• 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 Toolset

Hi everyone!

Today, Epiphany, I wish dedicated three crowns: one for Felix for his exceptional Blender2FSX, one for Krispy for its wonderful video tutorials, and one for the community of fsdevelopper!

A great work! A big THANK YOU ...!

Chris
 
Hi.
Many thanks for this add-on.
I admire your perseverance in advancing this program.
My programming capabilities ended in vicious and savage words while writing in XML.:confused:
Until now,I was struggling working in gmax.Now I can,finally,do everything in Blender.:):):)
I have,however,a problem with the materials,and exactly the bump/normal maps and specular maps.I can not achieve-after exports from the blender,the effect obtained in gmax.In blender,everything looks ok.
Specular texture does not change the reflection of light from the object-is flat with no reflections and glare.
Details on the pictures below.
PS. Sorry for my English.

gmax.JPG blender.JPG 3.JPG 4.JPG 5.JPG 6.JPG 7.JPG 8.JPG

Thank you in advance for your help.
 
Hi.
Many thanks for this add-on.
I admire your perseverance in advancing this program.
My programming capabilities ended in vicious and savage words while writing in XML.:confused:
Until now,I was struggling working in gmax.Now I can,finally,do everything in Blender.:):):)
I have,however,a problem with the materials,and exactly the bump/normal maps and specular maps.I can not achieve-after exports from the blender,the effect obtained in gmax.In blender,everything looks ok.
Specular texture does not change the reflection of light from the object-is flat with no reflections and glare.
Details on the pictures below.
PS. Sorry for my English.

View attachment 20963 View attachment 20964 View attachment 20965 View attachment 20966 View attachment 20967 View attachment 20968 View attachment 20969 View attachment 20970

Thank you in advance for your help.

Hi kowal5376!

I just wanted to make sure that you made a .dds file for specular, and bump maps for FSX?
I know you probably did because you have it working with GMax. But I just wanted to make sure.

Another thing that I would change is the value for specular. I would change it to something like 0.25, 1.0 is a little high. Also check to see if you have allow bloom in the FSX Material Params under the Bloom heading. Make sure that it is not checked. Because to me it looks like your specular map is not being seen by FSX. And only a bloom is being rendered.

I hope this helps you!

Thanks, Krispy1001:)
 
Hi, Krispy1001 and capt_x.
Thanks for the quick reply.
Textures have .dds format.
I changed the specular value to 0.25, but it did not work.
He does not have any change in FSX, and probably should ...
In the "FSX Material Params" I have nothing selected.
I do not know if it is good, but that I had set in gmax.
In the "Specular power scale" I have a value of 0.
And that was the problem ... I changed the "Specular power scale" to 64,
and "Reflection scale" to 100 ... and it's great.
Even better than after the gmax. :):):):):)

You are the best.
And I was sitting on it for three hours...:banghead:
Sometimes a few sentences is enough to solve the problem.
Once again, thank you and best regards.
 
Notes to self:

- Delete the content of the "addon" folder before updating the toolset
- Press "Initialize Toolset" after running Blender after an update or the exporter will compain about a wrong path to XToMDL, Modeldef.xml, etc...
 
Hi everyone
Just a quick hello :)

And yet incentives for capt_x !!!
We can not say enough thank you :)

2015 another great year for this magical toolset.

And thank you krispy1001 and other for support;)
 
Hi everyone
Just a quick hello :)

And yet incentives for capt_x !!!
We can not say enough thank you :)

2015 another great year for this magical toolset.

And thank you krispy1001 and other for support;)

Hi Mr. Rico83!

You are very welcome!:)

And Thank you for watching the videos!:D

Kris:)
 
Greetings and salutations.
Some magic happen with color texture after export from blender to FSX - they are very brighten.
Screenshots show how they look after export from blender and gmax.
In both programs, I have the default settings.
Is there anything I should switch in the export from the blender.
My settings are the same as in the previous post.
I export only the diffuse and specular textures without normal/bump maps.
I tried different settings, but they did not change anything.
Have I missed something again?:confused:

blender.JPG gmax.JPG
Thank you in advance for your help.
P.S. I noticed that all the shiny surfaces (glass, polished metal, etc.),from the blender are much more natural
than from gmax or 3dsmax.They do not look like a light bulb in the sun.:)
Krispy1001 and capt_x you doing great training videos.
You have so calm and composed voices that you should learn in school, the kids were listening to you as hypnotized.
:teacher:
 
Hi Kowal5376!

Make sure that FSX Material Params is checked, and make sure that you do not have allow bloom checked. You can also make changes to Specular intensity under the Specular tab. By default the Specular intensity is set to 0.50 . Try lowering it and see what happens.

If this does not help let me know.

Thanks, Kris:)
 
Hello and sorry for the late answer, but I had a hard drive crash and am in the process of data recovery.
"FSX Material Params" I have checked, and "allow bloom" unchecked.
I was not sure about which settings it was so here are my settings "specular".

1.JPG 2.JPG
And another question:
All options in the tabs "Material" and "Texture" affect the exports?
Are only those included in the "FSX Material Params"?
I ask this, because I tried to adjust various options.
Dimming "specular" texture did not help.
That brightens in the FSX remains even after turning off the "specular" and even after removing the texture.
As if this was not the fault of "specular" texture.
I guess I'll try again to export a simple shape and experiment with textures and settings.:banghead:
Hmmm ... I wonder what I messed up.:rolleyes:
I'm sorry for being so troubled with questions, but Blender is my favorite 3D program, and aviation is one of my passions, I would be in seventh heaven being able to skip 3dsMax, gmax.
Anyway, thank you for your help.
Best regards.
 
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Hi Kowal5376!

I set the specular value in the first picture that you posted. Now I did not use a specular texture map for the Jodel D112 plane that I released. But I was able to control the specular value in FSX just by setting the specular value through Blender. If you want to see what I did you can download the full Jodel D112 Blender Project. http://www.fsdeveloper.com/forum/resources/ and look for Jodel Blender Project.

Now I am not saying this is the best way to do it. It would be best to create a specular map, normal map and so forth. But I chose not to do that.

What I usually do when I am having a problem with textures. I will create a simple box and then texture it with a diffused map, normal map, and a specular map. I then will make a model and put it into FSX and keep changing settings until I like how they look. It is much easer to use a simple model to debug texture issues.

I hope this helps.

If you can not get it let me know and I will make a video on how to setup texture map values in Blender for FSX.

Thanks, Krispy1001:)
 
Hi.
Problem solved.
I found out that after adding texture "specular" it takes complete control of the effect of light reflection from the object.
Then any other of blender settings have no impact in light reflection effect.
This applies to all types of textures. After adding of the "Texture" and "Influence" tabs,they take control of color, lighting and bump/normal maps.
For this reason, my combination of settings in the blender did not give the effect.
For some magical reason blender strongly brightens "specular" texture,
so it must be lot darker in relation to that used in exporting from gmax.:alert:
And that was my problem-too light "specular" texture.
I think someone already wrote about it ...:rolleyes:
"Jodel D 112 Blender Project" is a wonderful example - "How to build aircraft for FSX in a blender."
Great job.
Once again, thank you Krispy1001 and capt_x.
Best regards.
 
Hi.
Problem solved.
I found out that after adding texture "specular" it takes complete control of the effect of light reflection from the object.
Then any other of blender settings have no impact in light reflection effect.
@kowal5376
Yes indeed... Once you add a texture to the material, it overrides material settings. To control the overall specular "shininess" of the material after applying a specular texture, you have to resort to the Specular power scale setting in FSX Material Params. Have you tried playing with that value?
 
Hi.
Problem solved.
I found out that after adding texture "specular" it takes complete control of the effect of light reflection from the object.
Then any other of blender settings have no impact in light reflection effect.
This applies to all types of textures. After adding of the "Texture" and "Influence" tabs,they take control of color, lighting and bump/normal maps.
For this reason, my combination of settings in the blender did not give the effect.
For some magical reason blender strongly brightens "specular" texture,
so it must be lot darker in relation to that used in exporting from gmax.:alert:
And that was my problem-too light "specular" texture.
I think someone already wrote about it ...:rolleyes:
"Jodel D 112 Blender Project" is a wonderful example - "How to build aircraft for FSX in a blender."
Great job.
Once again, thank you Krispy1001 and capt_x.
Best regards.


Hi Kowal5376!

Thank you!:D

You are very Welcome!:)

I am very happy to hear that you solved your problem.

Kris:)
 
To control the overall specular "shininess" of the material after applying a specular texture, you have to resort to the Specular power scale setting in FSX Material Params. Have you tried playing with that value?
I tried, but this changes the illumination intensity, and I wanted to reduce the contrast.
To tell the truth - best to leave the default settings, without undue combinations and is ok.
I have too much played with the sliders ... and finally I got lost.:oops:
I did as advised by Krispy1001 - I tested the settings on the cube and chose the best settings - default ..:D
Now I'm trying to add a "skinned mesh" to the aileron of my Fokker E3 according to your movie.
I came out something like a fly ...:eek:

I need to a rest and try tomorrow.:wave:
 

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Hi @kowal5376 !
That looks rather funny :D I'm currently reworking large parts of the export script, including the skinned mesh section. It would be nice if you described what you did to obtain these wings, so that I can rule out or fix potential bugs.

Cheers :)
 
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