• Which the release of FS2020 we see an explosition of activity on the forun and of course we are very happy to see this. But having all questions about FS2020 in one forum becomes a bit messy. So therefore we would like to ask you all to use the following guidelines when posting your questions:

    • Tag FS2020 specific questions with the MSFS2020 tag.
    • Questions about making 3D assets can be posted in the 3D asset design forum. Either post them in the subforum of the modelling tool you use or in the general forum if they are general.
    • Questions about aircraft design can be posted in the Aircraft design forum
    • Questions about airport design can be posted in the FS2020 airport design forum. Once airport development tools have been updated for FS2020 you can post tool speciifc questions in the subforums of those tools as well of course.
    • Questions about terrain design can be posted in the FS2020 terrain design forum.
    • Questions about SimConnect can be posted in the SimConnect forum.

    Any other question that is not specific to an aspect of development or tool can be posted in the General chat forum.

    By following these guidelines we make sure that the forums remain easy to read for everybody and also that the right people can find your post to answer it.

MSFS20 RESOLVED: What am I doing wrong?

Messages
621
Country
unitedstates
- 3dsMax 2023
-Using Babylon Exporter
-I select CLEAN before building.

I have a simple plane that has been converted to edible mesh in 3dsmax with a UVW Mapped texture applied. I go and export it using the Babylon tool.

rlbC9GA.png


This resulting files go to my Package Sources folder.

da91UBv.png


I build the package with no errors that I can see.

qTe0n4O.png



When I search for my airport file "PGD" or my company name.. nothing comes up...




5L8U0ak.png
 
I would guess you are using BMP textures. Also you have some JPGs which are allowed by the exporter. BMPs are not allowed. JPGs have no ability to use the alpha channel. I would convert them all to PNG, and see if it will compile correctly. After some texting I see BMP is allowed by the compiler. I don't know if the 3dsMax converts BMP for the glTF but Blender does convert them to PNG.
 
Last edited:
If I see it correctly, then the texture path is not set correctly in the exporter. I always specify the path in all my projects and have never had any problems:

babylon_exporter.jpg
 
If I see it correctly, then the texture path is not set correctly in the exporter. I always specify the path in all my projects and have never had any problems:

View attachment 93750


Christian thank you for your reply. Thank you for the texture path, I will change that.​

- I use BMP in my 3dsmax program, do you use PNG? I ask because I see your exporter is exporting png files while mine export jpegs.​

- Do you have to create an XML file and place it in your model folder before you build the project? I used the multi exporter last night and created an XML file with it. My project seemed to export correctly and was visible in the sim.

I would guess you are using BMP textures. Also you have some JPGs which are allowed by the exporter. BMPs are not allowed. JPGs have no ability to use the alpha channel. I would convert them all to PNG, and see if it will compile correctly.

rhumbaflappy thank you. This is correct I use BMP inside my 3dsmax program only, then it exports as JPGs. When you say "convert" should I do this to the resulted JPGs that were made by the exporter OR change them inside 3dsmax?​

 

@Christian thank you for your reply. Thank you for the texture path, I will change that.​

- I use BMP in my 3dsmax program, do you use PNG? I ask because I see your exporter is exporting png files while mine export jpegs.​

- Do you have to create an XML file and place it in your model folder before you build the project? I used the multi exporter last night and created an XML file with it. My project seemed to export correctly and was visible in the sim.

Hello Ryan,
changing the texture path saves an additional step (manually moving/copying)!
I only use TIF files. The TIF-Format supports layers and alpha channels. I don't use PNG, JPG or BMP at all.
The XML file must be present in the model folder before compiling, otherwise the model will not be compiled. The individual XML files are always copies of other models, I only have to change the GUID.

photoshop_tiff_format_layers.jpg photoshop_tiff_format_alpha_channel.jpg
 
Hello Ryan,
changing the texture path saves an additional step (manually moving/copying)!
I only use TIF files. The TIF-Format supports layers and alpha channels. I don't use PNG, JPG or BMP at all.
The XML file must be present in the model folder before compiling, otherwise the model will not be compiled. The individual XML files are always copies of other models, I only have to change the GUID.

View attachment 93752 View attachment 93751
Interesting to know! Utilizing TIF files will save me a ton of time, moving forward I will do that. I didn't know until last night that I needed to make an XML file. The SDK is not very straightforward unfortunately. Thank you again for that.

1725378296350.png
 
It is important that the XML file has the same name as your exported gltf file:

xml_file.jpg


Attached is the xml file I use for all other models. Don't forget to change the GUID for each model.
 

Attachments

It is important that the XML file has the same name as your exported gltf file:

View attachment 93757

Attached is the xml file I use for all other models. Don't forget to change the GUID for each model.
May I ask how do you connect xml file with gltf and bin files? I failed to do so since for some models i need to export several times, I wish everthings would remain the same and only change the model, i.e. gltf file.
 
May I ask how do you connect xml file with gltf and bin files? I failed to do so since for some models i need to export several times, I wish everthings would remain the same and only change the model, i.e. gltf file.
It depends on which exporter you're using. In 3D Studio Max's Multi Exporter, you can select an option. Then an XML file with the corresponding content is saved:

3dsm_multi_export_xml.jpg

But I don't use that option. Instead, I always create copies and update the content manually.
If you're using Blender: I'm afraid I don't know if or how that works in Blender.
 
Back
Top