• 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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Blender to FSX Toolset

I have developed a problem attaching visibility tags. When I click on tag to access the available tags, I get a large black window where all the available tags are located. However, the column of tags on the left of the window is largely off the screen and there seems no way to make it visible.

Is there any solution to this?
 
Hi guys

I was wondering if there us an easy way to change the python code or if you are planning to do so for the textures , .x and .xanim extension files error since the blender 2.7x came out.

Thanks

Seb


Envoyé de mon iPad en utilisant Tapatalk
 
I am using 2.73 and don't get any errors. Could you post your errors?

Point 1 and 2 of post #479 in this thread.

The current version of the toolset seems to have a few problem with Blender 2.76.

1. Animation files are exported as [filename].x.xanim, e.g. My_Model.x.xanim
2. The texture file names are exported as [filename].[source format].dds, e.g Cockpit01.png.dds
 
Hi,

as SierraB replied, these are not errors but just annoying changes, especially when you make quite a lot of models like me (for FSX@War, between 3 and 6 models per weeks) and you have to rename these files in your folder and in MCX everytime.

Cheers

Seb
 
Seems that the error introduced in Blender to FSX is due to a "fix"

https://developer.blender.org/rB8383a2d4cc

The ensure_ext() function, it now allows for additional extensions to a file name. So blender can work with filename.ext1.ext2

So the main filename (.blend file) has to be stripped of the .blend extension before being used. It looks like a difficult and time consuming fix to the Blender to FSX program. So give capt_x some time.
 
Hello all.:wave:
Have you noticed that after export from the Blender, there is no shadows in VC?
You have to run them in a file fsx.CFG :
[DISPLAY]
ForceVCShadowMap = 1
ShadowMappingQuality = 3
The same happened when I exported from GMax. :confused:
Unless I have something in Blender that is not turned on?
 
Hi.
In the DX10 preview also I do not have a shadow in the cockpit,but in the standard planes,shadows appear.
In my FSX,no shadows also in the cockpit of your Fokker.
Are in the cockpit of your aircraft shadows appear in the FSX on your computer,without modifying fsx.CFG ?
 
I believe there needs to be a setting in the FSX materials of the plane itself to enable cockpit shadowing. This however is not directly Blender-related, I think. And yes, there are no shadows in my Fokker, simply because I didn't set them. After all, I do not have the DX10 preview so I cannot check them.
 
AFAIK "volume shadow" has to be ticked in the material settings and also self shadowing has to be enabled in FSX (under "aircraft" I think)
 
This is the first I have heard of Blender. I can't wait to figure this out. I have been drawing in CAD for so long this may be a bit hard for me to grasp. One of the reason I did not care for Auto CAD was it was keyboard intense, Turbo Cad has been moving in that direction now, still not as much as Auto CAD.
I just found out I can import 3DS files into Blender and Turbo CAD will save in that format. I saved one of my 3D models and imported it into Blender. I was shocked even the materials translated over.
I have been trying to figure out how to draw a new cockpit for the Boeing 777-9X, and create a model of the cockpit and now I know I am where I need to be.
One thing is scaling, I deal with real world numbers so I draw everything to full scale, I have to figure out how to scale things down to fit whatever scale is used in FSX. Maybe someone can shed some light on it some how.

Thanks, Rick
 
This is the first I have heard of Blender. I can't wait to figure this out. I have been drawing in CAD for so long this may be a bit hard for me to grasp. One of the reason I did not care for Auto CAD was it was keyboard intense, Turbo Cad has been moving in that direction now, still not as much as Auto CAD.
I just found out I can import 3DS files into Blender and Turbo CAD will save in that format. I saved one of my 3D models and imported it into Blender. I was shocked even the materials translated over.
I have been trying to figure out how to draw a new cockpit for the Boeing 777-9X, and create a model of the cockpit and now I know I am where I need to be.
One thing is scaling, I deal with real world numbers so I draw everything to full scale, I have to figure out how to scale things down to fit whatever scale is used in FSX. Maybe someone can shed some light on it some how.

Thanks, Rick
The grid you see is in meters by default. If you think the scale fits in Blender the scale will fit as nice in FSX.
 
Well I have Blender 2.76 and I have been looking all over the place for the tools and finally found them after I bumped the font size up so my old eyes could see them. This version creates a Blender2FSX tab on the left hand side. I had been watching the Krispy1001 videos with him running another version and kept looking for them to appear where his was showing.
One less thing to worry about, now off to learn to use this program.

Rick
 
I'm getting an error that I wasn't getting before, and I don't know what's changed.

It only happens when I check export .MDL

KROvHce.png
 
I see your file is exterior_espin.x.MDL this is due to a new release of blender allowing multi dot extensions. So .x.MDL should be just .MDL

You have to fix (modify) the python code OR go back to blender 2.73.

OR watch what file name is given to your MDL file on export.
 
I am getting this error message and I don't know what to do ?
 

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