• 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.

MSFS Build/compile glTF and placements in XML all at once with fspackagetool.exe?

Messages
216
Country
unitedkingdom
I have multiple models exported from Blender as glTF. I'd like to place each of the models hundreds of times across hundreds of kilometres. I already have a pre-defined list of coordinates (in WGS84), elevations and orientations for all the locations (currently saved as CSV, but I plan on adding them into an XML). Rather than building/compiling each of the multiple glTF into one or multiple modellib (BGL), and then placing each multiple times, is there any way of doing everything at once (i.e. a single step) with the project XML and fspackagetool.exe? Essentially the ideal is to have just one operation and no use of the in-sim SDK GUI. Any advice or instructions would be very welcome please :)
 
Once you have the placement .xml with all coordinates , guids and stuff,
And your gltf/bin/.xml in the ModelLib folder,
Simply throw the project in fspackagetool,

basically, one move and you have the package compiled


How you obtain the placement .xml is up to you , the "SDK" (more correctly the Scenery Editor) is just GUI tool, ADE is another GUI tool, for my global sceneries I have my GUI tool, the goal is to obtain the placement .xml , fspackagetool take cares of the translation to . bgl

Inviato dal mio Mi 9 Lite utilizzando Tapatalk
 
Once you have the placement .xml with all coordinates , guids and stuff,
And your gltf/bin/.xml in the ModelLib folder,
Simply throw the project in fspackagetool,

basically, one move and you have the package compiled


How you obtain the placement .xml is up to you , the "SDK" (more correctly the Scenery Editor) is just GUI tool, ADE is another GUI tool, for my global sceneries I have my GUI tool, the goal is to obtain the placement .xml , fspackagetool take cares of the translation to . bgl

Inviato dal mio Mi 9 Lite utilizzando Tapatalk
That is great to know! 😃

My follow up questions are...
  1. Do you have an example placement XML file please?
  2. Which sub-folder does it go in please?
Many thanks! 👍
 
Like this I have provided to you some time ago?



The placement .xml goes into a BGL AssetGroup


My advice is to create a container project using the Project Editor wizard,
Add BGL asset Group (using the wizard)
Add modelLib asset group
Load the BGL in the scenery object
Place any object in the world wherever you want , press save scenery and you will find the "placement" .xml in the PackageSources folder
All the above can be done in 40 seconds, I can prove it




Inviato dal mio Mi 9 Lite utilizzando Tapatalk
 
Like this I have provided to you some time ago?



The placement .xml goes into a BGL AssetGroup


My advice is to create a container project using the Project Editor wizard,
Add BGL asset Group (using the wizard)
Add modelLib asset group
Load the BGL in the scenery object
Place any object in the world wherever you want , press save scenery and you will find the "placement" .xml in the PackageSources folder
All the above can be done in 40 seconds, I can prove it




Inviato dal mio Mi 9 Lite utilizzando Tapatalk
Congratulations, mamu, for the video you posted. With him I have learned more than with the hundreds that exist on this topic. I only have one thing left to ask. How can signs or logos be added to hangars? I have been able to export the materials with the MSFS tool in Blender, but no printed logos on the exterior walls.
 
Make a plane. Apply a decal material.
Thanks, rhumbaflappy. Before trying the decal material, I have to ensure that my model is not so clearly visible at night.
Captura de pantalla 2024-03-14 221918.png

Do you know how to avoid this? I am very new to designing in Blender.
 
Back
Top