• 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:

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Search results

  1. rhumbaflappy

    Exporting A Model From Gmax Using The FS2004 Gamepack

    I seem to remember there is a problem with anything higher than windows7(?) https://www.fsdeveloper.com/forum/threads/windows-11.456015/ I did have windows 10 running it. Also there was a problem with the navigator in FSX version...
  2. rhumbaflappy

    MSFS20 Ambient Occlusion in MSFS2020

    Here's a similar program that runs the same way, but it replaces the AO in the new comp texture, rather than combining with the old tiled AO.
  3. rhumbaflappy

    MSFS20 Ambient Occlusion in MSFS2020

    2020 is a bit different in how AO can be shown. Tiled textures usually have an AO channel (red) in the COMP texture. But this is for the texture only, not for the whole object. To get an AO in Blender, we need to Bake the AO texture in the Cycles rendering. And lets say you've done just that...
  4. rhumbaflappy

    MSFS24 Ambient Occlusion in MSFS 2024

    The concrete textures have their own COMP AO, the object has a texture AO for the whole object, there is a vertex painting of black2white on the bottom vertices (controlled by a loop cut just above the base), and the sim adds it's own AO to the object. Whew!
  5. rhumbaflappy

    MSFS20 [WIP] CA21 - Limberlost Ranch

    Ambient Occlusion in MSFS2024 Your texturing is really first class!
  6. rhumbaflappy

    MSFS24 Ambient Occlusion in MSFS 2024

    2024 AO mapping. Baked AO.png in Cycles, not EEVEE. Added a tweak in Vertex paint for the base of the object. The UV2 is a misnomer. There is no extra UV... just the same as the object. You can adjust the AO.png in a paint program (lighten, darken, contrast...) The tile textures can have their...
  7. rhumbaflappy

    Can anyone help me to diagnose why MSFS refuce to load my textures

    I think That's possible. I always delete my old _PackageInt, Packages, and PackagesMetadata before using fspackagetool.
  8. rhumbaflappy

    MSFS20 [WIP] CA21 - Limberlost Ranch

    Wow. Nice models. How are you creating the AO? Is it burned into the albedo or using a separate map or vertex painting?
  9. rhumbaflappy

    Can anyone help me to diagnose why MSFS refuce to load my textures

    The textures are OK for me. So it must be something not right in Blender. Are all 3 textures in the right texture folder in the PackageSources? If so, just zip the gltf file, attach it, and I'll take a look.
  10. rhumbaflappy

    MSFS20 ADE 2020 Alpha 21 HF5

    Here is a link to a complete ADE2020_Alpha_21.zip It contains all updates. Inside the zip is a folder "ADE2020_Alpha_21" Just copy that folder to anywhere on your computer, and run the executable: Airport Design Editor 20.exe Follow the wizard prompts. Close ADE, then reopen ADE with the new...
  11. rhumbaflappy

    MSFS24 2024: modified ktx2 texture file doesn't show in sim

    Food for thought: https://devsupport.flightsimulator.com/t/how-to-setup-a-custom-extra-livery-pack-project-or-a-project-for-livery-artist/14155/1
  12. rhumbaflappy

    MSFS24 2024: modified ktx2 texture file doesn't show in sim

    You could make a bogus package and let the MSFS 2024 compiler do the work. Attached. You'll need to make XML files for the source textures.
  13. rhumbaflappy

    direct message to member

    On the base forum page, next to your username at the top-right of the page, is an envelope icon. These are your direct messages. And you will get a notification as a number(I believe) on the envelope if you have an unread message. You can click on the envelope for options.
  14. rhumbaflappy

    How do I eliminate photogrammetry vegetation / trees?

    Please Don't Shout Normal non-bold text size would be fine. As for photogrammetry, take it up with Asobo and Microsoft. I think that was a bad idea for the sim, but we are stuck with it. There is no fix, other than to turn off all photogrammetry in the sim.
  15. rhumbaflappy

    Glass and Interior - Too dark?

    The COMP texture uses the Red channel as AO. You can change the texture's Red channel in PhotoShop, and Gimp I think. Microsoft's CoPilot helped me make a C# program (Attached).
  16. rhumbaflappy

    Help Needed: Blender Model Not Exporting with MSFS 2024 Plugin – No .gltf or textures created

    This will export to the same folder as the .blend file (Attached).
  17. rhumbaflappy

    MSFS24 Failure exporting a simple Blender model to FS 2024 ModelLib (.bin and .gltf files not created)

    Sorry. I had the 2020 exporter. This attached is with the 2024. The idea is the same. export all to the .blend folder.
  18. rhumbaflappy

    MSFS24 Failure exporting a simple Blender model to FS 2024 ModelLib (.bin and .gltf files not created)

    Try this attached zip. It exports the textures and the glTF and BIN to the same folder of the .blend file. It's just how I export, so the files are all together. I then copy them to the right PackageSource folders for the sim.
  19. rhumbaflappy

    MSFS20 MCX Texture attributes relations

    This isn't a MCX issue. This is how the sim works. You can tweak a comp textures roughness and metallic by assigning a value between 0 and 1. If the comp texture is OK in the sim, then assigning 1 for each would work. Or you can turn the effects down to 0 if needed. As a side note, Arno, does...
  20. rhumbaflappy

    MSFS24 Failure exporting a simple Blender model to FS 2024 ModelLib (.bin and .gltf files not created)

    Zip up the .blend file of a cube, and attach it to a post if you can.
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