• 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.

MSFS20 Introduction to MSFS SDK (scenery)

@DragoB - when looking at the template the PackageDefinitions xml file has the path syntax in what looks like Unix notation... i.e.
Code:
<OutputDir>scenery/global/scenery\</OutputDir>

Should this be changed to

Code:
<OutputDir>scenery\global\scenery\</OutputDir>

Or does it not mater?
 
Morning all,

Thanks for the awesome document its working well. My issue i have is when i load back into the dev mode editor and load the airport all of the things ive added have vanished (runways etc) but the polygons remain, im saving as i go as per the document. Am i loading it in the wrong way? any help would be appreciated
Are you saving the polygon and the main airport with the same name?
 
@DragoB - when looking at the template the PackageDefinitions xml file has the path syntax in what looks like Unix notation... i.e.
Code:
<OutputDir>scenery/global/scenery\</OutputDir>

Should this be changed to

Code:
<OutputDir>scenery\global\scenery\</OutputDir>

Or does it not mater?
The first option has worked for me
 
@Mr. Wompy - Thanks for confirming. I'm getting an error when I compile and I can't figure oy what the problem is... although I suspect I've been staring at it so long I can't see the wood for the trees.

PackageBuilder | Reading C:\Users\ben\OneDrive\Documents\MyFSProjects\dozerbug-kine-egvw\egvw-kine.xml...
PackageBuilder | Preparing asset groups...
PackageBuilder | Done, 4 asset groups registered.
PackageBuilder | Generating commands for package egvw-kine...
PackageBuilder | Preparing commands for asset group ContentInfo...
PackageBuilder | Preparing commands for asset group myscene...
PackageBuilder | Preparing commands for asset group mymodellib...
PackageBuilder | Ready, 12 commands added.
PackageBuilder | Starting the build...
PackageBuilder | Building assets for the package egvw-kine...
Compiling texture file TEXTURE\TRANSLUCENT_GLASS_SAFETY.PNG...
Failed to convert texture: C:\Users\ben\OneDrive\Documents\MyFSProjects\dozerbug-kine-egvw\PackageSources\modelLib\TEXTURE\TRANSLUCENT_GLASS_SAFETY.PNG
PackageBuilder | Output path does not exist: C:\Users\ben\OneDrive\Documents\MyFSProjects\dozerbug-kine-egvw\Packages\egvw-kine\scenery\global\scenery\TEXTURE\TRANSLUCENT_GLASS_SAFETY.PNG.DDS
PackageBuilder | Output path does not exist: C:\Users\ben\OneDrive\Documents\MyFSProjects\dozerbug-kine-egvw\Packages\egvw-kine\scenery\global\scenery\TEXTURE\TRANSLUCENT_GLASS_SAFETY.PNG.DDS.json
Compiling BGL file from in-memory data to output file modelLib.BGL...
Error parsing XML: expected ' or "

Error encountered here:
 
Solved - Something was happening where the edited XML file was getting replaced by the original version from the blender exporter (which has the error) - Possibly to do with OneDrive syncing it. Anyway, re-did the models xml file with the GUID and it has compiled! :)

Glad its not just me. The xml files are as per the template, (which is also the same as the sdk sample).

The model exported from blender without problems and can be opened from \MyFSProjects\dozerbug-kine-egvw\PackageSources\modelLib as seen below..... however, if I try and open the model from \MyFSProjects\dozerbug-kine-egvw\_PackageInt\_tempFiles\egvw-kine\mymodellib it fails.

The textures are converted to their DDS equivalents with the associated json in the \MyFSProjects\dozerbug-kine-egvw\Packages\egvw-kine\scenery\global\scenery\TEXTURE folder, but no model. its really odd.



Annotation 2020-08-25 162632.jpg
 
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Hi, I'm struggling to get an own material (eg special runway markings) into the material editor. In the official doc I do not really find how to exactly get an own material working. Is there a how to?
 
Hi, I'm struggling to get an own material (eg special runway markings) into the material editor. In the official doc I do not really find how to exactly get an own material working. Is there a how to?
I’m struggling with it too, it has to be “simple” but I don’t get it.
 
I believe this information should be added to the documentation:

Depending on the version purchased, either from Steam or the Windows Store, the Default Community folder locations are:

Windows Store install:
C:\Users\[Your User Name]\AppData\Local\Packages\ Microsoft.FlightSimulator_8wekyb3d8bbwe\LocalCache\Packages\

Steam install:
C:\Users\[Your User Name]\AppData\Local\Packages\Microsoft.FlightDashboard_8wekyb3d8bbwe\LocalCache\Packages\

All mods, liveries, and add-ons should be installed within the Community folder.

Note: In Windows 10, the AppData folder is hidden by default. If you are unable to locate either of the 2 locations, you can make it visible through Windows Explorer (through the View tab) and click on the checkbox that is next to "Hidden Items".

If a custom destination install was used, head to that location. For example, using the location D:/MSFS2020/. Inside the install folder, you will see 2 folders: Community and Official. You are looking for the Community folder.

If you can't remember where you installed MSFS2020, the Sim can show you. With the Sim running and the Welcome screen showing:
  • Select Options
  • Select General
  • Select Developers (on the left, at the bottom)
  • Turn Developer Mode on
  • Look for the new menu at the top left (the font used is very small)
  • Select Tools
  • Select Virtual File System
  • Select Watched Bases
  • At the bottom of the list, it will show you where the Community folder is located.
 
Last edited:
Hello people! Wandering around in FS, I noticed one of the most mastodontic human creation was missing. It was the DUGA OTH Antenna.

I Found a free low poly model (here https://3dwarehouse.sketchup.com/model/db01cda7b36d891deb84342b08ca8289/OTH-Radar-Receiving-antenna).

Exported it as OBJ file, imported in Blender. Now I tried exporting first straight from Blender, but it seems I cannot UV Unwrap it, each time I do smart unwrapping the texture gets scaled up on the model and goes bye bye.
Then on Substance Painter, but it doesn't import the materials at all.

I know I am a newbie, and I am trying also to look for the solution by myself, I am googling hard from days, but whilst I do, I wished to post here so see if anybody can point me out in the right direction.

Thanks in anticipation for the patience and for the guide, really looking forward to learn a few things and get used to it, it might take time, but I don't give it up. That's something I wanted to do since day one!
 
Hello people! Wandering around in FS, I noticed one of the most mastodontic human creation was missing. It was the DUGA OTH Antenna.

I Found a free low poly model (here https://3dwarehouse.sketchup.com/model/db01cda7b36d891deb84342b08ca8289/OTH-Radar-Receiving-antenna).

Exported it as OBJ file, imported in Blender. Now I tried exporting first straight from Blender, but it seems I cannot UV Unwrap it, each time I do smart unwrapping the texture gets scaled up on the model and goes bye bye.
Then on Substance Painter, but it doesn't import the materials at all.

I know I am a newbie, and I am trying also to look for the solution by myself, I am googling hard from days, but whilst I do, I wished to post here so see if anybody can point me out in the right direction.

Thanks in anticipation for the patience and for the guide, really looking forward to learn a few things and get used to it, it might take time, but I don't give it up. That's something I wanted to do since day one!
It seems that the model is already unwrapped, no?
 
I have together with a few people (Mr. Wompy on discord et. al) created a short no-bs introduction to creating and compiling a scenery project. The document is not yet finished and I am waiting for others to pitch in. The custom objects insertion is WIP. Also, please keep in mind that some of us are coming over from x-plane type of development where its quite different from what you lads are used to in ESP meaning that you should elaborate things that are self-explanatory for an ESP developer. Thank you!


Warmest regards,
Drago
Hey DragoB, Love your walk through document its great! I myself did a little bit of airfield design in x-plane 11 and I have no idea how to use the MSFS SDK so I really appreciate your work on this doc. I'm just a little stuck on something though and I was hoping you could help me out. Under the section where you talk about overwriting an existing airfield I'm a little unsure on how to select and open the airport that's already there so I can edit and overwrite it.

1598469548902.png


For example, step one, do I still have to do the steps to create a new airport before I find the airport I wish to overwrite? Also where do I select the airport from? is there an existing .xml MSFS file somewhere for the airport that I have to open as a project? Sorry if this sounds like I'm incompetent.. I guess I kinda am xD but I will get better! I just gotta practice. Anyways I'd appreciate any help <3
 
Hi, you can’t
Hey DragoB, Love your walk through document its great! I myself did a little bit of airfield design in x-plane 11 and I have no idea how to use the MSFS SDK so I really appreciate your work on this doc. I'm just a little stuck on something though and I was hoping you could help me out. Under the section where you talk about overwriting an existing airfield I'm a little unsure on how to select and open the airport that's already there so I can edit and overwrite it.

View attachment 61145

For example, step one, do I still have to do the steps to create a new airport before I find the airport I wish to overwrite? Also where do I select the airport from? is there an existing .xml MSFS file somewhere for the airport that I have to open as a project? Sorry if this sounds like I'm incompetent.. I guess I kinda am xD but I will get better! I just gotta practice. Anyways I'd appreciate any help <3

Hi, you can’t edit the default airport, you create a new one in the same ICAO and select the delete options. This has the effect of hiding the default one so only your new creation shows.
 
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