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MSFS24 Problem viewing FSLTL model textures

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us-newmexico
With MCX, I can view a basic FSLTL model in gltf format, and the flat .dds texture pallet for a specific airline livery, but cannot get it to apply the textures to the model.
Any suggestions are welcome.
 
Hi,

Sorry, what is a FSLTL model? I have never heard of that.

It sounds like this is some form of aircraft model. MCX does not support MSFS livery packages at this moment, that's on the wishlist.
 

"Over 2,250 aircraft liveries with more being added

Comprehensive set of liveries from all around the world from major international to regional airlines. All custom painted in 4K for FSLTL with PBR effects. Intelligent fallback system if no model or livery found."


https://www.google.com/search?q=MSF...UuMbgH7wPCBwUyLTUuMsgHLw&sclient=gws-wiz-serp
 
That's correct GaryGB. I am using FSLTL to import air traffic into MSFS24. It's free and offers a wide variety of airlines with quite high display resolution and minimal impact on fps. Airline schedules are mostly real-world, based on FlightRadar24 flight tracking data. But the air traffic control is primitive, not much better than the default. I just use FSLTL to inject some life into airports. The default MSFS24 has added air traffic, but it's largely phony carriers and schedules.

As I said, MCX does a good job of displaying the airline models, which are in gltf format. My problem is with getting the .dds textures to display on the models. I suspect it's a file path error.

I have verified that the FSLTL liveries have the correct textures. When parked at airports in the sim, they show up beautifully.
 
Hi,

How are the liveries stored for FSLTL? MCX will read the aircraft.cfg file for livery information, but like I said separate livery packages are not yet supported at the moment.
 
Arno, the files are all stored in the Community folder within MSFS2024, with the structure ....\\community\fsltl-trafffic-base\simobjects\airplanes\. Each folder under airplanes a contains model, texture and aircraft.cfg subfolders. For example, the Aegean Airlines A20N subfolder is FSLTL_A20N_AEE, containing model.AEE, texture.AEE and aircraft.cfg. The aircraft.cfg is

[GENERAL]
icao_type_designator = "A20N"

[VERSION]
major = 1
minor = 0

[VARIATION]
base_container = "..\FSLTL_A20N"

[FLTSIM.0]
title = "FSLTL_FAIB_A20N_Aegean" ; Variation name
model = "AEE" ; model folder
texture = "AEE"; texture folder
atc_airline = "Aegean" ; airline name
ui_manufacturer = "Airbus" ; e.g. Boeing, Cessna
ui_type = "Airbus A20N" ; e.g. 747-400, 172
ui_variation = "Aegean Airlines" ; e.g. World Air, IFR Panel
ui_typerole = "Commercial Airliner"
ui_createdby = "Lewismrl"
atc_parking_codes = "AEE" ; Comma separated and may be as small as one character each
atc_parking_types = "GATE,RAMP"
atc_heavy = 0 ; heavy?
isairtraffic = 1 ; airtraffic flag for variations
isuserselectable = 0 ; flag off for non selectable planes
atc_id_enable = 1 ; enable tail number
effects = ""
icao_airline = "AEE" ;
panel = "" ; panel folder
sound = "" ; sound folder
 
And I guess the model.AEE is empty and just references the base model via the model.cfg?

This looks like the kind of livery packages for MSFS that is different from FSX/P3D that MCX not yet supports.
 
That seems to be the case. The model.AEE contains only model.cfg which is,

[models]
normal=..\..\FSLTL_A20N\model.pw_s\FAIB_A320S_PW.xml

The .xml contains

<ModelInfo>
<LODS>
<LOD minSize="8" ModelFile="FAIB_A320S_PW_LOD0.gltf"/>
<LOD minSize="1" ModelFile="FAIB_A320S_PW_LOD3.gltf"/>
<LOD minSize="0" ModelFile="FAIB_A320S_PW_LOD3.gltf"/>
</LODS>
<Behaviors>
<Include ModelBehaviorFile="Asobo\Exterior.xml"/>
<Include ModelBehaviorFile="FSLTL\Misc\FSLTL_FX_LG2E_node.xml"/>
<Include ModelBehaviorFile="FSLTL\Misc\Aircraft.xml"/>
<Component ID="takeoff" Node="takeoff">
<Visibility>
<Parameter>
<Code> (A:GEAR POSITION:0, Enum) 1 == if{ 1 } els{ 0 } </Code>
</Parameter>
</Visibility>
</Component>
<Component ID="Flaps">
<UseTemplate Name="ASOBO_GT_Anim_Code">
<ANIM_NAME>custom_anim_SIM_ON_GROUND_05</ANIM_NAME>
<ANIM_CODE> (A:TRAILING EDGE FLAPS LEFT PERCENT, percent) 1 < if{ (A:LIGHT LANDING, bool) 1 == if{ (A:PLANE ALT ABOVE GROUND, feet) 2000 < if{ (A:VERTICAL SPEED, feet per second) -0.1 > if{ (A:SPOILERS HANDLE POSITION, percent) 1 > if{ (A:TRAILING EDGE FLAPS LEFT PERCENT, percent) 100 } els{ (A:TRAILING EDGE FLAPS LEFT PERCENT, percent) 40 } } els{ (A:TRAILING EDGE FLAPS LEFT PERCENT, percent) 100 } } els{ (A:PLANE ALT ABOVE GROUND, feet) 4000 < if{ (A:VERTICAL SPEED, feet per second) 0.1 < if{ (A:TRAILING EDGE FLAPS LEFT PERCENT, percent) 60 } els{ (A:TRAILING EDGE FLAPS LEFT PERCENT, percent) 0 } } } } } els{ (A:PLANE ALT ABOVE GROUND, feet) 4500 < if{ (A:TRAILING EDGE FLAPS LEFT PERCENT, percent) } } </ANIM_CODE>
<ANIM_LENGTH>100</ANIM_LENGTH>
<ANIM_LAG>6</ANIM_LAG>
</UseTemplate>
</Component>
<Component ID="Slats">
<UseTemplate Name="ASOBO_GT_Anim_Code">
<ANIM_NAME>custom_anim_SIM_ON_GROUND_06</ANIM_NAME>
<ANIM_CODE> (A:LIGHT LANDING, bool) 1 == if{ (A:SIM ON GROUND, bool) 1 == (A:SPOILERS HANDLE POSITION, percent) 0 == and if{ 50 } els{ (A:SIM ON GROUND, bool) 1 == (A:SPOILERS HANDLE POSITION, percent) 0 > and if{ 100 } els{ (A:SIM ON GROUND, bool) 0 == (A:AIRSPEED INDICATED, knots) 130 < and if{ 100 } els{ (A:SIM ON GROUND, bool) 0 == (A:AIRSPEED INDICATED, knots) 220 < and if{ 50 } els{ 0 } } } } } } } } } </ANIM_CODE>
<ANIM_LENGTH>100</ANIM_LENGTH>
<ANIM_LAG>6</ANIM_LAG>
</UseTemplate>
</Component>
<Component ID="GEARS">
<UseTemplate Name="ASOBO_GEAR_Center_Template">
<ANIM_NAME>custom_anim_GEAR_ANIMATION_POSITION_0_00</ANIM_NAME>
</UseTemplate>
<UseTemplate Name="ASOBO_GEAR_Left_Template">
<ANIM_NAME>custom_anim_GEAR_ANIMATION_POSITION_1_08</ANIM_NAME>
</UseTemplate>
<UseTemplate Name="ASOBO_GEAR_Right_Template">
<ANIM_NAME>custom_anim_GEAR_ANIMATION_POSITION_2_11</ANIM_NAME>
<!-- ANIM EVENTS -->
<ANIM_EVENT_EFFECT_NAME>CAM_LANDINGGEARS</ANIM_EVENT_EFFECT_NAME>
<NORMALIZED_TIME>0.5</NORMALIZED_TIME>
<DIRECTION>Both</DIRECTION>
</UseTemplate>
</Component>
<Component ID="SpoilerL">
<UseTemplate Name="ASOBO_GT_Anim_Code">
<ANIM_NAME>custom_anim_SPOILERS_LEFT_POSITION_09</ANIM_NAME>
<ANIM_CODE> (A:SPOILERS HANDLE POSITION, percent) </ANIM_CODE>
<ANIM_LENGTH>100</ANIM_LENGTH>
<ANIM_LAG>120</ANIM_LAG>
</UseTemplate>
</Component>
<Component ID="SpoilerR">
<UseTemplate Name="ASOBO_GT_Anim_Code">
<ANIM_NAME>custom_anim_SPOILERS_RIGHT_POSITION_12</ANIM_NAME>
<ANIM_CODE> (A:SPOILERS HANDLE POSITION, percent) </ANIM_CODE>
<ANIM_LENGTH>100</ANIM_LENGTH>
<ANIM_LAG>100</ANIM_LAG>
</UseTemplate>
</Component>
<Component ID="Reverser">
<UseTemplate Name="ASOBO_GT_Anim_Code">
<ANIM_NAME>custom_anim_SIM_on_GROUND_04</ANIM_NAME>
<ANIM_CODE> (A:SIM on GROUND, bool) 1 == if{ (A:TURB ENG JET THRUST:1, pounds) -1 < if{ 100 } } </ANIM_CODE>
<ANIM_LENGTH>100</ANIM_LENGTH>
<ANIM_LAG>30</ANIM_LAG>
</UseTemplate>
</Component>
<Component ID="Engines">
<UseTemplate Name="FSLTL_Engine_Blur">
<ANIM_NAME>N1_blur_left</ANIM_NAME>
<NODE_NAME>node58</NODE_NAME>
<RPM_VAR>(A:ENG N1 RPM:1,degrees per second)</RPM_VAR>
</UseTemplate>
<UseTemplate Name="FSLTL_Engine_Blur">
<ANIM_NAME>N1_blur_right</ANIM_NAME>
<NODE_NAME>node56</NODE_NAME>
<RPM_VAR>(A:ENG N1 RPM:2,degrees per second)</RPM_VAR>
</UseTemplate>
</Component>
<Component ID="Wheels">
<UseTemplate Name="FSLTL_Steering">
<ANIM_NAME>custom_anim_SIM_ON_GROUND_02</ANIM_NAME>
<ANIM_LENGTH>1000</ANIM_LENGTH>
</UseTemplate>
<UseTemplate Name="FSLTL_Wheel_Roll_Center">
<ANIM_NAME>custom_anim_CENTER_WHEEL_ROTATION_ANGLE_01</ANIM_NAME>
<WHEEL_RADIUS>0.77</WHEEL_RADIUS>
<!-- in meters -->
<DISTANCE>12.6</DISTANCE>
</UseTemplate>
<UseTemplate Name="FSLTL_Wheel_Roll_Main">
<ANIM_NAME>custom_anim_LEFT_WHEEL_ROTATION_ANGLE_10</ANIM_NAME>
<WHEEL_RADIUS>1.28</WHEEL_RADIUS>
<!-- in meters -->
<DISTANCE>3.8</DISTANCE>
</UseTemplate>
<UseTemplate Name="FSLTL_Wheel_Roll_Main">
<ANIM_NAME>custom_anim_RIGHT_WHEEL_ROTATION_ANGLE_13</ANIM_NAME>
<WHEEL_RADIUS>1.28</WHEEL_RADIUS>
<!-- in meters -->
<DISTANCE>-3.8</DISTANCE>
</UseTemplate>
<UseTemplate Name="FSLTL_Elevator_Droop">
<ANIM_NAME>custom_anim_SIM_ON_GROUND_03</ANIM_NAME>
<perc_down>100</perc_down>
</UseTemplate>
</Component>
<Component ID="FX">
<UseTemplate Name="FSLTL_FX"/>
</Component>
</Behaviors>
</ModelInfo>

There is also a warning message opening the .xml

"This XML file does not appear to have any style information associated with it."
 
I have started to work on support for livery packages now. Those in the standard MSFS are working now with the changes I made, but it seems these usually have glTF files in the model folder for each livery (so geometry is duplicated somehow).

I don't really fancy to download gigabytes of FSLTL models to just test if ModelConverterX can read the liveries. Do you happen to know if somewhere I can find a simple and compact test model that uses the same structure?
 
Arno, that's great news!

The attached zipped FSLTL file is for Aegean Airlines. I know that it has the basic glTF model, complete texture palette and displays the livery properly in MSFS24.
 

Attachments

Thanks, I just released the feature with the improved livery support yesterday. I only tested it with default models, so I'll make sure to test with this model as well.
 
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