• 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.

MSFS20 Scenery design ?

I am currently in this vicous circle of...
Modeling, then Texturing, then into the forums, thinking I have my head around it, into dev mode, discoveing I dont have my head around it, back to the forums, experimenting till I brake it, declaring the SDk not ready yet, giving up... And then it starts all over again.
 
Try figuring all this out while there's no one to ask... :laughing:
The workflow certainly changed drastically with this new sim and we all have much to learn from each other. :teacher:
 
I will probably make video tutorials later when I understand most of this.
But for now I'm still trying to figure out why my custom night textures are not showing on my objects?
There's a lot of "weird" stuff going on with textures.
 
@GHD
It's a matter of preference but I think a video shows a lot more of the process. They're also a lot easier to make!
 
I tend to prefer video but then I also like written so I guess I am agnostic as to which is best. A combination?
 
The difference in the written word and video tutorials is the speed in which one can comprehend. Videos are either to fast for some or to slow and not easily updated or corrected, if needed.

The written word, of course, is read at the speed who is reading it and is easier to re-read, and update or correct quickly. It also alot easier to have tutorials laying about then having a few hundred videos stored somewhere. ;)
 
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The SDK Documentation is still very poor in some areas. I can't wait for some good video tutorials.
 
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I'm just taking a break while Airport Design Editor, S Builder and MCX are fully MSFS2020 compatible.

They will be compatible eventually, right? They will be compatible eventually............................ T h e y m u s t b e

:rotfl::rotfl::rotfl::rotfl::rotfl:
 
Don't hold your breath for SBuilder. With MSFS there's not much need for it.
 
I have 9 airfields, 1 heliport and 8 landmarks created for P3D that I want to convert for MFS2020, all in 3D Studio Max.

Due to personal work, I do not have to much time to search how to do it or try to understand the SDK. :oops:
I come here time to time with the hope that someone have something that I can use to start and see stuff on MFS.

While that is not possible, I'm flying online and enjoying short flights. Now I have to run, otherwise my boss will kill me!!! :yikes:

Thank you all for you great work and effort.
 
I would love to start porting over my x-plane sceneries right now but i am afraid i will have to wait for some good souls to do some kind of video tutorial series to do that. I just don't understand how people get from the minimalistic sdk documentation the information they need to create a airport with custom assets.
After looking at it several times I still have way too many things that are unclear to me such how to add animations and lights to 3d objects (for example a rotating beacon light), how to make reflective glass, how to use custom taxiway line/groundpoly textures etc.

In x-plane all this seemed much more straight forward and whenever something was unclear there were detailed articles on the developer.x-plane site, developer tutorial videos done by Laminar themselves, and lots of video material by other developers.
All I have in msfs is the measly sdk documentation and a few videos/documentations showing pretty basic stuff such as placing objects and even then you often hear the friendly disclaimer "I dont know if that's the right way to do this, but it kinda worked for me"

I am starting to think that we got that lacking sdk documentation so the big commercial scenery companies can profit and have their monopoly position during the early times of that sim :rolleyes:
 
I would love to start porting over my x-plane sceneries right now but i am afraid i will have to wait for some good souls to do some kind of video tutorial series to do that. I just don't understand how people get from the minimalistic sdk documentation the information they need to create a airport with custom assets.
After looking at it several times I still have way too many things that are unclear to me such how to add animations and lights to 3d objects (for example a rotating beacon light), how to make reflective glass, how to use custom taxiway line/groundpoly textures etc.

In x-plane all this seemed much more straight forward and whenever something was unclear there were detailed articles on the developer.x-plane site, developer tutorial videos done by Laminar themselves, and lots of video material by other developers.
All I have in msfs is the measly sdk documentation and a few videos/documentations showing pretty basic stuff such as placing objects and even then you often hear the friendly disclaimer "I dont know if that's the right way to do this, but it kinda worked for me"

I am starting to think that we got that lacking sdk documentation so the big commercial scenery companies can profit and have their monopoly position during the early times of that sim :rolleyes:
I agree but I'm able to do all that by spending more times trying things out. For instance ground marking textures are flipped somehow and I managed to get them working now. Those big companies also had the SDK for a lot longer. I guess that's why my partnership wasn't approved yet! haha!
 
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