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Taxi Line Generator Addon

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us-michigan
Hi everyone,

I wanted to share a Blender addon I've been working on (full README on the github page)

https://github.com/Talon42/TaxiLineGenerator

I really don't like the painted lines in MSFS and prefer projected meshes. However in Blender, drawing lines, curves, converting them to meshes, can be time consuming. Especially if you need to fix a line or change it's size. This can all be done now instantly and non destructively with the addon.

The addon is designed to streamline the creation of airport taxiway lines by allowing users to draw curves directly on the ground plane that are automatically converted into export-ready ribbon meshes with customizable UVs. It employs a non-destructive workflow that links editable source curves to generated meshes, enabling you to easily modify path shapes, line widths, and segment density, while providing specialized tools for smoothing handles, normalizing control points, and extending existing lines.

It starts by creating bezier curves. It's smart enough to detect pathing and will curve for you as you one-click place points. You always have manual control over the control arms or you can use a few auto curve tweaks (such as normalize curve). You can always resume your curve by selecting the last or first point in the line OR right click and add additional points. The curve will adapt.
1770386672656.png

Peak after "normalizing" curve:
1770386734717.png


When ready for texturing you click "edit mesh" and you can fully texture the line. Don't want to scale 1000 faces from a follow active quads unwrap? No problem, you can choose the number of face segments that get textured before repeating. Don't like the size of the line? No Problem, you can tweak the width in real time. Is the line to square or needs more edge loops? No problem, just adjust the segment slider to add more or less edge loops.
Always looking for feedback and I hope this is useful for everyone!!

1.00 Segments (it's a multiplier)
1770386812771.png


10.0 Segments
1770386864119.png


The mesh that you'll export to MSFS
1770386935430.png
 
Thank you, really love automation. Drawing a taxiline by hand isn't difficult, just a curve and plane with array. The most time-consuming part is a joining two or more taxilines into one.
I have another suggestion for a useful addon -- asphalt sealings generator (also as projected mesh). Trying to do this using geonodes, but so far its not working well, still need a lot of hand work.
 
Thank you, really love automation. Drawing a taxiline by hand isn't difficult, just a curve and plane with array. The most time-consuming part is a joining two or more taxilines into one.
I have another suggestion for a useful addon -- asphalt sealings generator (also as projected mesh). Trying to do this using geonodes, but so far its not working well, still need a lot of hand work.

Yes, the lines themselves are not difficult. But anytime you want to make a change, or have to unwrap the UVs again, or change a width, add a point, etc, it can become tedious and time consuming.

My favorite thing about this addin is that everything is non destructive and you can see your changes in real time.
 
Unwrapping textures is not something I would want to do if I could avoid it.


However, as a Sketchup guy, I was pleased to see that Arno has recently implmented a new feature in MCX: Unwrap Texture Creator

https://www.fsdeveloper.com/forum/threads/an-unplanned-new-feature-unwrap-texture-creator.460549/


While reading about recent changes on Arno's "Blog" after he announced his new MCX feature: ModelConverterX Object format

https://www.scenerydesign.org/2026/02/modelconverterx-object-format/


...I was also pleased to see this:

Code:
MR [ 650 ] - 2026-01-17 09:19:22.221000 Resolve "Option to include alpha in unwrap texture" Added extra checkbox to the unwrap texture creator form that determines if the alpha channel of the original texture is copied to the unwrap texture. Closes #6833 Affected tools/features: ModelConverterX, Severity::feature-request, editor


For both Blender and Sketchup, MCX offers useful functionality; thanks to Arno, things look rather auspicious for year 2026 thus far. :)

GaryGB
 
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I tested the addon and discovered two things. First, it seems impossible to create smooth rounded corners. Second, it kill blenders default curve behavior. I understand this is just a dev version, so ill wait for future updates, there is huge potential. Thanks again for your work!
 
I tested the addon and discovered two things. First, it seems impossible to create smooth rounded corners. Second, it kill blenders default curve behavior. I understand this is just a dev version, so ill wait for future updates, there is huge potential. Thanks again for your work!
Hi! Can you elaborate? What do you mean by it kills default curve behavior? Also you can get smooth corners by adjusting the overall segments. I do know it will struggle with very short curves (using real life scales) so you can't go 90degrees then .1m or .2m go 100degrees. But when used overlaying real life taxiline lengths it should be fine.
 
Hi! When addon is enabled, any standard curve became "2D", without Z-axis, like after "Scale-0-Z" command and could not be edited by Z anymore.
And i couldn't make a smooth radius, it always be too "squarish". But maybe its my fault, i'll try again..
 
Hi! When addon is enabled, any standard curve became "2D", without Z-axis, like after "Scale-0-Z" command and could not be edited by Z anymore.
And i couldn't make a smooth radius, it always be too "squarish". But maybe its my fault, i'll try again..
Oh ya, the 2d z axis is by design. I built it with the assumption the taxilines would be used as projected meshes. Those always conform to terrain in sim so no need for anything but x/y planes.
 
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