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MSFS20 Library objects- how to know what is standard

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Hello.

Yesterday I handed out an airfield I made with the insim scenery editor. Then it turned out that some of the objets, the tower especially, is from another developer because it didn't show up for the person who installed it.
Seems all objects from third party devs land in the library too so I accidentally referenced to one of them.

So how can I know if I reference let's say an orbx object or a standard one? They don't all have it written in the object name.
 
That is not very easy. Unless there is some indication in the name of the object
 
Thank you. That's was I was afraid of.
Would interest me how others deal with this.
Maybe move all the add-ons out of community folder when developing.
 
I hope that when I have a version of ADE for FS2020 it will identify stock objects in the Library Object Manager but that is a little way off
 
Yeah, that would be great.
But anyway I saw that it's just the best to have own objects. And that is what I will be working on now.

Atm I'm doing a lot of blender tutorials to get warm with it again.
Thankfully I don't have to start from 0 as I have already experience with cinema 4d. But that's was way way back when it still was in version 4 or 5.... In times when a still image in 720 px still took an hour or more to render.
So lots to learn.
I guess it's possible with blender alone ? I mean to start at least. Or is substance painter or 3dmax the only way to do good scenery?

Probably too off topic, I can try to find the answer in blender category too.
 
I was thinking about this the other day, I have only just started trying to get to grips with blender and managed to get one object into a package thanks to the awesome guides here, but it occurred to me maybe I should prefix he custom objects with an personal ident (even just my initials) , same as for the airports, partly to make it easier for ME to find them lol.

Moving other add-ons out of the Community folder when testing does seem like the sensible move for now though.
 
Moving other add-ons out of the Community folder when testing does seem like the sensible move for now though.
Absolutely the easiest way. Just rename the Community folder as CommunityOLD. And create a new folder as Community. Then start the sim. Then create your masterpiece. Should work.
 
Yeah, that would be great.
But anyway I saw that it's just the best to have own objects. And that is what I will be working on now.

Atm I'm doing a lot of blender tutorials to get warm with it again.
Thankfully I don't have to start from 0 as I have already experience with cinema 4d. But that's was way way back when it still was in version 4 or 5.... In times when a still image in 720 px still took an hour or more to render.
So lots to learn.
I guess it's possible with blender alone ? I mean to start at least. Or is substance painter or 3dmax the only way to do good scenery?

Probably too off topic, I can try to find the answer in blender category too.

You should be able to do basic scenery design and texturing with Blender alone, though other programs might speed up your workflow. I hear a lot of good things about substance painter, but it´s payware and I haven´t used it yet. What I´d recommend is the freeware tool Materialize by Bounding Box Software to create "fake" PBR materials from simple photo textures for use in MSFS because the number of freely available full PBR textures is quite limited. It also gives you the possibility to create the combined metallic, roughness and AO map on separate RGB channels that MSFS uses.
 
On another note, are there thumbnails of the default MSFS objects somewhere? it´s pretty unnerving to add objects into your scenery with only vague descriptions of how it might look.
 
On another note, are there thumbnails of the default MSFS objects somewhere? it´s pretty unnerving to add objects into your scenery with only vague descriptions of how it might look.
It would be nice if someone compiled a complete list of object thumbnails, names and GUIDs, just like in FSX and P3d5.

If you activate one click mode in the Objects window, you will see the object that you have selected as it appears in the sim. Then adjust the scale and heading. Once you move the mouse out of the Objects window, the object then can be placed and it will be properly sized and rotated. Personally, this WYSIWYG feature is a good substitute for a complete thumbnail list.
 
It would be nice if someone compiled a complete list of object thumbnails, names and GUIDs, just like in FSX and P3d5.

If you activate one click mode in the Objects window, you will see the object that you have selected as it appears in the sim. Then adjust the scale and heading. Once you move the mouse out of the Objects window, the object then can be placed and it will be properly sized and rotated. Personally, this WYSIWYG feature is a good substitute for a complete thumbnail list.

I totally agree a database of the default library objects would be amazingly awesome and helpful.
 
I totally agree a database of the default library objects would be amazingly awesome and helpful.

So, I'm putting together pictures of all the "Gen_Hangarxxx" objects. I'm up to 103, and maybe 20 are actually hangars so far, most are just pretty ugly "facility" type buildings with vehicle garages. I'll put them together in a document when I've got them altogether. Pretty ugly start, but, at least it's something. My goal was to approximate Boire Field (KASH) in Nashua, NH better than the ugly rendition that's in the game right now. Ridiculously stretched hangars that are 50 to 75 ft tall. Not looking likely at the moment. It's fairly nicely rendered in Google Earth, but I have no idea how to extract the buildings, and the textures are pretty warped up close, anyway.
 
I'm thinking that rather than put them in a document, I'll just zip up all the screenshots I took of the objects and people can scroll through at their leisure. Where would be a good place to upload them?

Here's the list of Gen_hangar objects I would use as hangars
01 Peaked Medium GA, front door
02 Arched Short Blue GA Front door
03 Peaked Short Blue Trim GA Front Door
04 Peaked Short Blue GA Front Door
05 Small Long Olive GA Front Door with Wings
06 Peaked Short light gray GA with storage side
07 Double Long Peaked GA Front door
08 Triple Long Peaked GA Front door
09 4 Door long peaked GA Side Doors
10 3 Door Long Peaked GA Folding Side Doors
11 Arched Olive Storage Shed longish
12 Arched Olive Storage Shed short
13 Peaked Storage Shed that could be stretched to a hangar
14 3 Door Long Peaked GA Folding Side Doors
15 Arched Light Gray Storage Shed short
35 Huge
37 Peaked Light Gray Maroon Trim 2 door GA Side Doors
38 Large tall
39 large small
40 Large
53 Large-ish Flat top long Side Door
70 long one side flat roof 4 Side Doors
78 Small Huge with Offices and garages surrounding
81 Huge with 3 level car garage on back
82 2 hangar round large-ish
84 Huge Large Airport Hangar
85 Huger with offices on side
120 Huge
166 very large arch top Front door
167 very large arch top Front Door
178 Good size GA Flat top Side Door
186 Tall GA pitched roof Front Door
 
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Google drive maybe? you can share a direct link.

You can also upload multiple images to imgur.com and share the “album” link
 
Hello.

Yesterday I handed out an airfield I made with the insim scenery editor. Then it turned out that some of the objets, the tower especially, is from another developer because it didn't show up for the person who installed it.
Seems all objects from third party devs land in the library too so I accidentally referenced to one of them.

So how can I know if I reference let's say an orbx object or a standard one? They don't all have it written in the object name.
When you add an object, you should be able to see what package it is from in properties, stock MSFS objects are in the "fs-base" package
ekrn-object.jpg
 
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