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MSFS doesn't render my model

Messages
575
Country
france
Hi
I've been trying to spawn a simobject in the sim but MSFS doesn't render the model
I've tried various tools with no success, MCX, Blender2MSFS....
MCX can read my models and other developers' models very well, but the export doesn't render in the sim, @arno any Idea ?

I have been trying to solve this for 2 days now and I can't figure it out

you'll find attached the blender monkey that I have been trying to place in the sim

PS. folder structure is perfect, I have swapped my models with default models from the sim and it works perfectly, but my exports are just not rendering :/

cheers
Redouane
 

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580
Country
italy
You are talking about a simobject and a problem with your model.
Attaching the Suzanne monkey doesn't help very much anyone to help solving your issue

Please attach your project and the model you have problems with . the .blend source can be useful if the issue is due to bad geometry.

Inviato dal mio Mi 9 Lite utilizzando Tapatalk
 
Messages
964
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australia
The model in your zip file is not a compiled model? You can tell because the gltf isn't all written on one line.

I think it's necessary for you to compile the project first so at least the model library files are converted and only then can you access the models in the sim. But it's been a while since I've done scenery so I'm not sure.

It's very difficult to know the cause of your problem based upon the information and zip file provided.
 
Messages
575
Country
france
It is a simobject
The model in your zip file is not a compiled model? You can tell because the gltf isn't all written on one line.

I think it's necessary for you to compile the project first so at least the model library files are converted and only then can you access the models in the sim. But it's been a while since I've done scenery so I'm not sure.

It's very difficult to know the cause of your problem based upon the information and zip file provided.
Can you show me how to compile the model ? I have the folder structure set up but no project created as I did everything manually

In your geometry settings make sure that vertex colors in turned off.
Is this a setting in the blender2MSFS plugin ?

Thnx in advance
 
Messages
82
Country
australia
Yes. The setting is located on the right hand side. Here is a screenshot for your reference.

Capture.PNG

Hope your project goes well!
 

rhumbaflappy

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5,531
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us-wisconsin
This works (Attached).
Untitled.png


In your gltf, you have textures named GIRAFFE_COMP_PNG.png and GIRAFFE_ALBEDO_PNG.png I renamed these in your gltf using a text editor, and made sure the corresponding textures were named that as well (GIRAFFE_COMP.png and GIRAFFE_ALBEDO.png). You might not need to do that. This is an issue that comes from MCX I believe.
 

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Messages
7,354
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us-illinois
If there was an intended conditional display / visibility that was the basis for use of a SimObject, what- and where- is the code ? :oops:


PS: Somehow I find the term "Blender monkey" both entertaining ...and worrisome, as I keep trying NOT to "Go There". :duck:

https://en.wikipedia.org/wiki/Blender_(software)#Suzanne


I'll keep hoping for MCX to provide 'safe passage' through an entirely independent workflow that circumvents the "perils of Python".


On the other hand, Monty Python was IMHO, not to be avoided.

Hmmm... well, OK, maybe I'll entrust Blender with implementing animations (after a 3D model is already built outside Blender prior to import). :scratchch


But, I may circumvent a Blender option for most 3D models if MCX adds "simple" ambient animations to *.KMZ (*.DAE) files exported to glTF.

https://www.fsdeveloper.com/forum/threads/sketchup-physic-animations-possible.427335/post-648948


GaryGB
 
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Messages
575
Country
france
Hello guys
so I will explain the solution to this major problem of mine

First, I didn't consider the switch from P3D to MSFS, I forgot that this is a new sim and the workflow has to adapt.

The Mistake I made was trying to create a simobject manually using folder structure and editing cfg files, this would have worked in P3D / FSX but not in MSFS

The solution was to create MSFS project and add assets / edit some XML to finally build the project and then copy the package

Blender2MSFS doesn't compile the gLTF files, you have to do that through the sim and even textures are compiled into DDS for some reason

external compilers would be nice, so we don't have to start the sim each time I want to build something

big thnx to @consta for taking the time showing the workflow required for this task

cheers
 

rhumbaflappy

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5,531
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us-wisconsin
If you have the MSFS Steam version, you can compile externally.
 
Messages
82
Country
australia
The fspackage tool is in the SDK which I presume you have. Just put the .exe file in your project folder and run the program.
Hope your project goes well!
 
Messages
7,354
Country
us-illinois
Indeed, fspackagetool.exe is in the MSFS SDK folder chain after it is installed.

Copy and paste it into the root folder of your MSFS project, then Drag-and-Drop the project XML file onto it.

The new MSFS splash screen eventually appears followed by status messages and the DevMode console window.

This works for MS-Store versions of MSFS.

GaryGB
 
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