• 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

Hi Daan!

I have attached the fixed file for the "Specular Power Scale" > 225 error to this message.

I will start helping you on the material Spec settings now.

Thanks, Kris
 

Attachments

Hello,...

@krispy,.. what else does this fix correct?

Hi Pyscen!

This fixes a problem, if a number is enter > 255 you get an error when exporting and a .mdl file will not be made. This is a very nasty little error to track down because it produces a very standard error message. The next thing that I changed is to make default the FSX Material Params to be checked, and that "No Base Material Specular" is un-checked.

I have done a lot of testing of the texture materials setting for blender using Blender2FSX. And I have found that if you have "No Base Material Specular" checked you loose all control of the material settings for that texture. Also it causes FSX to ignore your alpha channel. Mr. Daan aka (Dutcheeseblend) has also done a lot of testing and he verified the same results. I will try at some point to make a video tutorial showing how to get the best results using Blender2FSX tools set and Blender. I have also found that when setting up for a AO bake that using lamps or environment lighting does not give the best results. To get the best results that I have found is to create a large sphere that surrounds your project flip the norms of the sphere and then give the sphere a material that emits light. This process give excellent results.

If anyone has any questions just let me know.

Thanks, Kris
 
Hi To all the Blender2FSX users!

I am working on converting over the modifications that Mr. Rohn has made to Mr. Felix aka (Capt_X) Blender2FSX tool set. Once I get done testing all of the functions, I will upload it to this Post.

Because of the nice work that Mr. Rohn has done, this version will run with Blender versions newer than 2.75a. I am also adding some new modifications of my own.

Thank YOU Very Much To Mr. Felix, and Mr. Rohn!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

Thanks, Kris
 
Hi Blender Users!

I have modified Blender2FSX tool set that was created by Mr. Felix aka (Capt_X) and a version that was updated for P3D by Mr. Rohn. I have made changes so that this version will work using FSX SDK and Blender version 2.75a and newer.

Noted changes in this version:
1. This version is no longer plagued by the file extension problem that was caused by version of Blender new than 2.75a. This modification was wrote by Mr. Rohn.
2. Creation of BGL, xml files for the placement of objects in FSX and P3D was implemented by Mr. Rohn.
3. Update to tool-set setting for "No Base Material Specular", FSX Material Params, Export Selection, Export MDL, and Export Selection was made by me Kris aka (krispy1001).

I have tested this version of the tool set with Blender 2.77a and everything works good.

One issue that I am have is with my test model's BGL file not showing up in FSX. I have tried the automated creation of the BGL file that is created with this toolset and I have created a version manually. Both version did not show up in FSX. It probably is my fault. I do not do much with BGL files. So if someone that makes scenery object could look at my mxl file and tell me what I may be doing wrong I would appreciate it very much. Below is my test objects xml file.

Code:
<?xml version="1.0" encoding="ISO-8859-1"?>
<FSData version="9.0" xmlns:xsi='http://www.w3.org/2001/XMLSchema-instance' xsi:noNamespaceSchemaLocation="bglcomp.xsd">


    <SceneryObject lat="N36° 23.92'" lon="W119° 6.05'" alt="428" pitch="0" bank="0" heading="110" altitudeIsAgl="TRUE" imageComplexity="NORMAL">
        <LibraryObject name="{e3608390-0499-4d14-43f5-113b41857545}" scale="1.0" />
        </SceneryObject>

<ModelData sourceFile="C:\Kris_Work\FSX_Projects\Rig_One\BGL\PlatFormTest.MDL" />
</FSData>

I am also attaching the updated Blender2FSX toolset file to this post. I can not add the file to the beginning of this post because I can not edit it. I am also going to start a new thread on the tool set so that I can post all updates to the first post.

Please let me know if you have any problems.

Thank you, Kris :)
 

Attachments

Hello,
I encountered an issue with the animation exporter:

The older versions exported each frame of the animation, so basically like a baked action.

The 085 version does not. So if I just set the start and end keyframe (which worked before) I get nothing.
Now I have to do the bake action step before export to have every keyframe written to the xanim file.
 
Hello,
I encountered an issue with the animation exporter:

The older versions exported each frame of the animation, so basically like a baked action.

The 085 version does not. So if I just set the start and end keyframe (which worked before) I get nothing.
Now I have to do the bake action step before export to have every keyframe written to the xanim file.

Can you explain a bit more on your animation?
 
it's a prop anim with just two keyframes. one at 0 and one at 360 degrees of rotation.

previously that worked perfectly as the exporter did the interpolation fo all frames.
But now its only the two keyframes written to the xanim file which results in no movement at all.
 
Of course that won't work ;) :duck:

The sim will run the shortest rotation between the keyframes, which is actually... 0 degrees! :idea:

So, for 360 degrees rotations, you should make keyframes at correct positions: 0, 90, 180, 270, 360 degrees. :teacher:

I hope my crappy explanation will make the underlying principles clear. :D

Daan
 
Of course that won't work ;) :duck:

The sim will run the shortest rotation between the keyframes, which is actually... 0 degrees! :idea:

So, for 360 degrees rotations, you should make keyframes at correct positions: 0, 90, 180, 270, 360 degrees. :teacher:

I hope my crappy explanation will make the underlying principles clear. :D

Daan
Thanks but that was clear from the start. I think that's the reason why the old toolset performs the "bake action" step on export calculating each keyframe and writing them all to the xanim file.
I was just curious why the new one doesn't and if it's possible to have this feature back.

It's simply easier to modify that way.
 
Hi there,

I hope this is the right platform to ask about Blender to FSX export matter.

Does anyone has any idea about how many vertices will be the best for exporting to FSX/P3D directly from blender to FSX? I have created high detailed Taxi Edge Light (as below imgae) but when i'm exporting it, Blender stops responding and after few minutes running the bgl compilation ended. But unfortunately it doesn't actually fully compiled. It ended with 1kb file only. So, i was suspecting that there is limitation for FSX SDK since P3D Blender to FSX export works pretty well with similar object.

vertex-png.33703

taxi-light-png.33704
 
I hope this is the right platform to ask about Blender to FSX export matter.
Yes, you have found it!

I have created high detailed Taxi Edge Light (as below image) but when i'm exporting it, Blender stops responding and after few minutes running the bgl compilation ended.
In order to get things clear and where it got stuck, it is important to identify where exactly the export stopped:
A - At the Blender to X/XANIM phase
B - At the X/XANIM -> ToMDL.exe compilation -> FSX compatible MDL file phase?

But unfortunately it doesn't actually fully compiled.
Do you have an print-screen of any type-of-error that appeared on screen, since this can help us al lot solving this mystery?

So,i was suspecting that there is limitation for FSX SDK since P3D Blender to FSX export works pretty well with similar object.
I do not know this for scenery objects, that should be answered by somebody else. I do know that I'f found a limit for aircraft.
Take a look over here at this article, under the header "Triangle Counts" at about 1/5 of the page
https://msdn.microsoft.com/en-us/library/cc526974.aspx

Just something that came to mind about the incredible high level of detail for a TAXI-LIGHT (seen as a little blue pixel on the tarmac from the cockpit of your aircraft)
I think it is wise to consider a less detailed version, since you are NOT going to see the magnificence of you work until you can use the P3D avatar,
walk up close to the taxi-light, lay down on your virtual belly in the grass beside it ;-)

What i've learned from Luca (the T346 modeler) http://www.fsdeveloper.com/forum/threads/t-346a.431143/
Always keep in mind the level of detail that you are possible ABLE to see, otherwise it is complete overkill and a performance-penalty
 
Hi there,

I hope this is the right platform to ask about Blender to FSX export matter.

Does anyone has any idea about how many vertices will be the best for exporting to FSX/P3D directly from blender to FSX? I have created high detailed Taxi Edge Light (as below imgae) but when i'm exporting it, Blender stops responding and after few minutes running the bgl compilation ended. But unfortunately it doesn't actually fully compiled. It ended with 1kb file only. So, i was suspecting that there is limitation for FSX SDK since P3D Blender to FSX export works pretty well with similar object.

vertex-png.33703

taxi-light-png.33704

That's simply way too many vertices. X2mdl doesn't compile when there are more than 65k verts per material. I don't know exactly because there are multiple materials in this model but for some reason the vertex count increases on export.

Anyway this level of detail is simply overdone for a taxi light.
 
Yes, you have found it!


In order to get things clear and where it got stuck, it is important to identify where exactly the export stopped:
A - At the Blender to X/XANIM phase
B - At the X/XANIM -> ToMDL.exe compilation -> FSX compatible MDL file phase?


Do you have an print-screen of any type-of-error that appeared on screen, since this can help us al lot solving this mystery?


I do not know this for scenery objects, that should be answered by somebody else. I do know that I'f found a limit for aircraft.
Take a look over here at this article, under the header "Triangle Counts" at about 1/5 of the page
https://msdn.microsoft.com/en-us/library/cc526974.aspx

Just something that came to mind about the incredible high level of detail for a TAXI-LIGHT (seen as a little blue pixel on the tarmac from the cockpit of your aircraft)
I think it is wise to consider a less detailed version, since you are NOT going to see the magnificence of you work until you can use the P3D avatar,
walk up close to the taxi-light, lay down on your virtual belly in the grass beside it ;-)

What i've learned from Luca (the T346 modeler) http://www.fsdeveloper.com/forum/threads/t-346a.431143/
Always keep in mind the level of detail that you are possible ABLE to see, otherwise it is complete overkill and a performance-penalty

Thank you for your reply and advice. I will try to make the model less details. That was my first model simply did to try out. So, i made it that much details. :) Anyway your advice is much appreciated.
 
That's simply way too many vertices. X2mdl doesn't compile when there are more than 65k verts per material. I don't know exactly because there are multiple materials in this model but for some reason the vertex count increases on export.

Anyway this level of detail is simply overdone for a taxi light.

Thanks for your advice @dave hoeffgen. Will try to make it less detail in future.
 
I don't know exactly because there are multiple materials in this model but for some reason the vertex count increases on export.
Perhaps (one of more) Blender modifiers have been applied to this taxi-light model:
- https://docs.blender.org/manual/en/dev/modeling/modifiers/index.html
- http://www.blenderdiplom.com/en/tutorials/406-ressource-blender-modifiers-explained.html

I know that - before exporting a model - Blender first tries to "flatten the 3D model" into raw single elements,
by first parsing all modifiers in the embedded given order, before exporting the raw-flattened data outwards into another format.

Example: Subsurface subdivision modifier.
The flattening of meshes - to which this modifier has been applied, can increase the number of vertixes, lines and/or faces drastically.
- https://docs.blender.org/manual/ko/dev/modeling/modifiers/generate/subsurf.html
- http://blender-manual-i18n.readthedocs.io/ja/latest/modifiers/generate/subsurf.html <- see the data table at the end of the page.
 
Perhaps (one of more) Blender modifiers have been applied to this taxi-light model:
- https://docs.blender.org/manual/en/dev/modeling/modifiers/index.html
- http://www.blenderdiplom.com/en/tutorials/406-ressource-blender-modifiers-explained.html

I know that - before exporting a model - Blender first tries to "flatten the 3D model" into raw single elements,
by first parsing all modifiers in the embedded given order, before exporting the raw-flattened data outwards into another format.

Example: Subsurface subdivision modifier.
The flattening of meshes - to which this modifier has been applied, can increase the number of vertixes, lines and/or faces drastically.
- https://docs.blender.org/manual/ko/dev/modeling/modifiers/generate/subsurf.html
- http://blender-manual-i18n.readthedocs.io/ja/latest/modifiers/generate/subsurf.html <- see the data table at the end of the page.

Thanks for the info and references @Ronald. Will check it out.
 
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