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Search results

  1. rhumbaflappy

    MSFS Annoying viewport z-order issues

    For MSFS there is a material property for zbias, used primarily for decal-type materials.
  2. rhumbaflappy

    Do unseen polygons affect fps

    It might depend on which sim you're asking about. Generally, all faces would be accounted for by the sim because the view of the object is constantly changing and the sim is computing it's 3D position. But MSFS has truly optimized the way objects are displayed, so you can have objects with...
  3. rhumbaflappy

    CTD on approach 5NM before touchdown

    Did you actually load the project into DevMode? Decompiled with ADE and re-loaded there are multiple required jetways missing, multiple Taxi Paths with invalid widths, Your model library objects have some identical objects and some with invalid texture sizes. A couple of your objects are just...
  4. rhumbaflappy

    MSFS (Blender) - Collision not working on a particular 3D asset

    I went a little nuts: All those vertices seems to have little hit on the FPS. 20,000+ faces on each collision x 166 placements. And they work. Somewhere in the Asobo code, there is a limit of sorts on the spacing of the vertices for the collision mesh. It's going to be a best guess unless...
  5. rhumbaflappy

    MSFS (Blender) - Collision not working on a particular 3D asset

    This seems to work: c59-collision The bad news is I used a ridiculous number of subdivisions in the crash enclosure. (icosa-sphere 6 divisions, and scaled to generally fit the hangar and fence). So it seems the more vertices the better. I suspect it is the spacing of the vertices, rather...
  6. rhumbaflappy

    MSFS (Blender) - Collision not working on a particular 3D asset

    The collision routine for MSFS doesn't work well. I'm not sure your original blend file wouldn't work if Asobo fixed the collisions. The method I offered sometimes works, and it is an easy way to get a collision shape. Oddly. I find the collision works better on the fence than on the hanger.
  7. rhumbaflappy

    MSFS (Blender) - Collision not working on a particular 3D asset

    I used your .blend file. I deleted the collision box. I made a huge icosa sphere, much larger than the hangar object ( maybe 50 meters), with 4 sub-divisions. I then selected the icosa sphere, and used a modifier: shrinkwrap, and chose the hangar as the target, setting the offset to 0.01m. I...
  8. rhumbaflappy

    MSFS MSFS hangs on loading after adding airport made with SDK

    Attached is an example of adding a water runway to an existing airport.
  9. rhumbaflappy

    MSFS MSFS hangs on loading after adding airport made with SDK

    Attached is a zipped project. I did change the folder structure and removed files you didn't need. I did change the airport radius to 5000M. WAPZ is close by. You could 'attach' the water runway to that airport. It's a bit more complicated.
  10. rhumbaflappy

    MSFS How are scenery objects made to be 'obstacles'

    I use material mode MSFS Invisible. and tag Collision material as the picture above shows.
  11. rhumbaflappy

    What causes this strange display (see image)

    Do those represent a frost material? If so you might be able to delete those parts.
  12. rhumbaflappy

    MSFS FSPackageTool is changing my geometry (changing triangles and adding texture vertices) causing texture distortions. Major bug? [SOLVED]

    Asobo only support exports from 3dsMax, so you're not likely to get help from them. Quads or ngons are a problem in MSFS compilation. I believe all gltf mesh need to be in triangles. Also, I am unsure how the sim deals with double-sided materials, or how they get compiled.
  13. rhumbaflappy

    What causes this strange display (see image)

    You can delete the offending part in MCX: Then save the model as straight glTF or MSFS gltf (according to the Exporter options).
  14. rhumbaflappy

    MSFS How are scenery objects made to be 'obstacles'

    Attached are 3 examples of collision on a dock-type object. dock.gltf is using an all-enclosing mesh with an invisible material tagged as collision. dock2.gltf has one material tagged as collision. dock3.gltf has a small mesh inside the long blue leg tagged as collision. So you can tag any...
  15. rhumbaflappy

    What causes this strange display (see image)

    I think you're at the point of sharing the source files with Arno or someone else to untangle the problem. MCX should be able to do what you need without Blender, I think.
  16. rhumbaflappy

    MSFS How are scenery objects made to be 'obstacles'

    The only way to check if the CPU is bogging down is to apply the collision to all materials, and see if it changes the FPS (and see if the collision actually works). You can always change the materials back in MCX if it is no good.
  17. rhumbaflappy

    What causes this strange display (see image)

    You should be able to convert the DDS to PNG format (and rename the textures as .png). Then you can use a text editor to alter the glTF file (replacing .png.dds with .png). Then you might be able to import it to Blender.
  18. rhumbaflappy

    MSFS How are scenery objects made to be 'obstacles'

    I'm not sure about the AI interaction with collisions, but I suspect they ignore it. Collisions are set by material. You can bypass Blender if your object is already built by using ModelConverterX, and setting collision to true in the material editor. You wouldn't need to set all LODs, just the...
  19. rhumbaflappy

    MSFS How are scenery objects made to be 'obstacles'

    Best to make an invisible box around the whole object and assign a new collision material to that.
  20. rhumbaflappy

    MSFS Decal materials in Blender

    I was using the wrong exporter! Glad you have it working. With the Otmar tools it does export with the DrawOrder.
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