• 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.

Search results

  1. M

    Blender export problems

    Hello. JMig, you should also name properly your collection of objects, finishing by LOD_00, LOD_01, etc, to help the exporter to reconized the collections, and create a xml file directly usable bay MSFS scenery tool. You can see in the example below, how the exporter is filled.
  2. M

    Blender Earth Modeler add-on, promising new photogrammetry tool

    Yes, very interesting. Same as you, importing models from Earth2MSFS was realy not easy to edit (to erase trees or ground for exemple) in Blender.
  3. M

    Can't figure out what's wrong

    It seem you are not using MSFS material. It's absolutly necessery to choose the goods MSFS material params. Also, you collection must be named properly and ... The new exporter 1.3 is only compatible with 3.3.X LTS blender? Be sure that the version of your exporter match the version of blender.
  4. M

    MSFS Parallax Materials in Blender?

    Hello, That's not the good way to add parallax texture in a surface. It's not obvious. You can't choose witch interior will be display by using UV editing. Look at my example below, i've inserted some thumbnails of the textures in the capture to anderstand more easely. The front glass texture...
  5. M

    MSFS Emissive textures(Part 2)

    Hello, the pink texture is the sign that the texture is not present in the forder of texture. Probably, you forgot to put it in the texture folder when exporting.
  6. M

    MSFS MSFS Asobo Official Blender exporter

    Hello, I found the problem. My Blender was set to French Language, so "Principled BDSF" was named "BDSF Guidé". The migration tool don't find the "principled bDSF" and stop to migrate. After set language to english, the migration is correct and objects are shown correctly, even objects with...
  7. M

    MSFS MSFS Asobo Official Blender exporter

    Yes, good idea. I also post the message on GitHub.
  8. M

    MSFS MSFS Asobo Official Blender exporter

    I've installed Blender 3.1 and the new exporter 1.1.5 yesterday and i could export a multi lod object (some has trouble and some not), but my problem is : The material utility "MSFS Material params" don't work properly. As you can see in the first picture attached. When i select for a new box...
  9. M

    FSX:SE Hanger Built - needs lighting and animation

    Hello, i've done animation for the right door. As you can see, i has Empty at rotation pivot for each part of the door, then i add the relation (parent to children) beetwin Empty and door part. Then i add relation parent to children for all the Empty dor door part 1 to door part 6. Each part...
  10. M

    FSX:SE Hanger Built - needs lighting and animation

    OK, downloaded. I will look at the file in next days.
  11. M

    FSX:SE Hanger Built - needs lighting and animation

    Yes, i can, but i'm not sure to find the solution.
  12. M

    FSX:SE Hanger Built - needs lighting and animation

    Sorry. My answer was for MSFS. for FsX, i guess it's same for lights. For the amimated doors, i don't know.
  13. M

    FSX:SE Hanger Built - needs lighting and animation

    Hello, For the oppenings doors, there is a model of "simple Hangar" in Resources section. Doors are oppened by Yoke hide/show commuter. you can use it as an example to adapt you own model (convert you model as simobject, anim doors in Blender an xml code to control the anims). For the light...
  14. M

    MSFS Which parameters to adjust to ensure no sheen etc

    Hello, it could be a problem of normal. Maybe you shoud "flat" the faces in Mesh menu in blender. Not sure it's that.
  15. M

    MSFS Google to Blender?

    You can use ModelConverterX to convert google models (collada i remember) to GLTF. and import GLTF in blender. Appart from copyright concerns, often, thoses models are full of faces with multiples small textures. There are not created for game optimisation (multi-LOD) smalls vertex, smalls...
  16. M

    MSFS land-able surface causes traffic light + cars to be generated in mid-air

    Hello. I has same problem. A big bridge with roads crossings under the pilars of the big brige. The only way i found to avoid the cars to climb in the upper bridge was to : Control where the nodes of OSM roads are crossing my platform (the brigde in my case). You can do that by activating OSM...
  17. M

    A landed plane on a platform doesn't follow it when the platform begins to move.

    Hello. It's was possible to land on a moving platform in FsX. I did it for a mission in helicopter. The moving object was a AI ship. Have you tried to make you moving platform inside a SimObject (static) with platform animated to create the movement ?
  18. M

    open door hangar

    Hello, After many trys, here what i have discovered. I can control the speed of animations by changing values inside <PartInfo> like in the example below. <PartInfo> <Name>Porte1</Name> <AnimLength>400</AnimLength> <Animation> <Parameter>...
  19. M

    open door hangar

    the differents doors have differents numbers of keyframe, to simulate the movements of doors. somes doors have only 2 keyframes and some others have 8 keyframe. the animation is plyed correctly ans smothly, but only very to fast.
  20. M

    open door hangar

    thats what i was supposed. A lenght of 500 should represents 20 second for oppening the doors at speed=1. But the doors are oppened in 2 seconds max.
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