• 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.

Recent content by Tufve

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    MSFS Easy Blender FS2020 tutorial needed

    Great SDK tutorials made by Flying Theston FS2020 SDK Tutorials by Flying Theston
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    MSFS best way to add lights to google map biuldings to export to msfs

    You need to join all mesh and bake the splitup texture into one. Then uv-paint the windows you want to get emission from. Save the new texture and remove all but the painted areas. Edit: This is just a suggestion. Other methods may be quicker better. If autogen could be used or if we could add...
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    MSFS best way to add lights to google map biuldings to export to msfs

    It would be a massiv job, but what I did was to bake the textures to one main texture, then uv paint the 3D model for example red color on the windows in blender. Then I use photoshop to black out all, but the "red" windows in the uv image, change color of the "red" to what color you want to...
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    MSFS Emission texture not emitting light?

    Also load up the project again as I have seen som weird updates without loading the project again. Unstable is key problem. I did replicate the night texture problem with two projects and the above worked on both to get night texture to show. Could be a weird coincidence, but hey, 2 days of...
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    MSFS Emission texture not emitting light?

    Sorry, I read before and refer to blender. Also check FS material textures are set to the same as the emission texture.
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    MSFS Emission texture not emitting light?

    My trick to get the night texture to work was to save the light (emission) texture as PNG (check display channel so it is black on the non emitting surface, I use 8-bit PNG as it was ok) Disconnect the albedo - base color export... test night scenery.. night texture work? then connect the albedo...
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    MSFS update: getting there...

    Did you get the night texture to work? Windowlight etc.. I made a simple emission texture with white color to light the my windows but the whole model emit light instead of the emission texture.
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    MSFS [GUIDE] How to create custom aerial scenery

    Nice work! Will try it out asap:p
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    MSFS Easy Blender FS2020 tutorial needed

    Some good advise there @hditano:) I am not to worried I won't learn the workflow but I am more just trying to find that shortcut tutorial that sucks people in and keep the taste to stay and learn more about the deeper knowledge. I am on my way to learn and I will make a tutorial (if still...
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    MSFS Easy Blender FS2020 tutorial needed

    Hi all! New member and love the commitment, knowledge and atmosphere around here! My question. I see a lot of info but I miss one easy tutorial how to setup a 3D model with correct texture (day and night) with lighting and LOD setup to export into FS2020. I think this could be important as...
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