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Blender to FSX Toolset

Hi,

in the subject of virtual driver, I just wanted to help the person who has a boat.
him he wanted to export to .MDL
I export in .X and it's going great!
Then I use MCX ...

I tried everything to export to mdl but I've never found.

I changed in every way the export_fsx.py file ... :(

It does not matter what is already great.
I do not model airplanes, just the buildings and land vehicles.

http://www.fsx3d.fr/LFKC_Low_Poly.html
http://www.fsx3d.fr/LFKC_Low_Poly.html
http://www.fsx3d.fr/LFKC.html
http://www.fsx3d.fr/Camaro.html

I wish to ask you if you were going to continue to develop your tool?
I have one or two you wish to submit.

Another big thank you,
 
great!

I do not know if it would be possible, but I will wish
export objects that I follow on a path.

I think that you can not export a NURBS but perhaps could be
do otherwise, for example through the position.?!?

thank you :)
 
Exporting 'fancy' objects like Nurbs or curves or modified objects is not possible. You should convert the object to mesh (in the case of a curve via At+C). If you want to keep the shape editable like a curve, convert it first to mesh, then export to FSX and after that, hit Ctrl+Z.
 
Eh, I think I misunderstood..?

Now I think you mean that you want to export an object that follows a certain path, is that true?
I think it will be possible, as long as you insert some keyframes and tag the animation.
 
Yes that's what I do, it's already very good.
But it'll be so much easier and the results much more flexible.

Thank you anyway for your response.

edit:sorry I do not speak good English.
 
Ok so it was not a bad idea :)

This tool is truly magical in the state !!!
Do not mutilate :)

see you later thank you...


edit:Ok capt_x I look;)


edit2:

"Hi,
capt_x why I found an error in exporting .MDL
Just because I use the UV layout and not the tabs FSX

default blender called "matérial" with an accent :)

Congratulations and thank you capt-x for others
"
 
Last edited:
Hi all,

I am beginner in Blender (also in English !) ... and I install V2.71 to work with P3D v2.3.
But 'blender2p3d1.zip' does not work with this version !

LM has modified install SDK directories :
7qpO.jpg

'Modeldef.xml' stay in : '\\SDK\Modeling SDK\Bin\' ...

And Register Keys !
sRf49.jpg

Lockheed Martin has a space in the name !

I have modify 'FSX_Toolset.py', to match the modifications, it work fine with Blender v2.71 and P3D2.3.
The new file is uploaded in this post.

A+

Patrick
 

Attachments

@PatDeBarr Merci. You would also need to change some lines in export_fsx.py to point to the v2 SDK modeldef and XToMdl.

I haven't added support for v2 SDK yet because there are some new material options that are not yet implemented in FSX materials. I really need to find some time to rework the script...
 
Hello,

I have also modify 'export_fsx.py' :
> Lines 145 and 150 : correct Registry Keys,
> Line 153 : new 'XToMdl.exe' path,
> Line 154 : new 'modeldef.xml' path.

Export '*.mdl' work, but LightMap textures are not recognized ... slot 'Self-Illumination' absent from 'Influence' !

The new 'export_fsx.py' is uploaded in this post.

A+

Patrick
 

Attachments

Hi capt_x
is would it be possible to have multiple (GUID) in a scenery (blender)?
You see a GUID for each object.
If this is not possible tamps, it must be that make you work :)

thank you
 
Hi,

Does anyone know: is there an export limit on 'something' in this toolset? I'm having some troubles with exporting my Danish D.21 VC model. It takes too long, well, in fact it doesn't even get finished. Both Dutch D.21 VCs export nicely and take time as usual. Might it be something like a vertex limit on materials? I believe it's only one material that causes the problem. Objects with other materials export nicely, but the main VC material object don't get exported at all.

I have multiple objects on the VC1 material: 34
Total vertices on this material: 15970
Total tris on this VC1 mat: 26563

The entire model doesn't have more vertices than the models that export good.

I assume it is in the vertex num of this material, but I'd like to hear from the experts ;)
 
There is a log file that gets written to. Can you post the log? I'm just looking at the code and set a lot of status logging.. What is the last part of the x file that gets written to. Perhaps some time code/stamp can be added to the logs to see where the bottle neck is.
 
Ok, sent you down a wrong path. Still trying to figure out this blender program and scripting.

Edit: CTRL changed to Shift - sorry

Shift+F4 -> opens a console
Shift+F5 - > opens the 3d view

Remember that.

So open the console view.

Type:

bpy.ops.export_scene.fsx(

Then press CTRL+Space.

You should see:

bpy.ops.export_scene.fsx(
fsx()
bpy.ops.export_scene.fsx(check_existing=True, filepath="", filter_glob="*.x", use_selected=False, ApplyModifiers=True, ExportAnimation=True, ExportSkinWeights=False, ExportMDL=False, use_verbose=False)

Note the use_verbose=False

Type in:

use_verbose=True)

As an example a bunch of cubes is exported as:

Code:
>>> bpy.ops.export_scene.fsx(use_verbose=True)
Gathering scene objects information...
Done
Gathering animation data...
[]
Done
Opening frame for [MeshExportObject: Cube]
Generating mesh for export...
Done
Writing mesh vertices...
Done
Writing mesh normals...
Done
Writing mesh UV coordinates...
Done
Writing mesh materials...
Done
Writing children of [MeshExportObject: Cube]
Closed frame of [MeshExportObject: Cube]
Opening frame for [MeshExportObject: Cube.001]
Generating mesh for export...
Done
Writing mesh vertices...
Done
Writing mesh normals...
Done
Writing mesh UV coordinates...
Done
Writing mesh materials...
Done
Writing children of [MeshExportObject: Cube.001]
Closed frame of [MeshExportObject: Cube.001]
Opening frame for [MeshExportObject: Cube.002]
Generating mesh for export...
Done
Writing mesh vertices...
Done
Writing mesh normals...
Done
Writing mesh UV coordinates...
Done
Writing mesh materials...
Done
Writing children of [MeshExportObject: Cube.002]
Closed frame of [MeshExportObject: Cube.002]
Opening frame for [MeshExportObject: Cube.003]
Generating mesh for export...
Done
Writing mesh vertices...
Done
Writing mesh normals...
Done
Writing mesh UV coordinates...
Done
Writing mesh materials...
Done
Writing children of [MeshExportObject: Cube.003]
Closed frame of [MeshExportObject: Cube.003]
Writing animation data to .xanim...
Done writing animation data
{'FINISHED'}

press Shift+F5 goes back to 3d view
 
Last edited:
Thanks for that explanation, very useful! ;)

Though not for the current issue, I'm sorry. After executing the exporting process (either in interface or console mode), Blender freezes. No knobs highlight anymore, and clicking somewhere leads to a Not Responding status of the program. So I wouldn't be even able to check what's going wrong. In fact, the exporting progress doesn't even get finished.
One thing I noticed however: it is not in the X to MDL conversion, because without the option MDL export checked, the issue is still there (hope you understand me). The .x file isn't even written, as I can observe in the Explorer.

The other files still keep exporting fine. Is there any advice, tip, trick or idea what it could be?

Thanks in advance folks!
 
Clicking the export button should go directly to "Gathering scene object info" - Are you not getting hat log message? If so then the thing it does before that is parse the modeldef xml. Perhaps your modeldef is malformed or not in the "correct" folder that the tool expects (not likely since other files work). It gets this info from the registry.

if you feel brave then look in the export_fsx.py file.lines 24 to 44 - put a few more

self.Log("Gathering scene objects information...")

status lines.

Remember with python indentation matters. Either tabs or x number of spaces consistently.
 
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