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Search results

  1. W

    AeroFly FS 2 support in scenProc

    Arno, I wonder if you could adapt the Export-to-TGI that you have in MCX to use it directly in Blender as a plugin exporter?
  2. W

    AeroFly FS2 support in ModelConverterX

    Arno, I was wrong - AC3D does support DDS textures (they have to be "flipped" though from FSX/P3D standard - I think - when using your AC export) so no need to change anything - although if I export to AC format and try to load it without generating BMPs, the model looks wrong. No hurry...
  3. W

    AeroFly FS2 support in ModelConverterX

    @arno, When you export an object in AC (AC3D) format, could you please change the texture filename extension to BMP versus DDS. Thanks Dave W.
  4. W

    AeroFly FS2 support in ModelConverterX

    @Sylvain, MCX exporting to AFS2 is to be used for standalone objects like aircraft, buildings, towers, buildings, etc.. and not for runway/airport systems. AFS2 requires a more complicated system of meshes, objects, decal textures and such and also using a 3D modeler like 3DStudioMax or...
  5. W

    AeroFly FS2 support in ModelConverterX

    Arno, As far as the export to TSC - not sure if there is a logfile so I sent a photo - I get the Content Converter saying "Oh,no,...". I might have something in my setup that causes that - I ALWAYS get that and usually just cancel it out. Maybe that causes your process some problems. When I...
  6. W

    AeroFly FS2 support in ModelConverterX

    Arno, OK - thanks - mystery solved! I think that for most of us, the line in the TMC file is ===> <[bool][flip_vertical][false]> I would switch it to TRUE but I have many other objects in the same scenery that expect it to be false. I guess I can handle this one way...
  7. W

    AeroFly FS2 support in ModelConverterX

    Arno, Getting close but there are a few things (I'm confused about ): 1) How do I know which textures : "In the material editor remove the alpha channel from the textures that use their alpha for reflection" For the 737, I just chose to do the B737_800_1_T and B737_800_2_T 2) Do I need to...
  8. W

    AeroFly FS2 support in ModelConverterX

    Arno, Looks excellent!! Let me know when to try the development release. What options do I choose for the textures - just output to BMP? So do I fix the animations first, then the transform in Z, output the BMPs, and finally the TGI (and not worry about the LODs)? Would you please check...
  9. W

    AeroFly FS2 support in ModelConverterX

    One thing though about version 1.3 is that it handles the geometry of animated parts OK - when I output from the most recent (Feb 8, 2018) development release to AC3D (AC) format, the geometry is mangled there as well as the TGI. It would be nice to have an AFS2 option in the Texture output part...
  10. W

    AeroFly FS2 support in ModelConverterX

    The orientation field just allows you to rotate the object's heading in degrees. Have you made any options in the material editor for the 24-bit BMPs with vertical flip of image? Also, I feel that removing the Texture Editor icon and just having a Material Editor is confusing since most of us...
  11. W

    AeroFly FS2 support in ModelConverterX

    Arno, I think that ("When I use another scenery object") is always the case - you have to have two objects - usually one is a runway and then the others. My TSC file has this for an entry- (plus more) <[tmsimulator_scenery_object][element][2]...
  12. W

    AeroFly FS2 support in ModelConverterX

    Arno, OK - sounds good. Did you also notice the messed up geometry - the wheels and other stuff? Thanks Dave (BTW, I notice you are answering questions about this on the Aerofly forum as well - let me know if I can help you there. )
  13. W

    AeroFly FS2 support in ModelConverterX

    Arno, I will continue to test and much thanks for your terrific expertise! Dave
  14. W

    AeroFly FS2 support in ModelConverterX

    Arno, I tried using your latest release but with the b737_800.mdl, there are still significant problems with both animated geometry and transparency - even when I provide it the two correct wing/body textures ( b737_800_1_T.bmp and b737_800_2_T.bmp ) both of which must be processed by DxtBmp...
  15. W

    AeroFly FS2 support in ModelConverterX

    Arno, As always - thanks for your quick response! 1) Thanks for the lowercase change - I'm not sure why my test case script which simply calls the Content Converter, but I kept getting an ERROR. 2) Could you please try the import of the B737_800 or the Cessna 172sp (or just any aircraft...
  16. W

    AeroFly FS2 support in ModelConverterX

    Arno, Thanks for this fine effort - I will try to make a short tutorial for the AFS2 folks. 1) Please change the output filename from "TGI" to "tgi" - the upper case causes the content converter some problems with compiling to TMB. 2) A quick test on an FSX/P3D b737 default model...
  17. W

    AeroFly FS 2 support in scenProc

    @arno, OK - I have a shapefile (veg_trees.shp and DBF, PRJ, and SHX) now that supposedly has polygons around my detected trees. And I can ImportOGR that shapefile. Now what? How do I use it for Create AF2Plant? EDIT: One solution is to read in the SHP file into JOSM ( with plugin...
  18. W

    AeroFly FS 2 support in scenProc

    @arno, Thanks as always for a quick response. Sorry to ask about the building detection every so often - I would sure be glad to help beta test anything you come up with. I want to use the vegetation detection for now but I want to use the BMP files that I have from FSEarthTiles - do I...
  19. W

    AeroFly FS 2 support in scenProc

    @arno, Have you made any progress on using the image pattern recognition to find buildings and forests yet? I think that most OSM data has info for the streets but the buildings and trees have to be added by hand. I am working on San Diego county now and there are small patches of buildings...
  20. W

    AeroFly FS 2 support in scenProc

    Gooseno1 pointed me to the JOSM editor ( https://josm.openstreetmap.de/ ) this week on the Aerofly FS2 forums and I found that I can now easily edit OSM files adding houses, trees, and gain understanding just what the various elements are by clicking on a feature and getting its data entries so...
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