• 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.

MSFS20 BGL asset groups

I think I have similar issue... added a material library for aprons... and since I cannot build from project editor neither from inspector. Any help... appreciated...
1615991020286.png
 
Show us your Package definition XML. That's where the problem is. Your output path for the materials is either not right, or the preceding XML entry is the problem.
 
This is my package definition...
1615991799808.png


The one below is the one I use for all the objects
1615991837909.png

And the next one for all my created objects within Blender
1615991879431.png


Honestly, I find the whole think about creating a new scenery a complete mess, I´ve seen videos from absolutely everyone, and still have not found a clear guide. Also downloaded from here few sample projects... you cannot imagine the huge amount of time I am spending on just fixing this that should be something simple (and I do not consider myself a newbie... I wonder how many hours all of us are spending on this stuff ...)

Packagedefinition.xml

<Project Version="2" Name="Project_LEDS" FolderName="Packages">
<OutputDirectory>.</OutputDirectory>
<TemporaryOutputDirectory>_PackageInt</TemporaryOutputDirectory>
<Packages>
<Package>PackageDefinitions\velador-airport-leds.xml</Package>
</Packages>
</Project>


And this one...
1615992307194.png
 
Last edited:
Your MyBlender AssetGroup might be the problem. Sometimes the entry before the listed error is where the error lies.

First, you have no OutputDir. And I'm not sure the AssetDir shouldn't have the directory as modelLib, instead of ModelLib.

You could have just zipped the XML file and attached it.
 
Thanks @rhumbaflappy !!!!
I can understand the Assetdir concept, which is where the files for that kind of objects are located... but what is the value then that we should enter in OutputDir for each specific case?
Interested in:
  • ModelLib for Blender objects (I understand the source is PackageSources/ModelLib and the type should be ArtProj. What should be the output for this type? Sometimes, the models I export from blender automatically are updated in the sim, some other times they do not and I can only refresh those models restarting the sim.
  • Materials: source forlder should be PackageSources/Materials. Type should be MaterialLib. What should be the output for this type?
  • General Objects (polygons, standard stuff). Here I understand we can create any folder name and the SDK will automatically create an XML for the objects and another one for the polygons as they are saved separate. What should be the output folder for this type?
Hopefully this clarifies everything, as I have noticed that I do not have two airports with the same structure...
 
Back
Top