• 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.

Blender to FSX Toolkit question

@ronh:
One of your pictures looks like you are using DirectX Export not the FSX one (never mind its a long list of ALL your pics)


20_Blender2FSX_Module_details_zpsgzr4vcnp.jpg

1 - Here are the current details of my Blender2FSX modules:

Try just a box and see if it at least creates a MDL, then you know something in your model is not correct.
2 - Great idea Ronh, thank you!... since I have overlooked the fact that - somehow along the way - I ( as in "myself") have messed up the aircraft model from Kris's tutorial. Exporting another simple cube will bypass this possibility. I'll get back on the results of this operation.
 
I get that error if you don't initialize the toolset.

I did not have to set scale or add material to export a box. Did not check if it works in though.

Check your registry for the location of the SDK.
 
Hi Ronald.
The entry of Blender Console shows that you have a problem with the blender.
Install a newer version, I use 2.74.
I tried 2.76, but I had problems with it.
Then download this version Blender2FSX http://fsdeveloper.com/forum/attachments/blender2fsx_0703-zip.20521/,
I do not use version 0.84 because I had problems with it.
Place the ZIP file to any folder.
In Blender install add-on (Install from file).
Check the box on the right side of the window (probably will be only one add-on).
Save User Settings.
Restart Blender (close and restart).
Once again go to the "User Preferences".
In the Add-On - Testing should already be three add-ons.
Check the other two fields on the right side of the window.
Save User Settings.
Restart again Blender.
After restarting Blender everything should work.
111.PNG
I always on the start of Blender (before loading the project), I click "Initialize Toolset" in "Tool Shelf" menu.
If you installed the FSX SDK in a different location than the default, you must enter the path to the FSX SDK folder in the file "export_fsx.py" ( located in the C:\Users\ UserName\AppData\Roaming\Blender Foundation\Blender\2.74\scripts\addons\io_scene_fsx ),for me it looks like the picture below:
222.PNG
One more important thing that I discovered recently:
In the file "modeldef.xml" can not be duplicate names, or GUID.
I hope that helped.
Regards.
Rob.
 
Last edited:
Summary so far: I have tried it with 4 possible combinations of the Blender program and Blender2FSX toolkit in the mean time;
- Blender 2.70 and version of Blender2FSX_07034
- Blender 2.70 and version of Blender2FSX_084
- Blender 2.70 and version of Blender2FSX_0703
- Blender 2.77 and version of Blender2FSX_084
But the stuff keeps on crashing in any possible way... and its is getting a _little_ frustrating to be totally honest with you all. despite all the goof efforts, tips, efforts and help you offer guys.

So I guess I have to leave this "Blender2FSX-tool" path for (for now) and have to find my own way via the Windows command-line scripting, a python manual and FSX SDK documents and lots-of- trail and error-ing.

One final question:
At who's computer IS Blender2FSX working and what versions of Operating System / Blender program / Blender2FSX are you using to make the magic happening?
 
For me: Win 8.1, Blender 2.75, B2FSX 0703

I don't know at which language settings your PC runs, but for me it helped to switch to English. (Was Dutch first, the problem was the dot and comma difference)
Maybe this will help.
 
Let me just make a quick mental summary of what you did. Tell me if anything I discribe is incorrect or you did different or anything.

Installing/using Blender:

- Downloaded the Blender.MSI or Blender.Zip from Blender.org/downloads with the appropriate bit format for you pc.
- installed it as default.
- Opened a tutorial file from Krispy's tutorial series.

Installing FSX SDK:

- Installed the SDK as found on the FSX disk and installed the SPs

Installing/using Blender2FSX toolset:

- Downloaded Blender2FSX from this page: http://fsdeveloper.com/forum/threads/blender-to-fsx-toolset.428090/
- extracted all files from .zip
- installed all four .py files found in the Blender2FSX toolset .zip

Within Blender:

- Imported the model
- initialized toolset
- Made sure a material was applied
- Set a friendly name
- Generated a GUID
- export through the Blender2FSX toolset

Any of this incorrect?
 
Just a quick keep-a-life message: I've been way-to-busy this week with other flightsim (FSD multiplayer server issues) matters.
I will resume my Blender (and Blender2FSX) journey after the Easter weekend.
I will start from scratch with everything and will use all your hints, tips and tricks provided here and get back to you next week..

Wishing you all a :wave: Heppy Easter! :wave:
 
@F747fly: Sorry for the late response to your question, but here it is

I've been away from this website and stopped working with my project since i did not start at the beginning: "Understanding the Blender package".
I've now begun with the very basics first and am following a very good Blender course online at:
- cgcookie.com
- various other websites and Youtube channels like the one's below
- https://www.youtube.com/user/BlenderForNoobs
- https://www.youtube.com/user/DarrinLile
-

After that, i';; continue this FSX2 Blender project again.
 
Good to hear you're back! :) If you need help getting the hang of Blender2FSX, just give a shout out to the community!
 
BLENDER2FSX.... XToMDL error?

As I slowly progress through the entire Blender2FSX pipeline, this is what ive done so far:
- Found the Blender-Phyton API reference, and various Blender Phyton add-on scripting tutorials.
- Read through the 4 B2FSX scripts (and slowly start to understand their inner workings, what they actually do, and why)
- Installed the Blender2FSX (version 070) scripts successfully in the correct folder (c:\Program Files\Blender Foundation\Blender\2.77\scripts\addons\ )
-> [io_scene_fsx]..... copied as entire folder
-> FSX_Material.py.. copied as single script
-> FSX_Toolset.py... copied as single script


1_blender2fsx_toolkit_installed_correctly_zpsqvxfwrdt.jpg

1. I've added all B2FSX scripts into Blender.

2_export_to_DirectX_for_FSX_format_zpsaonkwpdw.jpg


3_export_options_zpsnxoaebuw.jpg

2. Initialized the toolkit, generated a GUID, entered a friendly_fsx_name and saved the .blend file to store the GUID and the friendly_fsx_name into it permanently.
3. I have created a very simple aircraft, without animations and all objects have their materials assigned to its surfaces.

4_Blender_system_console_content_zpscmvfr639.jpg

4. During the export-to-fsx-x-file phase, there were no error in the Blender System console window.
Both the .X and the .XANIM files were created succesfully

5_X_output_files_XToMDL_options_zpszh9t45te.jpg

5. Then, when invoking the XToMDL compiler from a Windows commandline script.
- A crashtree error occured
- the MDL file size was 0 ?!


So far I have found some solutions online and on Fsdeveloper wiki:
- http://www.flightsim.com/vbfs/wiki_index.php?title=XtoMDL-exe
- http://www.fsdeveloper.com/wiki/index.php?title=XtoMDL


QUESTIONS:

A - How (and where exactly inside Windows7 Control Panel) can I alter the INTERNAL WINDOWS SETTINGS from NL to US?
B - Is is possible to alter the .X input file in such a way that this errors does not occure anymore?


RELEVANT VERSION_INFORMATION:

- WINDOWS..........: 7 Professional, 64 bits, Dutch language only
- BLENDER............ 2.77a
- B2FSX SCRIPTS:..0.70
 
YES! XToMDL.exe is now generating non_zero MDL files.
It's working Daan thank you very much for your quick reply!
 
Finally my Blender2FSX journey has come to a succesful end (or is it just the start of something new??)
B2FSX_1_testplane_zpshwkx2jwg.jpg

1 - I created a small testplane, no animations, no textures, just Blender materials applied to each surface

B2FSX_2_looking_good_in_MCX_zpsdmzwbqbk.jpg

2 - Exported in to an X-File format and checked it in MCX - looking good :)

3 - Converted into a FSX .MDL file successfully and added all relevant "default FSX C172 files" to it.

B2FSX_3_loading_in_fsx_zpsoge4f8qo.jpg

4 - Loaded her into FSX.. a bit of a sentimental moment for me.

B2FSX_4_fsx_loading_detail_screen_zps8mespzfi.jpg

5 - Detailed FSX load screen

B2FSX_5_takeoff_zpsddypgjir.jpg

6 - Takeoff from EHAL, RW06

B2FSX_6_flight_zpsedydcgto.jpg

7 - Flight-testing over the Ameland island, The Netherlands.

B2FSX_7_landing_zps0fy653zg.jpg

8 - Landing

Thank you very much to everyone who has helped and assisted me to get to this point.
Being able to create and fly my own FSX plane, the most glorious moment in my 35+ years flightsim career.

Next step: Getting my F16 version airborne in FSX.
 
Here's my final update to this thread, with the proof that I now got the B2FSX toolkit working :-)

101_ready_for_b2fsx_export_zpspfq3b3gy.jpg

1 - Krispy1001's testplane - Animation tagged and tested, ready for export.

102_compiling_from_x_to_mdl_on_the_commandline_zpscjjqvgne.jpg

2 - Passed the XToMDL compiler without an error, including the animations.

104_takeoff_zpsro165mke.jpg

3 - Takeoff from EHLA, depaerting south for EHLW.

105_full_flight_zpsitupz28t.jpg

4 - Enroute at cruise.

106_overhead_ehwl_zpshnsyrhk1.jpg

5 - Overhead EHLW, entering the VFR circuit.

107_on_the_threshold_zpsv8w7t4jz.jpg

6 - On the threshold, runway 05.

108_in_the_hanger_zpsdchczygj.jpg

7 - At the blocks, ready for the weekend.
 
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