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MSFS20 Multiple custom models as simobjects in an airport?

Messages
234
Country
canada
I'm trying a put 2 different objects I designed (flags) in a custom airport I'm designing. Normal objects work fine. I followed some instructions in the flag topic and managed to get an animated flag reacting to the wind into the sim. However I created a second model - identical but with a different flag and smaller, because Scenery Editor but where it would not remember flag scale for some reason until I clicked on it, then forget it again. So i can't get the second model to show up in the list, or actually its model to show up in the "package" folder after compiling. It's not clear on what I am doing wrong, please advise.

Based on how a single model worked I tried to devise a way for the second one, apparently wrong. Here is what I have now:

Here is my file structure:

1604509187035.png

This is where the second model file set is added now - 3 more files: CNC3_Flag_anim.gtlf .xml and .bin in addition to these:
1604509210919.png

Texture has the second flag texture added here:
1604509231145.png


sim.cfg:
Code:
[VERSION]
Major=1
Minor=0

[fltsim.0]
title=CNC3_Flag_Canada_anim
model=
texture=

[fltsim.1]
title=CNC3_Flag_anim
model=
texture=

[General]
category=StaticObject

model.CFG
Code:
[models]
normal=CNC3_Flag_Canada_anim.xml
normal=CNC3_Flag_anim.xml

texture.cfg
Code:
[fltsim]
fallback.1=..\..\..\..\scenery\global\scenery\TEXTURE

PackageDefinitions\romandesign-airport-cnc3.xml
XML:
<AssetPackage Name="romandesign-airport-cnc3" ReleaseNotes="PackageDefinitions\romandesign-airport-cnc3\ReleaseNotes.xml" Version="0.1.0">
    <ItemSettings>
        <ContentType>SCENERY</ContentType>
        <Title>CNC3 Brampton Caledon Airport</Title>
        <Manufacturer>RomanDesign</Manufacturer>
        <Creator>RomanDesign</Creator>
    </ItemSettings>
    <Flags>
        <VisibleInStore>false</VisibleInStore>
        <CanBeReferenced>false</CanBeReferenced>
    </Flags>
    <AssetGroups>
        <AssetGroup Name="ContentInfo">
            <Type>Copy</Type>
            <Flags>
                <FSXCompatibility>false</FSXCompatibility>
            </Flags>
            <AssetDir>PackageDefinitions\romandesign-airport-cnc3\ContentInfo\</AssetDir>
            <OutputDir>ContentInfo\romandesign-airport-cnc3\</OutputDir>
        </AssetGroup>
        <AssetGroup Name="MarketplaceData">
            <Type>MarketplaceData</Type>
            <Flags>
                <FSXCompatibility>false</FSXCompatibility>
            </Flags>
            <AssetDir>PackageDefinitions\romandesign-airport-cnc3\MarketplaceData\</AssetDir>
            <OutputDir>MarketplaceData\romandesign-airport-cnc3\</OutputDir>
        </AssetGroup>
        <AssetGroup Name="SimObjects">
            <Type>SimObject</Type>
            <Flags>
                <FSXCompatibility>false</FSXCompatibility>
            </Flags>
            <AssetDir>PackageSources\SimObjects\misc\CNC3_Flag_Canada_anim\</AssetDir>
            <OutputDir>SimObjects\misc\CNC3_Flag_Canada_anim\</OutputDir>
        </AssetGroup>
        <AssetGroup Name="mymodellib">
            <Type>ArtProj</Type>
            <Flags>
                <FSXCompatibility>false</FSXCompatibility>
            </Flags>
            <AssetDir>PackageSources\modelLib\</AssetDir>
            <OutputDir>scenery/global/scenery\</OutputDir>
        </AssetGroup>
        <AssetGroup Name="myscene">
            <Type>BGL</Type>
            <Flags>
                <FSXCompatibility>false</FSXCompatibility>
            </Flags>
            <AssetDir>PackageSources\scene\</AssetDir>
            <OutputDir>scenery/world/scenery\</OutputDir>
        </AssetGroup>
    </AssetGroups>
</AssetPackage>

CNC3_Flag_Canada_anim.xml - that is the first object that works fine:
XML:
<?xml version="1.0" ?>



    <ModelInfo guid="{2adf63bb-1c12-4de6-4b4f-3a3964099279}" version="1.1">

        <LODS>

            <LOD MinSize="2" ModelFile="CNC3_Flag_Canada_anim.gltf"/>

        </LODS>

        <Animation guid="21a27969-811d-4fba-8eb2-abfc2d6e0d0f" name="boneweave" type="Standard" typeParam="Autoplay"/>

        <Animation guid="31a27969-811d-4fba-8eb2-cbfc2d6e0d0f" length="360" name="pole" type="Sim" typeParam="AutoPlay" typeParam2="pole"/>

        <PartInfo>

            <Name>pole</Name>

            <AnimLength>360</AnimLength>

            <Animation>

                <Parameter>

                    <Code>(A:AMBIENT WIND DIRECTION, Degrees)</Code>

                </Parameter>

            </Animation>

        </PartInfo>

CNC3_Flag_anim.xml - this is the object that doesn't show up in package or simobjects list:

XML:
<?xml version="1.0" ?>



    <ModelInfo guid="{2adf93bb-2c12-9de6-4b4f-9a3964099279}" version="1.1">

        <LODS>

            <LOD MinSize="2" ModelFile="CNC3_Flag_anim.gltf"/>

        </LODS>

        <Animation guid="21a27969-911d-4fba-9eb2-abfc9d6e0d0f" name="rafweave" type="Standard" typeParam="Autoplay"/>

        <Animation guid="31a27969-911d-4fba-9eb2-cbfc9d6e0d0f" length="360" name="rafpole" type="Sim" typeParam="AutoPlay" typeParam2="rafpole"/>

        <PartInfo>

            <Name>rafpole</Name>

            <AnimLength>360</AnimLength>

            <Animation>

                <Parameter>

                    <Code>(A:AMBIENT WIND DIRECTION, Degrees)</Code>

                </Parameter>

            </Animation>

        </PartInfo>

    </ModelInfo>

Any advice? I tried creating a second SimObjects asset group, but that wouldn't open at all. so I tried adding second object into the same directory and in cfg files, but while there are no compilation errors, it doesn't get built.
 
Came across this 3d searching for bone animation, pretty sure you already come to a solution,
anyway if anyone Is interested, you can use as many custom simobjects you want, Just add multiple asset group with differente name like this



SimObject

false

PackageSources\SimObjects\misc\MYOBJECT\
SimObjects\misc\MYOBJECT\



SimObject

false

PackageSources\SimObjects\misc\ANOTHEROBJECT\
SimObjects\misc\ANOTHEROBJECT\



Inviato dal mio Mi 9 Lite utilizzando Tapatalk
 
Also pretty sure he found the problem. I'd say in this case it was the reuse of the GUIDs which violates the "GU" part.
 
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