

Hope this helps!
 
Hi copilot,
thanks very much for your help. In fact, my .xml was already written in the correct updated version you proposed.
Still I think your post might be helpfull to other people that are stuck at the same point.

By now I suppose that my very own copy of MSFS is somehow flawed and I'm waiting for some updates of SDK and MSFS that might change something.
 
Hi copilot,
thanks very much for your help. In fact, my .xml was already written in the correct updated version you proposed.
Still I think your post might be helpfull to other people that are stuck at the same point.

By now I suppose that my very own copy of MSFS is somehow flawed and I'm waiting for some updates of SDK and MSFS that might change something.
Possibly it's an issue of parenting the proper mesh to the proper bones, then.
What happens with the animations when you try to export the sample Jetway.max file with the animation groups? (Assuming you switched to 3ds max)
 
Same outcome. The default jetways work correctly. But the SDK 3dmax sample refuses to act alike, even when I use the preset geometry.
 
If you grab the Jetway.xml from the default jetway in your content folder (...\Official\OneStore\asobo-jetways\SimObjects\Landmarks\Aso_Jetway\model) and put it in with the exported sample Jetway, does it fix the issue?
If so, then there is something up with the model's .xml you're using.
If not, then it may have to do with the way it's animated in 3dsMax, either with rigging or with the parenting of meshes. Or maybe the folder structure in the final package.
 
Or maybe the folder structure in the final package.

Tried your first advice. Same outcome.
But I have a hunch you are onto something there with the folder structure. I haven't really build my scenery in SDK, I'm waiting for ADE release.
Hence I only try out the appearance of single objects in SDK. My folder structure might be insufficient therefore.

Right now that's where my jetway is located in the final package.

untitled-10yj8i.jpg


I noticed that other 3rd parties like flytampa copenhagen have a separate folder just for the jetway. Is that how you gotta do it?

43563456avkwg.jpg
 
Ah, I see you have ended up with the packagetool making a bgl. You need to define your model as a simobject in the PackageSources before building the scenery, so that it becomes a simobject instead of scenery.

So just to stop some potential confusion, the following is a quick how-to, just incase something went wrong when you tried to make it:
Go to the sample Jetway in the SDK sample folder for reference; and you'll want an identical folder structure from the SimObjects folder in your own project's PackageSources folder before building. (Ignore the data folder).
1.JPG

PackageSources\SimObjects\Landmarks\MyCompany_Jetway
with a model, soundai, and texture folder, and a sim.cfg.
"MyCompany_Jetway" can be replaced with your jetway name, just make sure to update the sim.cfg.
Make sure the animations defined in the (your jetway's model name).xml in the model folder is correct like before.
Your model should be a .gtlf and .bin in that folder with the same name as the .xml.
The model.cfg should point to the correct .xml name.
2.JPG

Make sure you have the following Asset Group in the PackageDefinitions folder.
<AssetGroup Name="MyCompany_Jetway">
<Type>SimObject</Type>
<Flags>
<FSXCompatibility>false</FSXCompatibility>
</Flags>
<AssetDir>PackageSources\SimObjects\Landmarks\MyCompany_Jetway\</AssetDir>
<OutputDir>SimObjects\Landmarks\MyCompany_Jetway\</OutputDir>
</AssetGroup>
Where 3 instances of "MyCompany_Jetway" is replaced by whatever you called it before.
If you build the scenery with that, then the Jetway should show up in your package as a SimObject. The fspackagetool will point out mistakes.
If done correctly, you should end up with this in the final package:
3.JPG

Where all the .xml files are in the model folder still, and the model retains it's form as a .gltf and a .bin.

If that works, boot up the sim and devmode's scenery editor and add the Jetway to a gate by clicking on the gate in the scenery window, then add an object type "Jetway" from the objects window, and select your model by name to add.

Just FYI, I'm not an expert either; I just got mine working this way only a week ago. I really hope this works for you!
 
Aaand it's working now! 👍

I noticed you've got to build the package, move it to the community folder, then open the package again in SDK and only then you have access to your jetway as a sim object (if I'm not wrong).
That's all a bit tricky and leaves little margin for mistakes.

Anyway, thanks a lot for taking the time, copilot!
You really helped me out there. I owe you one. If you ever need any help or whatsowever, feel free to contact me!

Cheers!
 
Hi, Hello fellow forumers.
I've got another question. So I'd like to improve my jetway by adding stairs like this:

screen0nkxg.png


As the jetway moves up and down the upper part of the stairs does move accordingly, obviously.
The lower part of the stairs do however always touch the ground and only the angle of attack of the stairs changes.

Now I am able to add a pivot on the lower and upper end of the stairs with the 3ds max bone tools.
However, I haven't figured yet how tell the lower end to always stay on the ground plane and not move in the Z direction.

Maybe someone of you has already been through this and knows the solution?
 
I finally got it working somewhat. I used the method mentioned by Jay and created a TEXTURE.GLASS folder that I added to a [fltsim.1]
I also used the Jetway in the sample as a base.
Unfortunately they didn't provide the max file so I had to use Substance painter and a delete all the parts I didn't want to paint on Blender so that I could export an FBX file and make a painting on top. I later used that as a layer in Gimp to replace the original Albedo texture of the jetway. It's long process but better than nothing. I'll eventually make my own jetway animation though. This was just a test.
View attachment 62483View attachment 62485View attachment 62486
View attachment 62487
View attachment 62488
Devinci I really like what you did there! As far as I understand this is one of your first attempts to edit the jetways but I cannot understand how did you know how to edit the Metal_Boarding_Ramp_Albedo file. I mean where to put your own colors and textures. I opened the Asobo Jetways folder and texture files with Photoshop, but I cannot see anything that could guide me as for where to recolor or put my own images as you did with the flag, blue color and text. Could you please help me. I just want to do this basic edit so to change the color and add some text.
 
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