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Requesting input regarding project size

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norway
Hello. I request some direct input and feedback regarding my projects and their size. My latest project is the ENAX helibase: https://flightsim.to/addon/106573/enax-alesund-hospital-helibase.

My issue is that the project size when creating the project withing msfs is below 1GB. When the project is built and complete it ends up around 2.2 gb. I understand this is due to compressed textures in the imported project source files. I therefore assume that I need to get better at optimizing my textures and that is where the issue lies.

Where I need some concrete input is what do I need to understand and do differently to create scenery with detailed textures while also reducing the texture file size. From doing quick search regarding this issue I see that people use 1K textures while the results are still looking great. How do I achieve the same result?

My current workflow is building the model in Sketchup, UV-editing in Blender and texturing in Substance painter. The finishing touches and LOD-creation is done in Blender before exporting to the sim project.

To summarize:
  • How do I use 1k textures while keeping the resolution high enough to see the details? Is it the UV-editing, repetition of textures
  • How should I use Substancepainter with this in mind other than setting the texture set at a specific resolution. eg.: by reducing the number of layers.
I appreciate any inputs you may have. I can also provide the raw project files if needed.
 
A quick inspection of some texture Materials in your current package shows 'Normal' textures 2x the size of the 'Basecolor'; is that "Normal" with PBR ? :scratchch


Resolution is expressed as Pixels per Meter on a mapped object in a 3D scene; LODs switch based on vertical Pixel count in a 3D scene in a MSFS 'sphere'.


Another question is if the entirety of PBR 'Nornal' textures must always be mapped onto Faces, or if ex: "Make Unique" can clip them at actual UV Edges.

A practical question is if PBR 'Nornal' textures always remain separate from a Texture Sheet / Atlas, or if they can be embedded, thus clipped at UV Edges.


Substance can make these:

https://www.google.com/search?q=Sub...fRJ8IHCTItMS4yMy4xNMgH6gSACAE&sclient=gws-wiz


Blender can make these:

https://www.google.com/search?q=Ble...gHngXCBwUzLTMuMsgHUoAIAQ&sclient=gws-wiz-serp


MCX can make these (via Drawcall Minimizer):

https://www.google.com/search?q=site:+www.fsdeveloper.com+MCX+Texture+Atlas+Sheet&sca_esv=8e9668447196fc90&source=hp&ei=l7TLaerUKICr0PEPqonyyAk&iflsig=AFdpzrgAAAAAacvCp0iiiBJg2R3ZuXWptiPhRMy4FTuM&ved=0ahUKEwiq_PziiMqTAxWAFTQIHaqEHJkQ4dUDCBY&uact=5&oq=site:+www.fsdeveloper.com+MCX+Texture+Atlas+Sheet&gs_lp=Egdnd3Mtd2l6IjFzaXRlOiB3d3cuZnNkZXZlbG9wZXIuY29tIE1DWCBUZXh0dXJlIEF0bGFzIFNoZWV0MgUQIRigATIFECEYoAEyBRAhGKABMgUQIRigAUjK3AFQAFiAmAFwAngAkAEAmAGPAaABwQuqAQQzLjEwuAEDyAEA-AEC-AEBmAIJoALBCMICCBAAGIkFGKIEwgIFEAAY7wXCAggQABiABBiiBMICBRAhGKsCmAMAkgcDMi43oAe_HLIHAzAuN7gHpAjCBwcyLTIuNS4yyAd8gAgB&sclient=gws-wiz

GaryGB
 
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A quick inspection of some texture Materials in your current package shows 'Normal' textures 2x the size of the 'Basecolor'; is that "Normal" with PBR ? :scratchch

GaryGB
I am not sure. May it be due to the baking process in Substance painter? When starting that process I bake in 4k since I was under the impression that the resolution could be adjusted later on and before exporting. But I am not sure...
 
Is it "Normal" to have a 'Normal Map' that is 2x the resolution of the 'Albedo' (visible image) texture Material ? :scratchch


This calls for a comparison with some of MSFS' default 3D models, which are (mostly) highly optimized, to compare Albedo versus Normal pixel resolutions.

You could browse MSFS ModelLib BGLs using MCX Material Editor {Texture} tab, and/or Texture sub-folders using XnView for a quick survey on this. :idea:


BTW: Arno just added very helpful query / pre-select options to MCX which can speed up previewing ModelLibs and/or legacy Scenery Object Libraries. :wizard:

https://www.fsdeveloper.com/forum/threads/single-asset-decompilation-suggestion.460718/


An additional consideration is what LODs / texture resolutions can even be seen from the cockpit of user aircraft at actual viewing distances ?

The effective resolution of a 4K texture Material is down-sampled via MIPMAPs as a function of distance from 3D objects / Terrain following LOD swaps.


I began wondering this since Stavanger, but did not get time to sort out a way to visually display labeled textures by LOD and thus by MIPMAP.


Perhaps the MSFS DevMode Menu > Debug > Debug LODs display option may help sort out how high resolution Texture Materials need to actually be ?

https://docs.flightsimulator.com/html/Developer_Mode/Menus/Debug/Debug_LODs.htm



FYI: Dick alluded to this cockpit-to-object distance versus actually displayed MIPMAP / LOD / Texture Resolution issue years ago in this thread for FS2Kx:

https://www.fsdeveloper.com/forum/threads/3-5cm-per-pixel.21121/


Be sure to enable full name display to ID any local object(s) in question for your Helipad(s) / buildings. :pushpin:


https://www.google.com/search?q=Debug+Model+LODs&sca_esv=8e9668447196fc90&source=hp&ei=GbjLabL5D_6Tp84P6p6r8AI&iflsig=AFdpzrgAAAAAacvGKRDa2if6R4M3P-MGEymOI2XTlAmw&ved=2ahUKEwiwpumRjMqTAxVW1skDHXniHF0QgK4QegQIARAC&uact=5&oq=MSFS+DevMode+Menu+>+Debug+>+LODs&gs_lp=Egdnd3Mtd2l6IiBNU0ZTIERldk1vZGUgTWVudSA-IERlYnVnID4gTE9EczIHECEYChigATIHECEYChigATIHECEYChigATIHECEYChigATIHECEYChigATIFECEYqwIyBRAhGKsCSK4VUABYAHAAeACQAQCYAX2gAX2qAQMwLjG4AQPIAQD4AQL4AQGYAgGgAqUBmAMAkgcDMC4xoAfgBrIHAzAuMbgHpQHCBwM0LTHIBxiACAE&sclient=gws-wiz&mstk=AUtExfD9Nk2n3d6XW0Js3f7YqWbswNpzvlqHpnB3DXeYIOwH94BNOYttjEijYskErsNBQqVLgoocGK86Zh6SFB9IZk8GBz8FdvTM513ZGuHeuntgH1R4_x0oNScx5gvgkdGUxHA&csui=3


GaryGB
 
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I am not sure. May it be due to the baking process in Substance painter? When starting that process I bake in 4k since I was under the impression that the resolution could be adjusted later on and before exporting. But I am not sure...

I have not yet allocated much time to studying PBR methods in MSFS, and I do not use Substance Painter.

But "Baking" categorically in 3D modeling and working with texture Materials / Meshes, has some common procedures.

Unless some additional use is made of the Normal Map Texture Material at run time by MSFS rendering engine / DX12 shaders, do we even need to include the Normal Map Texture in the \Texture sub-folder of a package if its info has already truly been "Baked" into the 'Albedo' (visible image) texture Material ? :rolleyes:



https://experienceleague.adobe.com/en/docs/substance-3d-painter/using/baking/baking#

"Baking
Last update: March 9, 2026
media_19841169c51d4c6333b8f7389c709dbb5a38f1515.jpg


Baking refers to the action of transferring mesh-based information into textures. This information is then read by shaders and/or Substance filters to create advanced effects. For example, Smart Materials and Smart Masks rely on baked curvature and normal maps, alongside other baked information."



https://helpx.adobe.com/substance-3d-painter/using/baking.html

"Baking is the process of saving information from a 3D mesh, to a texture file (bitmap).

Most of the time, this process involves two meshes, a high poly mesh and a low poly mesh:

  • A high poly mesh has many polygons (often millions) which means it can display high-resolution 3D detail.
  • The low poly mesh has far fewer polygons (usually only a few thousand), so it is cheaper to store and render.
Baking textures allows you to get the best of both worlds: the high level of detail from the high poly mesh and the low performance costs of the low poly mesh. In the baking process, the information of the high poly mesh is transferred onto the low poly mesh and saved into a texture.

Substance Bakers read mesh properties and bake them down to a texture.

Normal map baking example. Image by Paolo Cignoni - CC BY-SA 1.0.

Image by Paolo Cignoni - CC BY-SA 1.0"


AFAIK, with more digging, a tutorial may explain if MSFS packages 'must' include Normal Map Material files after baked. :coffee:


This tutorial suggests "Baking" PBR also involves info in files that is only seen after rendered by a runtime rendering engine:

https://helpx.adobe.com/substance-3d-painter/using/export.html

"Export Textures

Last updated on Jul 13, 2023

Learn how to export your creations.

Once you are satisfied with your work inside Substance 3D Painter, you can export your textures to bitmap files. You can use these bitmap files in almost any 3D software. Substance 3D Painter provides a powerful export dialog that lets you customize the format and settings of the exported files."

Export Textures​


Last updated on Jul 13, 2023

Learn how to export your creations.

Once you are satisfied with your work inside Substance 3D Painter, you can export your textures to bitmap files. You can use these bitmap files in almost any 3D software. Substance 3D Painter provides a powerful export dialog that lets you customize the format and settings of the exported files.

Output Templates​

The Output Templates tab is where you can manage your templates. Templates tell Painter how to organize your textures for export. Templates for most 3D applications are included to allow you to export your textures quickly, but you can also create your own.

A screenshot of the Output Templates tab of the export textures dialog.



Under Presets, you can see the list of templates available. Select a template to edit it, or use the + to start creating a template.
With a template selected, you can see a list of the files that the selected template exports under Output maps. You can also see which maps are exported in each file.

Use the buttons next to Create to add extra files to a template. Drag maps from Input maps, Mesh maps, and Converted maps into channels of the available files to change which maps correspond with which channel.

NOTE:

The background colors of each file's channels corresponds with the colored squares in the lists of input maps. You can also hover over any channel to see which input maps are associated with that channel.


< I like the easy-to-follow dialog box design Adobe Substance has implemented here, instead of Blender's convoluted GUI.> ;)


"File Format & Bit Depth
Substance Painter exports to a wide range of file formats. Currently supported formats are:
  • BMP
  • ICO
  • JPEG
  • JNG
  • PBM
  • PGM
  • PPM
  • PNG
  • TARGA
  • TIFF
  • WBMP
  • XPM
  • GIF
  • HDR
  • EXR
  • J2K
  • JPEG-2000
  • PFM
  • PSD

Depending on the file format, you can change the bit depth. A higher bit depth provides a higher quality texture, but can increase file sizes dramatically.

Some applications don't support high bit depths, so a lower value may be required.

For PSD (Photoshop) files, each texture set from a project is exported as a single PSD file, containing the exported textures associated to the texture set."


BTW:

IIUC, if *.PSD files were processed by MCX to read all PBR attributes MSFS requires, we might have a much easier workflow. :scratchch

If MCX could output the COMP textures in ARM format that would also make for an easier workflow.


Of course, MCX might also be able to make our Normal / Bump Maps for us too.

Arno understands related FS SDK requirements, and IMHO could help us further.

https://www.scenerydesign.org/2007/03/some-normal-map-tricks/


But we may also consider some other workflows used to do this in Sketchup, Blender, Materialize and Substance.:

https://www.google.com/search?q=Ske...E8IHCDAuOS4yMi4yyAd-gAgA&sclient=gws-wiz-serp


Who says Sketchup can not "Bake" ? :mischievo


https://sketchucation.com/pluginstore?pln=normal_map_maker

https://community.sketchucation.com/post/1221899


https://www.leeland.info/sketchup-makenormalmap.html


...or as used in Blender:

https://3dmodels.org/blog/normal-maps-in-blender-guide/


I am curious if Substance Painter allows 'interactivity' / yields sizes like "Materialize" does ...in creating a PBR Normal Material:

https://www.boundingboxsoftware.com/materialize/


GaryGB
 
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You are adressing some issues that I do not quite understand. I believe I can narrow my questions down a bit more specifically by asking if there is something in my workflow that is unessesary to include. When looking at one of the texture set that is 2k, I see multiple additional texture files included into a mask generator. Maybe those generators are so complex when involving the different baking maps that it increases that texture file size significantly?

Screenshot 2026-03-31 191914.png


This is what I do when baking the model from the start:
Screenshot 2026-03-31 191503.png


Screenshot 2026-03-31 191547.png




Screenshot 2026-03-31 191616.png
Screenshot 2026-03-31 191715.png
 
You could try reducing the normal textures to 1K, and see if the result meets your expectations. If it looks OK for you, you could save a significant amount of size. But, if the scenery runs well in the sim, I would leave it alone.
 
Dick's advice is practical to test; we need to determine if the visual result is acceptable.

Also, test whether the full extent of a Normal "image" needs to be included to cover a Face it is mapped onto; if not, "clip it" off.

Normal Maps have the potential to add certain visual details while actually replacing geometry; but at what cost in file size ?


Also, note that Substance alludes to including special info for Shaders in exported texture Materials.

IIUC, these JSON files do not add significantly add to package size.


https://helpx.adobe.com/substance-3d-painter/using/export.html

"Settings​

The Settings tab contains the primary settings for your export. Use checkboxes on the left of the Settings tab to enable or disable the export of texture sets. You can also select texture sets to adjust settings for each texture set, or disable the output of specific maps.

With Global settings selected you can adjust settings for all texture sets simultaneously. Each of the options under Global settings is outlined below.
A screenshot of the Settings tab of the Export textures dialog.


Output directoryClick to change where to export your textures. Click the R to the right of the directory location to reset to the default directory. This path is saved per project.
Output templateSelect the template that defines how your textures are exported. You can customize or create templates under the Output Templates tab.
File typeChange the format used to export your textures. With most formats, you can also adjust the bit-depth of the exported textures here. You can see more about supported file formats and bit depth below.
SizeSize changes the square resolution of exported textures. By default this is set to Based on each Texture Set's size, but you can change this to manually adjust output size.
PaddingChange the method used to fill space that not covered by UV islands. Some padding methods allow you to adjust the width of the padding in pixels, use the dropdown to the right to change this value.
Export shaders parametersWhen this check box is checked, Painter will also export a JSON file that contains the shader parameters. This is useful in some advanced workflows."


Just some initial impressions to consider.


I'm now going to load a flight at ENAX to inspect the "Blue Container" and the FBO folding door for comparison of sized objects.

Perhaps we can see how much of a Normal map's "image" is actually used / required to cover each of the mapped surfaces ? :idea:


UPDATE:

Both the above cited "Blue" objects look good and are very sharp visually; but IRL, they would likely be 'less sharp' visually IMHO.

Most "grunge" / other "Bump" type details are quite coarse when studied close up in MSFS at run time, so IMHO low res = OK.


I would be interested to see what an attenuated detail Normal map for those objects may look like at run time in MSFS2024.

You probably have some 'wiggle room' at ENAX, by reducing pixel resolution in Normal maps, thus reducing (to 1/2 or 1/4 ?). :scratchch


PS: I'm loving the reflective puddles on the hospital roof; outstanding realism. :cool:

enax_hospital_roof_puddles-1-jpg.99508


GaryGB
 

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You could try reducing the normal textures to 1K, and see if the result meets your expectations. If it looks OK for you, you could save a significant amount of size. But, if the scenery runs well in the sim, I would leave it alone.
Thanks. I believe this is the way. I have "discussed" this issue with ChatGPT which points to such a solution. What it suggests is to export the model from substancepainter with texture set at 2k while batch adjusting the normal maps using GIMP+BIMP plugin. I guess I will try this approach.

What it also suggest to optimize even further is to export the textures with the suggested comp-texture template and importing them into the model using Blender. However this process seems rather time consuming considering I have 20+ texture sets which needs manual adjustments within Blender. I would rather avoid this, and my sceneries are not that big that performance have been an issue - so far.
 
Dick's advice is practical to test; we need to determine if the visual result is acceptable.

Also, test whether the full extent of a Normal "image" needs to be included to cover a Face it is mapped onto; if not, "clip it" off.

Normal Maps have the potential to add certain visual details while actually replacing geometry; but at what cost in file size ?


Also, note that Substance alludes to including special info for Shaders in exported texture Materials.

IIUC, these JSON files do not add significantly add to package size.


https://helpx.adobe.com/substance-3d-painter/using/export.html

"Settings​

The Settings tab contains the primary settings for your export. Use checkboxes on the left of the Settings tab to enable or disable the export of texture sets. You can also select texture sets to adjust settings for each texture set, or disable the output of specific maps.

With Global settings selected you can adjust settings for all texture sets simultaneously. Each of the options under Global settings is outlined below.
A screenshot of the Settings tab of the Export textures dialog.


Output directoryClick to change where to export your textures. Click the R to the right of the directory location to reset to the default directory. This path is saved per project.
Output templateSelect the template that defines how your textures are exported. You can customize or create templates under the Output Templates tab.
File typeChange the format used to export your textures. With most formats, you can also adjust the bit-depth of the exported textures here. You can see more about supported file formats and bit depth below.
SizeSize changes the square resolution of exported textures. By default this is set to Based on each Texture Set's size, but you can change this to manually adjust output size.
PaddingChange the method used to fill space that not covered by UV islands. Some padding methods allow you to adjust the width of the padding in pixels, use the dropdown to the right to change this value.
Export shaders parametersWhen this check box is checked, Painter will also export a JSON file that contains the shader parameters. This is useful in some advanced workflows."


Just some initial impressions to consider.


I'm now going to load a flight at ENAX to inspect the "Blue Container" and the FBO folding door for comparison of sized objects.

Perhaps we can see how much of a Normal map's "image" is actually used / required to cover each of the mapped surfaces ? :idea:


UPDATE:

Both the above cited "Blue" objects look good and are very sharp visually; but IRL, they would likely be 'less sharp' visually IMHO.

Most "grunge" / other "Bump" type details are quite coarse when studied close up in MSFS at run time, so IMHO low res = OK.


I would be interested to see what an attenuated detail Normal map for those objects may look like at run time in MSFS2024.

You probably have some 'wiggle room' at ENAX, by reducing pixel resolution in Normal maps, thus reducing (to 1/2 or 1/4 ?). :scratchch


PS: I'm loving the reflective puddles on the hospital roof; outstanding realism. :cool:

enax_hospital_roof_puddles-1-jpg.99508


GaryGB
Thanks gary. That is quite the extensive testing! :) And yes, I like the puddle-details as well. I really like the possibilities substancepainter gives with detailing.

When referring to the "Blue objects", do you mean the building walls I referred to above?

I may have a found an easy solution. I did what ChatGPT suggested above by exporting the model as .GLTF. When all the models are imported into the modellib-folder in package sources I run a cmd-script referring to the modellib texture folder. I have also installed imagemagick: https://imagemagick.org/script/download.php#gsc.tab=0, which is the software used to adjust the textures in a batch. The script I am running is: for /R %i in (*_Normal.png *occlusionRoughnessMetallic*.png) do magick mogrify -resize 1024x1024 "%i" . It will automatically adjust all textures assigned "_normal" and "occlusionRoughnessMetallic" to 1k. I have yet to test it in game but so far it looks good. The texture folder has gone down from 1gb to 440mb.
 
I had in mind to compare the Blue cargotainer and the FBO folding door.

Interesting what ChatGPT suggested with ImageMagick; I would 'Normally' give the "evil eye" to Chat GPT otherwise. :duck:

Maybe I should "transmogrify" my opinion on ChatGPT for purposes of testing a few things. ;)

https://imagemagick.org/script/mogrify.php#gsc.tab=0

https://en.wiktionary.org/wiki/transmogrify


BTW: ImageMagick can replace the lesser-quality built-in graphics engine in Sketchup for certain scripted processes.

GaryGB
 
I had in mind to compare the Blue cargotainer and the FBO folding door.

Interesting what ChatGPT suggested with ImageMagick; I would 'Normally' give the "evil eye" to Chat GPT otherwise. :duck:

Maybe I should "transmogrify" my opinion on ChatGPT for purposes of testing a few things. ;)

https://imagemagick.org/script/mogrify.php#gsc.tab=0

https://en.wiktionary.org/wiki/transmogrify


BTW: ImageMagick can replace the lesser-quality built-in graphics engine in Sketchup for certain scripted processes.

GaryGB
I would agree with you regarding ChatGPT. However, it has been proven quite useful for troubleshooting issues I've had. And it is surprisingly effective when I need something technical. As an example it helped me make a script which reduced the texture size of the FSLTL AI traffic package, increasing performance and reducing file size. So it definitely has its use
 
I just did some multi-player flying with a friend who I connect with fairly regularly; we used the latest ENAX build.

He was favorably impressed also.

But he accidentally spawned his A/C at Vigra / Alesund, and was confused by the "lesund" ICAO nameplate, so his slewing was off.

I am guessing that will be a fix in your next build ?

Also, we agreed that as your Hospital campus looks so good- and Bing's aerial imagery so bad- you should add (local) aerial imagery.


BTW: When I recently previewed the big Asobo default 3D model library file:

C:\Users\[user_profile_name]\AppData\Local\Packages\Microsoft.FlightSimulator_8wekyb3d8bbwe\LocalCache\Packages\Official\OneStore\fs-base\scenery\Global\Asobo_Props\Asobo_Props.BGL

...there were numerous multi-automobile 3D models that could be used to quickly populate parking lots, if you were motivated to use them. :idea:

GaryGB.
 
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But he accidentally spawned his A/C at Vigra / Alesund, and was confused by the "lesund" ICAO nameplate, so his slewing was off.

I am guessing that will be a fix in your next build ?
I am a bit curious about this issue. From what I can see, I have been using "Alesund" all the way through the project due to the potential issue you mention. I also had a version with "Aalesund", but landed on the first example. Hmmm....
Screenshot 2026-03-31 224855.png


Also, we agreed that as your Hospital campus looks so good- and Bing's aerial imagery so bad- you should add (local) aerial imagery.
I would be happy tro try it out. However I am unsure about what resources I need to do it? I would assume that the "map enhancement app" https://flightsim.to/addon/19345/msfs-2020-google-map-replacement is doing this at a satisfactory degree, or?

BTW: When I recently previewed the big Asobo default 3D model library file:

C:\Users\[user_profile_name]\AppData\Local\Packages\Microsoft.FlightSimulator_8wekyb3d8bbwe\LocalCache\Packages\Official\OneStore\fs-base\scenery\Global\Asobo_Props\Asobo_Props.BGL

...there were numerous multi-automobile 3D model that could be used to quickly populate parking lots, if you were motivated to use them. :idea:
Certainly. I have only added carparking polygons to the closest parking spots. I didn't bother populate the others due to low resolution ground textures and skipping the ground detail all together when using the custom made projected mesh. But I guess I find these assets in the scenery library?
 
I am a bit curious about this issue. From what I can see, I have been using "Alesund" all the way through the project due to the potential issue you mention. I also had a version with "Aalesund", but landed on the first example. Hmm8m....
View attachment 99510

Here is what I see in MSFS 2024:

lesund_hospital-jpg.99511


Do you use your computer with anything other than a North American keyboard layout ?

You can not use a comma as a Decimal separator in FS SDK's, but European keyboard alphanumeric characters may be handled differently.


I am not sure if Windows has a Scandinavian character set that would not be detected when creating a project or compiling for MSFS.

https://support.microsoft.com/en-us...-windows-12a10cb4-8626-9b77-0ccb-5013e0c7c7a2

https://learn.microsoft.com/en-us/globalization/keyboards/kbdusx


I would be happy tro try it out. However I am unsure about what resources I need to do it? I would assume that the "map enhancement app" https://flightsim.to/addon/19345/msfs-2020-google-map-replacement is doing this at a satisfactory degree, or?

Actually, I had in mind just the Hospital campus with a few tiles of Aerial imagery (it's like Projected Mesh, but 'terrain mesh-clinging' instead).

https://docs.flightsimulator.com/ms..._Tutorials/Samples/Sceneries/SimpleAerial.htm

https://docs.flightsimulator.com/msfs2024/html/2_DevMode/Project_Editor/File_Formats/CGL_Files.htm


UPDATE:

I reviewed Asobo_Props.BGL cited below; perhaps MSFS' default parking space decals and paving texture Material is OK too. :idea:

However, the underlying terrain where used would need to flat, as the decals are flat G-Poly 3D objects.


Certainly. I have only added car parking polygons to the closest parking spots. I didn't bother populate the others due to low resolution ground textures and skipping the ground detail all together when using the custom made projected mesh. But I guess I find these assets in the scenery library?

Indeed; if you load into MCX and preview the big Asobo default 3D model library file:

C:\Users\[user_profile_name]\AppData\Local\Packages\Microsoft.FlightSimulator_8wekyb3d8bbwe\LocalCache\Packages\Official\OneStore\fs-base\scenery\Global\Asobo_Props\Asobo_Props.BGL

...there are numerous multi-automobile 3D models that could be used to quickly populate parking lots (Filter keyword = "Car").

GaryGB
 

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Here is what I see in MSFS 2024:

lesund_hospital-jpg.99511


Do you use your computer with anything other than a North American keyboard layout ?

You can not use a comma as a Decimal separator in FS SDK's, but European keyboard alphanumeric characters may be handled differently.
I am using an english and norwegian keyboard layout. It is very strange to me that I need to consider using a north american one because it cannot read the "A" properly?

But if this is an issue which shows for anyone but Norwegians I would probably need to adapt.... :rolleyes:
Actually, I had in mind just the Hospital campus with a few tiles of Aerial imagery (it's like Projected Mesh, but 'terrain mesh-clinging' instead).

https://docs.flightsimulator.com/ms..._Tutorials/Samples/Sceneries/SimpleAerial.htm

https://docs.flightsimulator.com/msfs2024/html/2_DevMode/Project_Editor/File_Formats/CGL_Files.htm
I am failing to understand what Aerials actually are. Basically higher resolution ground texture of the significant area?
 
I am using an english and norwegian keyboard layout. It is very strange to me that I need to consider using a north american one because it cannot read the "A" properly?

But if this is an issue which shows for anyone but Norwegians I would probably need to adapt.... :rolleyes:

I am not yet familiar with what MSFS SDK may require to fix this.

It may be due to the Norwegian keyboard or Language installed in Windows.

Perhaps you need to use a MSFS SDK LOC file.

https://docs.flightsimulator.com/msfs2024/html/5_Content_Configuration/Localization/Localization.htm


Otherwise, maybe Loki is at fault here ? ;)


But, all joking aside, I would first check the ENAX Project XML source file to see if the Airport name shows a Scandinavian "Å" in the name, and if so, be certain it has instead just a plain upper case "A".

I am failing to understand what Aerials actually are. Basically higher resolution ground texture of the significant area?

The image of the ground in an aerial / satellite photo draped onto terrain; but it would probably be easier to use MSFS default concrete Apron Material.


GaryGB
 
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I am not yet familiar with what MSFS SDK may require to fix this.

It may be due to the Norwegian keyboard or Language installed in Windows.

Perhaps you need to use a MSFS SDK LOC file.

https://docs.flightsimulator.com/msfs2024/html/5_Content_Configuration/Localization/Localization.htm


Otherwise, maybe Loki is at fault here ? ;)
Looking through the xml-files show no indication of errors using norwegian letters. It's a regular "A". 🤔 hmmm. The next logical reasons is indeed Loki ;)

The image of the ground in an aerial / satellite photo draped onto terrain; but it would probably be easier to use MSFS default concrete Apron Material.
I think I will go for that approach. It has proven easy to adjust on the fly earlier. I am a bit uncertain if I am doing anything wrong regarding the preview of Asobo cars, but I am unable to open up the .bgl file you referred to. But I guess I get the same result searching "car" within the scenery/sim object library within the developer mode?
 
Looking through the xml-files show no indication of errors using norwegian letters. It's a regular "A". 🤔 hmmm. The next logical reasons is indeed Loki ;)

This might require further searching to see if there is a quirk in Windows when an English language version has Norwegian installed as an 'extra' language, and a Norwegian keyboard is used.

My guess is there could be an encoding in text fields that invokes a different keyboard Hexadecimal scan code that is not visible.

https://www.google.com/search?q=MSF...HCTIuMjAuMTkuM8gHhwGACAA&sclient=gws-wiz-serp


I suggest a thorough, but "low key" approach to researching this. :laughing:

But today I am just another "April Fool". ;)

I think I will go for that approach. It has proven easy to adjust on the fly earlier. I am a bit uncertain if I am doing anything wrong regarding the preview of Asobo cars, but I am unable to open up the .bgl file you referred to. But I guess I get the same result searching "car" within the scenery/sim object library within the developer mode?

The 3D preview with emulation of MSFS PBR display rendering in MCX is superior to any other emulated PBR enabled app.

And the MCX preview is larger than the ridiculously small thumbnail preview of the MSFS DevMode Scenery Editor.


Paste the path cited above into NotePad:

C:\Users\[user_profile_name]\AppData\Local\Packages\Microsoft.FlightSimulator_8wekyb3d8bbwe\LocalCache\Packages\Official\OneStore\fs-base\scenery\Global\Asobo_Props\Asobo_Props.BGL

Edit the [user_profile_name] string in that path, and insert instead, your Windows computer user profile name into that path

Copy the corrected path into the URL field of Windows File Manager and see if it finds the Asobo_Props.BGL.

If it does, paste the corrected path into the filename field of a March 17, 2026- or later- version of MCX ...as I described above.

Set MCX' input query filter string to 'Car', check the various check boxes as desired, and then start the import pre-scan process.


If you have difficulty finding the installed MSFS Asobo_Props.BGL:


You can easily search for files anywhere on your system with "Everything" search utility:

https://www.voidtools.com/


I suggest using the Alpha 1.5x-a (x64) version of Everything; it makes life easier for all computer users, even if not FSDEV folks.

https://www.voidtools.com/forum/viewtopic.php?t=9787

https://www.voidtools.com/forum/viewtopic.php?t=9787#download

Just type / paste Asobo_Props.BGL in the Everything search field. :wizard:

GaryGB
 
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Hi again:

I just tested the ENAX scenery in MSFS 2020.

The airport name does display properly with an "A" in Alesund, unlike in MSFS 2024. :cool:

alesund_hospital_msfs_2020-jpg.99518



But in MSFS 2024, the current build of ENAX airport nameplate continues to not display the "A" in Alesund.

Here is the info from the MSFS 2024 Map view before starting a flight:

lesund_hospital_msfs_2024_map_view-jpg.99519


AFAIK, the problem may be how MSFS 2024 reads / renders characters from a airport BGL XML source data field for a nameplate. :banghead:


And it may still be due to how MSFS 2024 functions based on Windows language settings of the FS Developer's computer.

https://www.google.com/search?q=MSF...HCTIuMjAuMTkuM8gHhwGACAA&sclient=gws-wiz-serp


If you are unable to resolve this after reconfiguring your Windows language settings, you may wish to send me a DM linked to a ZIP of your ENAX project with all folder chains and files, so I can check the XML.


BTW: I suggest 7-ZIP to compress instead of WinRAR; Windows 10 and 7-ZIP on my computer no longer read your RAR files via File Manager. :redflag:

https://www.7-zip.org/


I suspect that a Windows Shell context menu handler entry was corrupted, as I had 7-ZIP already working to read RAR files in my Windows 10 installation.


Note that those who use Windows 10 and also do not have WinRAR or 7-ZIP installed, can not access RAR files via Explorer, until they have a version of WinRAR or 7-ZIP installed.

Be aware also, that WinRAR and WinZIP sometimes push a new file format onto the web that requires a payware version to read.

So, IMHO, it is best to use ZIP as a more compatible archive format that can be read / decompressed natively by Windows, so would-be end users will not be baffled and/or need to sort out the cause of not being able to use one's addon until they download and install a utility such as 7-Zip to process RAR files.


GaryGB
 

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