• 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.

FSX Blender Tool-set Beta For FSX/P3D Test Files

Hi Chris!

I think that the problem is more of a procedural problem. I have it setup if you use P3D SDK, that after you choose the version and the path of the sdk; you need to use the "Manually Find ModelDef File" button as well. Because not only does it set the path to the modeldef file, but it is also used to "Initialize the Toolset". So it is a procedural problem that I have in the code at this time. So to fix the problem. Remember when ever you choose a SDK path manually, you must also use the "Manually Find ModelDef File" button.

I am working on fixing this issue. I am writing new code so that there will be two buttons, one to choose FSX and the other to choose P3D. Then you will have the option to automatically find the SDK of your choose, or you can manually find it.

It may take me awhile to get this new code wrote and tested. There is a lot to change to do this.

Thanks, Kris
 
Hi Blender users!

I am almost ready to upload a new beta version Blender Tool-set for FSX/P3d. I have auto detect for FSX and P3D working, also you can manually choose the path for each SDK. For some reason my system will not run P3D v4 SDK. I have installed all of the visual c++ redistributable version 2005 - 2017. And I am still getting the error below. The error is an internal XToMdl.exe error. (See image Below)

upload_2017-7-24_22-8-0.png


If any one knows how to fix this problem, I would greatly appreciate the information. I will try to have the new Beta file uploaded by tomorrow GOD willing!

Thanks, Kris
 
Kris,

I don't know how it applies to what you are trying to do, but on my computer SlimDX.dll is in my SBuilderX 314 directory, where SBuilderX.exe is located.
 
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Kris,

I don't know how it applies to what you are trying to do, but on my computer SlimDX.dll is in my SBuilderX 314 directory, where SBuilderX.exe is located.
Hi Dave_W!

Thanks, for the reply. It is not that I am missing the .dll file. They are all in the same directory with the XToMdl.exe file. I am for some reason missing some of the supporting software that allows that version of XToMdl.exe to run correctly. It maybe like Mr. Ronh said that it maybe a .net issue. I am looking into it.

Thanks, Kris
 
I reported this issue once before with P3Dv3. I assume fixed. Wonder if it's some .NET issue. - missing .NET 4.6?

http://www.prepar3d.com/forum/viewtopic.php?t=120114

Now it's back? Hmmmm.

Does it happen on a simple cube no materials?

https://slimdx.org/

edit: redist 2010 issue?

https://slimdx.org/docs/#Installation

edit:2 - some kind of MS permission issue with an update as the slimdx should be in the same folder as xtomdl - I see you use C:/program Files - that's always too restrictive.
Hi Mr. Ronh!

I have also thought of the possibility that it is an permissions issue. But I have gave my user account full control of the "C:\Program Files" and "C:\Program Files (x86)" folders. That did not fix the issue. So, I am going to check and see if it could be a .net issues like you suggested.

Thanks, Kris
 
Hi Blender users!

I have just uploaded a new test beta version of the Blender tool-set. The file name is Blender2FSXP3D_0903.zip. You can download it form the first page of this thread.

I have tested this version with FSX, P3D version 2, 3, 4. Everything seems to work good. I do have an issue with my system using the P3d v4 XToMdl.exe file. But that is not an issue with the beta tool-set. It has to do with an internal error with XToMdl.exe. So if you have P3D v4 running on your system please test and let me know if there are any issues.

If you find an error, Please take a screen shot of the Blender System console.

Thanks, Kris
 
Hi Kris,

Thanks for the new toolset. Exporting with the new toolset work nicely.

I found that:
- No Z-write always in true position (in MCX) even if we did not check it.
- MCX could not recognize the value we insert in Z-bias (blender toolset).

Hope you can check it.

Thanks,
Manochvarma Raman
 
Hi Kris,
I try this later package but the import Fsx is not working.

677632erreurimport.jpg


There is no "import_fsx.py" file, only "export_fsx.py" in "C:\Users\Jmarie\AppData\Roaming\Blender Foundation\Blender\2.78\scripts\addons\io_scene_fsx".
Is this correct?
JMC
 
Hi Gastonj!

No! the import function will not work. That is one function that I will not work on. That makes it to easy for someone to still and use another person hard work as there own. I know that is probably not all users that want that function intention, but for the one that would, it would make it to easy for them. Blender has a lot of built in function to allow importing of other 3D programs files. So it is very easy to import 3D objects from another source.

The Blender FSX/P3d tool-set is for exporting a .x file with the use of XToMdl.exe to make the .mdl. XToMdl.exe is provided by the SDK.

Thanks, Kris
 
Hi Kris,

Thanks for the new toolset. Exporting with the new toolset work nicely.

I found that:
- No Z-write always in true position (in MCX) even if we did not check it.
- MCX could not recognize the value we insert in Z-bias (blender toolset).

Hope you can check it.

Thanks,
Manochvarma Raman
Hi MANOCHVARMA RAMAN! I will check and see if I have the same problem. What SDK are you using?
 
Hi Gastonj!

No! the import function will not work. That is one function that I will not work on. That makes it to easy for someone to still and use another person hard work as there own. I know that is probably not all users that want that function intention, but for the one that would, it would make it to easy for them. Blender has a lot of built in function to allow importing of other 3D programs files. So it is very easy to import 3D objects from another source.

The Blender FSX/P3d tool-set is for exporting a .x file with the use of XToMdl.exe to make the .mdl. XToMdl.exe is provided by the SDK.

Thanks, Kris
Hi Kris,
Ok! But it is a pain to migrate Gmax fs2004 model by export wavefront obj or 3DS files. Thanks for the reply.
JMC

Edit : It seems that export "quake md3" from Gmax and import in blender is the better choice.
 
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Hello everyone,

Small review of some tests
A word GREAT!

-Detection SDK FSX P3D3 and P3D4 OK! I do not use P3Dv2.
-The possibility to choose the file Modeldef.xml is fantastic!
-You have given the possibility to export in .BMP is good.

- I have not tried everything but until then everything works Bravo
-I use Blender version 2.78.

The location of the buttons in the toolbox is very good too

I am very happy to see such good work :)

Thank you Kris and the other contributors
 
Hello everyone,

Small review of some tests
A word GREAT!

-Detection SDK FSX P3D3 and P3D4 OK! I do not use P3Dv2.
-The possibility to choose the file Modeldef.xml is fantastic!
-You have given the possibility to export in .BMP is good.

- I have not tried everything but until then everything works Bravo
-I use Blender version 2.78.

The location of the buttons in the toolbox is very good too

I am very happy to see such good work :)

Thank you Kris and the other contributors
Hi FSX3D!

Thank you very much for your testing! I am very happy that no bugs have been found yet. The layout of the buttons is "Manochvarma Raman" idea. So we can thank him that that part.

I am working on a Blender test file that I will try to use all of the tool-sets functions. When I have it complete, I will make it available for download. It will give examples on how to use the tool-set.

Thanks, Kris
 
I forgot to say that your Test.blend files are very informative.
This is as good as a Wiki page :)

I will test and export animations but I do not think
That there is change. (Bones etc ...)

Yes I saw it's MANOCHVARMA RAMAN
inspire you, it's very good, thanks to him

When you connect the first post of the tool Blender is incredible!
 
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Hi Kris and everyone,

The new version of Blender2FSX seems to work very well! Thanks to Kris and MANOCHVARMA RAMAN for their wonderful contribution!

BUT ..., has anyone tried the method proposed by Bill in this thread? I try to succeed in setting up this dimmable texture, but it seems that the black texture (diffuse texture) has absolutely no effect on the whole texture described ... That is to say that the texture set in Blender's "Emit" slot produces these effects also on the blacks below!

Could anyone help me in this particular case?

Thanks for all the support ...
 
Hi Kris,

I was testing v 0.903 but i found a problem using the FSX SDK. It is impossible to attach a visibility constraint to an animation. It is OK with the 0.85 version.

Cheers,
JMC
 
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