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Search results

  1. Trespassers

    MSFS MSFS Scenery Editor: 3DSMax objects textures not found anymore since SU5 / SDK R0.14 or so

    Hi all, I've spent quite some time figuring out why some 3D objects that used to show up properly in my sceneries suddenly lost their textures after updating for SU5/WU6 with SDK R0.14 and thought it might help if I'd share my findings. Example with these conditional sunshades Make a long...
  2. Trespassers

    Night Light Objects

    Hi, There are several possible causes. To check and fix, you can use MCX's material editor: 1) do you use an emissive texture (=night texture) ? if yes, it should be totally black except for the light effects. For instance if your vehicle uses a night texture for headlights, then make sure the...
  3. Trespassers

    MSFS Visibility

    I'm not sure for Blender, but I reckon it might be the same as in 3DSMax : lights are by default only visible by night. In 3DSMax there's however an "automatic day/night switch" for lights, I haven't tried it out, I assume there could be a similar switch in Blender too. Otherwise, even if you...
  4. Trespassers

    MSFS Default lights not lighting up

    Sure, I made a combination of 4 things: 1) design my 3D runway light model in 3DSMax (Blender will do the same) with a small emissive light bulb (to make something visible in the night) and a spot light source (i.e. omnidirectional) floating a few cm above. This is the close view model. 2) add...
  5. Trespassers

    MSFS Default lights not lighting up

    Had the same disappointment, I really don't see the point in making static lights available that don't light up at night... BTW I wasn't able either to place a light FX from their library. So, eventually, I made my own runway side and threshold lights. Cheers Antoine
  6. Trespassers

    MSFS Visibility

    I'm not seeking to contradict you, Christian, but I was having troubles with Component ID and Node names when setting up visibility conditions, so I've been trying quite a lot of combinations and came to quite the opposite conclusion : If the node/container/group is named "my_cube" in 3DSMax...
  7. Trespassers

    MSFS Animated People (Character Animation)

    Hi Christian, Sorry for my very late repy, I was kept away from this project for a while. Looking back at it, I think my conversion of a "populate" walking guy into Keyframes in 3DSMax doesn't work properly, it doesn't behave like other animations I did. Then, the 3DSMax 2017 tools seem to...
  8. Trespassers

    MSFS Animated People (Character Animation)

    Well, you say very easy, but without sharing much information. I had no success so far in exporting “populate” animation into MSFS, so I gave up for a while to develop my own runway lights using LOD levels and an invisible cube 25m below ground level un order to increase visibility range. Slow...
  9. Trespassers

    MSFS Animated People (Character Animation)

    Well, I'm not any luckier than RomanDesign with 3DSMax : the populate function in 3DSMAx is just superb as long as I remain in 3DSMax. Looking at some payware airport sceneries for MSFS I really have the feeling they actually managed exporting such population straight into MSFS (not even adding...
  10. Trespassers

    MSFS Automatically Set Day/Night Switch

    I think it's the case, i.e. true or false changes the display in MCX but doesn't seem to change the gltf output. I haven't yet found out if and which parameters in the list would necessitate to re-save the textures after an update, before exporting to gltf. Cheers Antoine
  11. Trespassers

    MSFS Animated People (Character Animation)

    Amazing, thanks for sharing! Cheers Antoine
  12. Trespassers

    MSFS Animated People (Character Animation)

    Thank you Christian for the hint, I’m actually using a mix of formats depending on the situation : dae, obj, fbx, gltf... not very familiar with fbx though, the default import/export settings in 3DSMax 2017 seem poor to me, but maybe this format might be superior when it comes to animations...
  13. Trespassers

    Control UV mapping of apron textures in MSFS

    The only solution I found was hand painting my own text marking texture as material. It’s pretty frustrating because there used to be an « advanced settings » switch enabling some control, that disappeared from the SDK, or at least I cannot put the finger anymore on it. So even with your own...
  14. Trespassers

    MSFS Automatically Set Day/Night Switch

    Hi, I noticed MCX automatically sets the emissive texture to additive with the PBR set to true, resulting in the night texture being displayed on top of the diffuse by day and night. I think the additive night only switch doesn’t work properly in the PBR range of parameters, since the emissive...
  15. Trespassers

    MSFS Animated People (Character Animation)

    On my side I’m using 3DSMax 2017, so the MSFS SDK tools are limited in comparison to later releases. In many cases I rework things in Arno’s MCX after export from 3DSMax... Cheers Antoine
  16. Trespassers

    AF2 flipped textures

    Thank you Arno, super reactivity as usual !
  17. Trespassers

    Spot Light VS Point Light

    As far as I understand, the Point light is an omnidirectional Spot light... You give cone angles for the spot light and if you set 360° you get a point light. Cheers Antoine
  18. Trespassers

    AF2 flipped textures

    Hi Arno, Well I made several tests, since the original model was using a PNG texture. I tried also BMP format. Converting the object with an earlier release of MCX made the trick to workaround Cheers Antoine
  19. Trespassers

    AF2 flipped textures

    Hi Arno, That's something I noticed in recent (March 21) development release of MCX, an object that looks ok in MCX gets exported in AFS2 with inverted textures (see snaphots below) Fortunately enough, I still had an earlier development release of MCX (june 20) available that exported the...
  20. Trespassers

    MSFS Day/Night problem

    Hi Alain, In earlier FS we needed to set a dimmed night texture, resulting in objects appearing as such in the darkness, which was more or less ok since night rendering was anyway poor. In MSFS there's a much improved night rendering, and the night texture isn't anymore needed : no LM texture...
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