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MSFS20 MSFS Asobo Official Blender exporter

I don't understand how to export the lods. With the old plug-in, I hadn't problems to export it, but with the new plug-in yes. See the photo. Some advice? I'don't see lod_01, lod_02 and lod_03 files in my folder.
UPDATE: I were able to create bin e gltf Lod files, but now my problem is how to create only an xml file.
 

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With that setup,

Un-tick group by collections

Rename your meshes as
Castello_LOD01
Castello_LOD02
Castello_LOD03

Click Reload lods (sometimes take several clicks)

Export

You Will end up exporting 3 glTF and 1 xml with the three lods

ciao!

Inviato dal mio Mi 9 Lite utilizzando Tapatalk
 
I don't understand how to export the lods. With the old plug-in, I hadn't problems to export it, but with the new plug-in yes. See the photo. Some advice? I'don't see lod_01, lod_02 and lod_03 files in my folder.
UPDATE: I were able to create bin e gltf Lod files, but now my problem is how to create only an xml file.
Now that you have changed your setup

Rename the collections as

Castello_LOD0
Castello_LOD1
Castello_LOD2

Leave the group lod by collections SELECTED

click Reload lods

You can now select all the 3lods, assign them their minSize and Export

At this time, you Will end up with a single .xml called Castello.xml including the 3 lods


----
In pratica, l'exporter crea nuovi xml in base al nome degli oggetti (o delle collection). Se trova lo stesso nome ne cerca eventuali lod in base al prefisso suffisso _LOD0, LOD1 oppure _x0, x1 etc

Le regole che segue il nuovo exporter sono le stesse del exporter di 3ds max







Inviato dal mio Mi 9 Lite utilizzando Tapatalk
 
ok if you have base color, but if you have trasparent texture? I Applied Alpha Blend, and alpha clip to a trasparent texture in png format, but I see the trasparent black on msfs2020.
another question I have day\night problem, I solved with modelconverter, but it isn't possible having day\night cycle applied on blender and have this problem. If I use emission texture in blender I see it in my object.Is It normal this? IF I see my object in ms2020 without modelconvert, I see night texture during the day.
 
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ok if you have base color, but if you have trasparent texture? I Applied Alpha Blend, and alpha clip to a trasparent texture in png format, but I see the trasparent black on msfs2020.
So you have a texture for the base colour that has transparency if I understand it correctly?

If that's the case, use the image in the "Base Color" slot:

1651668933080.png


Then set the "Alpha Mode" to "Blend" and keep the "Base Color" setting above that setting (so not the image!) as white:

1651669033106.png


As far as I know that should work
 
So you have a texture for the base colour that has transparency if I understand it correctly?

If that's the case, use the image in the "Base Color" slot:

View attachment 81750

Then set the "Alpha Mode" to "Blend" and keep the "Base Color" setting above that setting (so not the image!) as white:

View attachment 81751

As far as I know that should work
Hi Foxtrotscenery, many thanks. I will try it.
UPDATE: it worked!
 
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1. Create your different LOD models and group them in separate collections. Name these collections with the main name (Hangar) and append the appropriate LOD suffix (_LOD0, _LOD1 and so on to each one).
2. Open the Multi-Export tab and set the Settings to the location of where your textures should go, your copyright and what to export.
3. Go back to the Multi-Export Objects tab and set it as shown:
Export Setup Objects.jpg
3a. Grouped by Collections checked, Show Hidden Objects optional(not important now). You will see your LODs grouped by the main name of the objects.
3b. Generate XML checked
3c. Open the Folder dialog and point to the folder in your project you want to export to.
3d. Make sure all the LOD collections you want to export for this model are active.
3e. Check the box next to the LOD entry.
3f. (important!) Make an entry in the LOD value box for each LOD model. The last one can remain 0 (This seems to mean the Sim will decide when to stop displaying the lowest LOD model.) Later you can adjust these values, but for now start with maybe 8 for a hangar. What the number means is that that model will stop being drawn when a sphere enclosing it is less than, in this case, 8 percent of the vertical view field of your screen. For long models like bridges, you may have numbers as high as 1000 meaning when the surrounding sphere is less than 1000 percent of your vertical screen height, go down to the next lower LOD.
4. Click Export and go check the destination for an XML and a .GLtf and .bin for each LOD model you had selected.
5. Open the .xml file and note that there is an MinSize entry for each LOD.
6. Each model needs a GUID to uniquely identify it in the simulator. If there was no GUID at all (like this is your first export), it will be generated. If it was there from a previous export of this model, it will not be overwritten. If you click Overwrite GUID, though, a new GUID will be written, and you'll have to start over on your placement and other stuff as you place and adjust the model.

Note: If you get an error on Export, check first that you've got all the collections active. If already have your GUID and XML, and you only want to export one of the LODs, uncheck the MultiExport LOD items you don't want to export BUT uncheck the Generate XML or you'll clobber the other LODs in the XML. In this way, you can hide the other LOD collections and work on one LOD at a time. Note also that this exporter is, IMHO, a wonder over the old one for working with LODs.

I apologize for the laughable hangar design, but I threw something together in ten minutes to illustrate this procedure.
HTH. Let me know if you need more pictures.
 
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Hi

do you know when Asobo, will integrate "officialy", in the SDK Documentation, the "Blender Plugin", with all the chapters
(as they did for 3DSMax plugin),

if i well understood, last SDK interview, they talking about that will be happens right?

but, SU10 arrive, and i not see any "Blender Plugin Chapter" :(
 
Intense!!! :) Thanks @PhysicsTeacher

BobM.
Only if it gets you going in the right direction and didn't insult your intelligence. Remember, mikeat.at, when we fixed the batch LOD xml generation in the original. This new one makes working with LODs a breeze. I'm thinking of supplying that hangar to Asobo for a generic. I won't even charge them for it!
 
I have been unable to find a solution to the following error I am receiving in MSFS when building a package that includes a model with 8 point lights.

"required extension not supported: KHR_lights_punctual"

Are there additional steps that need to be taken or is this feature currently not working? Thank you in advance for your help if you are able to provide it.
 
So I tried again with checking the 'Punctual Lights' box. I exported as usual and got the same error. Unchecking the box resulted in no errors, but also no point lights in sim.

I redownloaded the plugin and tried again and got the same error.

Here are shots of the options selected for the point lights themselves (if that has anything to do with it) And the error message when I try to build the package to import the new model.


BlenderSettings_101.png

MSFS_ErrorLog.png
 
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