• 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.

Step-by-Step tutorial : blender model import, a written transcription of Risuali45 video

Hi. This step-by-step tutorial has been made for thoses who do prefer to read instructions. It is fuly based on Risuali45 video that can be found here and that he posted himself on this forum. Many thanks to him again for sharing this, this helped a lot.

-------------------------

Blender file to FS2020 SDK step by step import tutorial



This step-by-step tutorial takes everything from this video :

"Getting your Blender Model into Microsoft Flight simulator 2020"


By West Africa Virtual Air Traffic Simulation Club, aka Risuali45 on FSDeveloper.com

I advise you to check this video while reading this tutorial, so you’ll see better what’s happening.

Many thanks to Risuali45.



Because I had failed attemps, the names choosed for the files and folders are the ones Risuali45 uses in his video. If you’re a total noob like me, I advice you use them too as a first test, then change them when you’re confortable with the whole thing.



0)

Have a basic knowledge of the SDK (how to install and enable ingame, how to navigate between different windows, where are located your SDK files and your FS2020 community folder…)

Have Blender installed, with the FS export addon installed (link in Risuali45 video youtube page description).

Have a blender 3d project (.blend file and its texture file, probably in.png) ready and saved in blender format. If you want to import some pre-existing 3d file into blender, this tutorial won’t teach you to do it).



Part I : Preparing the file system
1)

In your SDK project folder (create one if you don’t have any ; default path used by the SDK is in your-user-name/documents/MyFSProjects/, so from now one we will refer to it as MyFSProjects/ ) :

Create

Folder « DNAK Akure »/

(without the / and the « » of course, same for the rest of this tutorial, theses are just there to show you thats a folder and that have to name/rename something)

2)

Copy :

Your SDK folder/Sample/Simplescenery/PackageDefinition/

Your SDK folder/Sample/Simplescenery/PackageSources/

Your SDK folder/Sample/Simplescenery/Sceneryproject.xml

In :

MyFSProjects/DNAK Akure/



3)

Rename

File MyFSProjects/DNAK Akure/ Sceneryproject.xml to « DNAK »



4)

Edit MyFSProjects/DNAK Akure/DNAK.xml

Change <Package>PackageDefinitions\mycompany-scene.xml</Package>

To « <Package>PackageDefinitions\DNAK.xml</Package> »

Then save the file.



5)

Edit MyFSProjects/DNAK Akure/PackageDefinitions/mycompany-scene.xml

Change <AssetDir>PackageDefinitions\mycompany-scene\ContentInfo\</AssetDir>

<OutputDir>ContentInfo\mycompany-scene\</OutputDir>

To « <AssetDir>PackageDefinitions\DNAK\ContentInfo\</AssetDir> »

« <OutputDir>ContentInfo\DNAK\</OutputDir> »

Then save the file.



6)

Rename

Folder MyFSProjects/DNAK Akure/PackageDefinitions/mycompany-scene/ to « DNAK »/

File MyFSProjects/DNAK Akure/PackageDefinitions/mycompany-scene.xml to « DNAK »



7)

Delete

File MyFSProjects/DNAK Akure/PackageSources/scene/objects.xml

Folder MyFSProjects/DNAK Akure/PackageSources/modelLib/Light_Sample/

Folder MyFSProjects/DNAK Akure/PackageSources/modelLib/SampleMyBox/

Folder MyFSProjects/DNAK Akure/PackageSources/modelLib/texture/



8)

In MyFSProjects/DNAK Akure/PackageSources/modelLib/

Create

Folder « Terminal »/



9)

Copy your blender project file and the corresponding texture file (lets call them Terminal.blend and Terminal.png)

Into

MyFSProjects/DNAK Akure/PackageSources/modelLib/Terminal/





Part II : Converting the 3d model to FS format


10)

Open into blender

MyFSProjects/DNAK Akure/PackageSources/modelLib/Terminal/Terminal.blend



11)

Open Modeling tab

In upper left corner, clic on Edit Mode to change it to Object Mode (if its not already in that state)

Clic on your 3d object in the central view window (if you’ve imported an existing 3d object, he may not be visible, you then have to use middle mouse button to an the camera to find it).



12)

12.a) In the right panel, clic on the icon for Material Properties (its not written, its the pink ball with the checkerboard pattern), wich opens a parameters window next to it.

12.b) In that window, scroll down until you find the MSFS Materials Params and click on it to expand it.

12.c) For the Material mode category, click select, then in the prompt choose MSFS Standard

12.d) For the Texture maps category (scroll down), on the Abedo parameter, click Open and in the prompt choose :

MyFSProjects/DNAK Akure/PackageSources/modelLib/Terminal/Terminal.png



13)

13.a ) In the File tab, choose Export > extended glTF 2.0 (.glb /. Gltf) for MSFS



13.b) In the Blender File View windows that shows up,

Make sure the Format parameter (right panel) is set to glTF Separate (.gltf + .bin + textures)



13.c) In the lower field, name the exported file « AkureTerminal » (instead of just « Terminal », as it should shows)



13.d) In the Textures parameter (right panel), write « ../texture »



13.e) In the same panel, tick the Remember Export Settings tickbox, if its not already



13.f) Same panel, click on the MSFS category to expand it, then :

- tick the GenerateAppend XML file tickbox,

- for the XML Filename parameter, write “AkureTerminal” (same as the exported file name)

- tick the Generate GUID tickbox



13.g) In the same panel, click on the Include category to expand it, then :

- tick the Selected Objects tickbox

- tick the Custom Properties tickbox



13.h) In the same panel, click on the Geometry category to expand it, then

- tick the Apply Modifiers tickbox.



14)

In the lower right corner of the window, click on the blue button Export Extended glTF …

(the export process may take a while, making feels like the app crashed, with strange things happening to the mouse cursor)



15)

Check in your MyFSProjects/DNAK Akure/PackageSources/modelLib/Terminal/ folder, you should see the files :

AkureTerminal.bin

AkureTerminal.glTF

AkureTerminal.xml



16)

Check in your MyFSProjects/DNAK Akure/PackageSources/modelLib/ folder, you should see the folder :

/texture/

And inside it, you should see the file : Terminal.png



Part III : Switching XML Boogaloo


17)

Copy

File Your SDK folder/Sample/Simplescenery/PackageSources/modelLib/SampleMyBox/SampleMyBox.xml

To

Folder MyFSProjects/DNAK Akure/PackageSources/modelLib/Terminal/



18)

Open

File MyFSProjects/DNAK Akure/PackageSources/modelLib/Terminal/AkureTerminal.xml



Inside it, copy the very large number/letter code inside the brackets of the ModelInfo line. Like the underlined example here (your number will be different).

<ModelInfo guid="{54f7c012-dd08-4dfd-9385-e2e6ac611b2b}" version="1.0"/>



19)

Open

File MyFSProjects/DNAK Akure/PackageSources/modelLib/Terminal/SampleMyBox.xml



Inside it, change the number/letter code inside brackets of the <ModelInfo version="1.1" guid=" line to the code you previously copied, by pasting it.



Then save the file.



20)

Delete

File MyFSProjects/DNAK Akure/PackageSources/modelLib/Terminal/AkureTerminal.xml



21)

Remane

File MyFSProjects/DNAK Akure/PackageSources/modelLib/Terminal/SampleMyBox.xml

Into « AkureTerminal ».xml (yeah, we’ve just switched the xml files here, so the old code is in a xml file with the new coding format).



Part IV : Spawning the 3d model ingame
Finally, the time has come ! This is where everything works or fail. Good luck.



22)

Boot the game, go where you want your 3d model to spawn, enable dev mode.



23)

In Devmode tab, select Open Project.

Look for your DNAK.xml project file, in the folder MyFSProjects/DNAK Akure/, select it and click the Open button.



24)

In the Project Editor windows that opens, click on the dnak green line, then open the Inspector via View tab > Inpsector.

In the Inspector Windows that opens,

Fill the parameters as this :

Company Name : dnak

Package Name : dnak (unchanged, its already written)

Title : dnak

Creator : (your creator name)



Then click the Build Package Button, accept to save your project when asked.

Take a deep breath.

The process may take some times and tottaly freeze the sim during it, Especially for a very complex 3d model, like a site modelised and textured via photogrammetry.



25)

Open the console via the Window tab > console

Scroll down in the console to see the last 50/60 lines.

Before the lines in red and orange, you should see a line saying :

PackageBuilder | Finished, (X) skipped, (Y) done and (Z) failed, took (x)s(xxx)ms

Ideally, you have some Y, and hopefully zero Z. If you do have Zs, something went wrong. (you can still try the next steps, who knows ?).



26)

Restart FS2020



27)

Get back in the sim where you want your 3d model to spawn and re-load your DNAK.xml project file, like in step 23.



28)

In the Project Editor Windows, click on the triangle next to the dnak green line to expand it.

Then click on myscene BGL, then open the Inspector like in step 24.

In the inspector window, click on the Load in Editor blue button.



29)

The Scenery Editor window opens. If its not already there, open the Object window via View tab > Objects.

In the Objects windows, wait a bit for the central zone to show a list of model names. Then in the Filter field, type « akure ».

In the central field, the white line AkureTerminal should show. Click on it.

Take another deep breath.

Click on the Add blue button.



30)

Admire your success or think about what could have gone wrong in the process.
 
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