• 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:

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    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 Toolset

Hi Felix,

because there is no release-date or release number I am a bit confused now with the versions. I used this link in the first post for download and did that again today to be sure it is the current version:
http://www.fsdeveloper.com/forum/attachments/blender2fsx-zip.19983/

The dates of the files are:
  • FSX_Material.py (28/11/2013)
  • FSX Toolset.py (28/11/2013)
  • export_fsx.py (04/01/2014)

But I made some progress now:
  1. The effect works e.g. with effect "fx_navred" (my mistake was, that I added the .fx to the effect-name). :)
  2. However neither "platform" nor "no crash" has an effect. When I try platform with name "wuerfel3458" and Type "ASPHALT" it says, "Added Attachpoint Tag" so there is no error message. But when importing the MDL-file, there is no attachpoint attached to the object. I did that several times in Gmax and when I set a platform the object itself is gone, there is only the invisible platform left. To see something you need a second object for visibility. When I do the platform test with blender the visibile object is still there so the platform does not work.:(
  3. It makes no difference to test combinations of platform and no crash, they do not work. Perhaps I make a mistake but don´t know what to change.:confused:

Jörg

PS: The download-link in the Toolset manual
http://www.fsdeveloper.com/forum/attachment.php?attachmentid=16569&d=1388852636
does not work.
 
I see the same thing. There seems to no updated file in the io_scene_fsx folder or the main folder- zip folder 2014-11-16, but no new files close to that date.

edit
 
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Hi Mr. Capt_X!

I could not find the updated Blender2FSX tools that you show for 11/16/2014.

Here are the errors that are reported from XToMDL tool:

Found dictionary file: C:\Modeling SDK\bin\modeldef.XML
OutputFile: C:\FSX_Projects\Rig_One\BGL\RigTest.MDL
Output file after modification: C:\FSX_Projects\Rig_One\BGL\RigTest.MDL
Creating output MDL file: C:\FSX_Projects\Rig_One\BGL\RigTest.MDL
error : Failed to process part XML for part: frm-platform_CONCRETE, this part will lose all custom attributes!
error : Verify the attached XML data block in the modelling package!
error : System.Xml.XmlException: The 'Platform' start tag on line 1 does not match the end tag of 'FSMakeMdlData'. Line 1, position 140.
error : at System.Xml.XmlTextReaderImpl.Throw(Exception e)
error : at System.Xml.XmlTextReaderImpl.Throw(String res, String[] args)
error : at System.Xml.XmlTextReaderImpl.ThrowTagMismatch(NodeData startTag)
error : at System.Xml.XmlTextReaderImpl.ParseEndElement()
error : at System.Xml.XmlTextReaderImpl.ParseElementContent()
error : at System.Xml.XmlTextReaderImpl.Read()
error : at System.Xml.XmlTextReader.Read()
error : at Microsoft.FlightSimulator.XToXmlLib.PartAttributes.ParseFromXML(Stream XMLStream, String PartName)
CRASHTREE no granularity specified
CRASHTREE completed in 00:00:00

Found dictionary file: C:\Modeling SDK\bin\modeldef.XML
OutputFile: C:\FSX_Projects\Rig_One\BGL\RigTest.MDL
Output file after modification: C:\FSX_Projects\Rig_One\BGL\RigTest.MDL
Creating output MDL file: C:\FSX_Projects\Rig_One\BGL\RigTest.MDL
error : Failed to process part XML for part: frm-platform_CONCRETE, this part will lose all custom attributes!
error : Verify the attached XML data block in the modelling package!
error : System.Xml.XmlException: The 'FSMakeMdlData' start tag on line 1 does not match the end tag of 'NoCrash'. Line 1, position 78.
error : at System.Xml.XmlTextReaderImpl.Throw(Exception e)
error : at System.Xml.XmlTextReaderImpl.Throw(String res, String[] args)
error : at System.Xml.XmlTextReaderImpl.ThrowTagMismatch(NodeData startTag)
error : at System.Xml.XmlTextReaderImpl.ParseEndElement()
error : at System.Xml.XmlTextReaderImpl.ParseElementContent()
error : at System.Xml.XmlTextReaderImpl.Read()
error : at System.Xml.XmlTextReader.Read()
error : at Microsoft.FlightSimulator.XToXmlLib.PartAttributes.ParseFromXML(Stream XMLStream, String PartName)
CRASHTREE no granularity specified
CRASHTREE completed in 00:00:00.0156000

I went through the export.py file and I could not see anything that looked wrong. But I am a Java programmer not a python programmer.

I tested the output on several Blender projects that I have, and this error occurs when using "platform, and no crash" attach points.

I am using Blender 2.72. I do not know if other version of Blender have the same problems.

If there is anything I can do to help you with this problem let me know.

Thanks Your Friend, Kris :)
 
Hi Capt_X!

I deleted all Blender2FSX file in Blender. I went to the first page of this thread and downloaded the Blender2FSX download. I re-installed all the Blender2FSX files in my Blender 2.72 addons directory. I started a new project with "platform, and no crash" as attachpoint. I then exported the .x file and used XToMDL.exe file to make the .mdl file.

Below is the fsx_xml file output from blender and the error codes from XtoMDL tool.

fsx_xml file output =
<?xml version="1.0" encoding="ISO-8859-1" ?> <FSMakeMdlData version="9.0">
<Platform name="testplane" surfaceType="CONCRETE" > </NoCrash>
</FSMakeMdlData>

XToMDL Errors:

Found dictionary file: C:\Modeling SDK\bin\modeldef.XML
OutputFile: C:\FSX_Projects\Rig_One\BGL\RigTest2.MDL
Output file after modification: C:\FSX_Projects\Rig_One\BGL\RigTest2.MDL
Creating output MDL file: C:\FSX_Projects\Rig_One\BGL\RigTest2.MDL
error : Failed to process part XML for part: frm-plane, this part will lose
all custom attributes!
error : Verify the attached XML data block in the modelling package!
error : System.Xml.XmlException: The 'Platform' start tag on line 1 does not
match the end tag of 'NoCrash'. Line 1, position 130.error : at
System.Xml.XmlTextReaderImpl.Throw(Exception e)error : at
System.Xml.XmlTextReaderImpl.Throw(String res, String[] args)error : at
System.Xml.XmlTextReaderImpl.ThrowTagMismatch(NodeData startTag)error : at
System.Xml.XmlTextReaderImpl.ParseEndElement()error : at
System.Xml.XmlTextReaderImpl.ParseElementContent()error : at
System.Xml.XmlTextReaderImpl.Read()error : at
System.Xml.XmlTextReader.Read()error : at
Microsoft.FlightSimulator.XToXmlLib.PartAttributes.ParseFromXML(Stream
XMLStream, String PartName)
CRASHTREE no granularity specified
CRASHTREE completed in 00:00:00

Thank you Very Very Much Capt_X for all your hard work on an awesome Blender addon tool.

Thanks, Kris:)
 
First off, let me thank you all for helping me in making this add-on.
  • GNU General Public License
As of today (2014/11/18), Blender2FSX is released under the GNU General Public License.
  • Version numbers
Also, version numbers have been added. I'll try to keep them consistent. Your current version number is shown in the user preferences window under the corresponding module's rollout:

Today's release is version 0.6.02, you can see your current subversion number (02) in the Blender system console (Window>Toggle system console) or at the top/beginning of any .X file generated by Blender2FSX.
Thanks to Jörg (jdberg) for pointing this out.
  • Functionality
Today's release should have all the functionality it had before. The "NoCash" attachpoint should now also work. I'm currently working on the "Platform" issue...


So, download the latest release from the first post and make great scenery and aircraft for FSX using Blender! Thank you!

Cheers
 
First off, let me thank you all for helping me in making this add-on.
  • GNU General Public License
As of today (2014/11/18), Blender2FSX is released under the GNU General Public License.
  • Version numbers
Also, version numbers have been added. I'll try to keep them consistent. Your current version number is shown in the user preferences window under the corresponding module's rollout:

Today's release is version 0.6.02, you can see your current subversion number (02) in the Blender system console (Window>Toggle system console) or at the top/beginning of any .X file generated by Blender2FSX.
Thanks to Jörg (jdberg) for pointing this out.
Thanks capt_x for the quick responst, I can confirm that the version numbers are there in the menu and also in the X-files.
  • Functionality
Today's release should have all the functionality it had before. The "NoCash" attachpoint should now also work. I'm currently working on the "Platform" issue...

So, download the latest release from the first post and make great scenery and aircraft for FSX using Blender! Thank you!

Cheers
Also confirm the function "nocrash", no cash would be another story ;)
Didn´t test platform yet because you said, it is not implemented in this version.

What would be nice, if one can attach multiple selected objects with one click. I have several taxilights on my airport and have to click every single object and attach the function e.g. nocrash.

But thanks again for the fast reaction. I started with blender some weeks ago after many many years with Gmax. I am really happy with the functionality like rendering especially in combination with your toolset, which gives me nearly the same functions as the Gmax-version.

Jörg
 
You're welcome, Michael. And don't forget to assign the fresnel ramp to a channel (Diffuse, Reflection or Specular)...
 
I will only be using specular -- I use the fresnel ramp only for special materials that illuminate whatever is viewed though their polygons. I'll be using them for landing lights and VC gauge lighting.
 
The "Platform" issue seems to be resolved.
As it turns out, you need to export at least two objects for compilation to succeed. This is already possible with version 0.6.02. Now I will have to see what it looks like in the sim. Thanks to Dutcheeseblend who pointed me in the right direction. :)

@jdberg I have adressed your issue and the behavior has been fixed. You can now select multiple objects and tag them all at once. This will be available in the next release, probably by tomorrow evening.
 
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Very Awesome!

Thank you Mr. Dutchesseblend! And Thank you Capt_X for the Awesome Blender2FSX Tools.

I have re-made the test platform and every thing works. No errors on export. And it allows me to land on the platform without crashing my aircraft.

Very Good Work Guys.:D (I will try to have a video tutorial on the platform attachpoint by the end of this week.)

Thanks, Krispy1001:)
 
Thanks for the kind words, krispy1001:)

I have uploaded version 0.6.03. As always, it's in the first post. Have fun and take care :D

Cheers

PS. Don't miss my poll about "adding library objects" here.
 
The "Platform" issue seems to be resolved.
As it turns out, you need to export at least two objects for compilation to succeed. This is already possible with version 0.6.02. Now I will have to see what it looks like in the sim. Thanks to Dutcheeseblend who pointed me in the right direction. :)
@jdberg I have adressed your issue and the behavior has been fixed. You can now select multiple objects and tag them all at once. This will be available in the next release, probably by tomorrow evening.
Wow, thanks for the quick solution. I am adding lights to my current project and that helps me a lot.
 
I don´t know, what I am doing wrong. With the current Version
// Generated by Blender 2.72, Blender2FSX Version 0.6.03
of the Toolset the "No Crash" option works perfect now but my effects are no longer working.
Can anybody confirm this behaviour? Made several tests with my Taxilights and it doesn´t work. So I made a small test-object with two cubes. One is attached "No Crash", the other one with the light-effect: fx_navred
which worked fine before. Now there is no effect attached to that cube, the nocrash works with the first cube.

Any ideas?
 
Hi Jdberg!

I just added an beacon effect to the test platform that I used in the last Video tutorial that I made for Blender2FSX Tool set. I have found that you must add a material to the object that you apply the effect too. If you do not add a material to the object, the effect will not show up in FSX.

And the beacon effect works good.

Hope this helps!

Thank you, Krispy1001:)
 
Last edited:
Improvement suggestion: Remembering export options across Blender sessions.

I tend to forget to set the appropriate export options before my first export from Blender and don't end up with what I wanted (animated .x files instead of a non-animated .mdl).
 
Improvement suggestion: Remembering export options across Blender sessions.

I tend to forget to set the appropriate export options before my first export from Blender and don't end up with what I wanted (animated .x files instead of a non-animated .mdl).

That's a good one, but make it optional :P If an export fails, the options remain unchecked so that's a kind of feedback I sometimes use to check whether the export went allright or not :D
 
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