• 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.

MSFS24 MSFS 2024 SDK

If you launch MSFS 2024, and use the DEV Mod, click on Help and you have the links of all SDK components.
The 5th version of the SDK has been released today (or yesterday): it is the v1.0.0
 
To fix the missing letter o error described in devhub.

 

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Thanks. With the files from the SDK/Tools and Blender 3.6.18. I get an gltfvalidator error also something alike specular and ior texture not supported. Why? It's disabled in export settings.
 
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If you change default ior or specular, because you touched the surface panel (please do not use the surface panel - only use the MSFS properties) then the Khronos core code will add the KHR extensions - the sim does not use KHR extensions and will flag them as warning.
 
GLTFValidator | Found in C:\MSFS 2024 SDK\Samples\Aircraft\testst\PackageSources\SimObjects\Airplanes\test\model\test_LOD00.gltf - nodes[70] and nodes[72]=('_acf_gear_deploy[1]') share the same '_acf_gear_deploy[1]' unique_id
GLTFValidator | Found in C:\MSFS 2024 SDK\Samples\Aircraft\testst\PackageSources\SimObjects\Airplanes\test\model\test_LOD00.gltf - nodes[70] and nodes[74]=('_acf_gear_deploy[1]') share the same '_acf_gear_deploy[1]' unique_id

GLTFValidator | Found in C:\MSFS 2024 SDK\Samples\Aircraft\testst\PackageSources\SimObjects\Airplanes\test\model\test_Intestrior_LOD00.gltf - used extestnsion not supportestd: KHR_matestrials_specular
GLTFValidator | Found in C:\MSFS 2024 SDK\Samples\Aircraft\testst\PackageSources\SimObjects\Airplanes\test\model\test_Intestrior_LOD00.gltf - used extestnsion not supportestd: KHR_matestrials_ior
GLTFValidator | Found in C:\MSFS 2024 SDK\Samples\Aircraft\testst\PackageSources\SimObjects\Airplanes\test\model\test_Intestrior_LOD00.gltf - Matestrial[4] ('NeuOhnePanel') is used by mesh[266], and has testxtures, but it doesn't have any UVs.

Why, what to do? The very same works fine in MSFS2020.
 
Man, I was looking at this:

It makes what Adrian and I did look so bad :)
 
Federico Pinotti (Mamu) has a tutorial that explains a working process to use MSFS 2020 scenery packages in MSFS 2024 (he adds a 2024 'fix' package to assist with using the 2020 package):


With this, there is no need to recompile the original 2020 scenery with the new compiler, just the small 'fix' package. Great solution.
 
I do, thanks! Thank you too Mike, for posting your issue!

I like to think of the website as a community resource. People solve the problems we bring on behalf of anyone that might search similar terms.

Your issue appears to be one of node name discrepancies. Just as a "for example," it looks like you have used 3ds Max to split meshes into multiple nodes. When I do this, I get the same node name conflict warning in the Console, with the suggestion to use the Babylon Resolve Unique Id function, which sometimes works, sometimes does not.

If you are in a similar situation, what happens when you split a mesh like that, is that you create a new node name, but the original name is retained in the Babylon Properties and it is the Babylon Properties name that causes the conflict. To solve it, you find the mesh, highlight it, right click in the workspace, scroll to Babylon Properties, find the text field and edit it. This is the same thing the algorithm does by appending a few numbers, if it can locate the mesh.
 
Ok but to me it seems close enough that I'd eliminate the possibility of Blender models also having Babylon properties that can acquire conflicted names. Because it seems pretty clear that nodes 70 and 72 have the same Unique Id, which is "_acf_gear_deploy[1]."
 
As of this date, it should be obvious that any conversions from 2020 to 2024 may fail. MSFS 2024 is not a finished product. There are tons of bugs. By the first of the year, there should be enough 'patches' to this unfinished product to allow conversions with some certainty of success. This is all quite similar to FSX to 2020 conversions in the infancy of MSFS 2020.

I would recommend our members to patiently wait for Asobo to get the SDK and Devmode under control after January 1st. Questions about how to do anything is a bit futile now, and will only lead to confusion once the bugs are fixed, and the core of the sim has changed to something developers can actually use.
 
This and every page header refers to "MSFS 2020." It seems easy enough to ignore, but editing it to be relevant, or removing it altogether, would convey a very different message to visitors.
 
At least with Steam versions, I can run MSFS 2020 and MSFS 2024 at the same time. I don't know if that would be useful Whichever window is current, steals the FPS, which is handy.
Untitled.png
 
In other news, MSFS 2024 supports multiple windows open to the simulator. I suppose that is handy to have multiple views active simultaneously.
 
Asobo has been working on the Blender exporter to tie up some errors. That's good news. The sim has a bug in that emissive display is only about 1/10th emissive. In Blender, you can set the Emissive Scale to 10.0 to 50.0 to get the desired brightness. ( I haven't tried 100.0... might actually make sense as a percentage). This also applies to parallax windows and portholes.
 
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