This is a repost of my original thread on reddit: https://www.reddit.com/r/flightsim/...o_set_up_microsoft_flight_simulator_x_sdk_on/
How to set up sdk for FSX SE for FSX, Blender and GMAX
Preface:
SDK on FSX SE also known as Steam Edition is incomplete and does not start without tweaking and in some cases an alternative has to be used which is free P3D SDK (same stuff just a bit different folder names and does not require boxed version to run).
Both Gmax, Blender and P3D sdk are free and available for download from official sites.
At the time of the tutorial these are:
Gmax: http://www.turbosquid.com/gmax
Required to register for free to get cd key. Gmax is an older version of 3DMAx which is a paid software.
Blender : https://www.blender.org/
Blender 2 FSX: http://www.fsdeveloper.com/forum/threads/blender-to-fsx-toolset.428090/
Much of the stuff described here are not my own ideas; As much as I can I referenced sources.
If you just want sdk tools to be available in FSX, watch this video. It helped me to get that working:
If you wish to use p3d SDK just type in the way to p3d SDK instead of a steam version. Should work but I have not tested (Just be aware that folders have a bit different names in P3D than in FSX so you will have to manually adjust the path).
Gmax (easier than blender for set up):
Majority of information can be found here: http://www.fsdeveloper.com/wiki/index.php?title=Installing_FSX_GMax_gamepack
TLDR look below
Take the gamepack from: C:\Program Files (x86)\Steam\SteamApps\common\FSX\SDK\Environment Kit\Modeling SDK if 64 bit os otherwise go to program files and find steam, same steps from there on. And install it in gmax by going into its folder C:\gmax (strongly recommended because all files are tweaked for this one and if you have another installation folder you will have to tweak files, what can be frustrating).
To install in gmax follow these easy steps:
Open: C:\gmax\gamepacks and throw it in
To open gmax you can use the shortcut in the folder (not tested).
Difference from normal installation start now :’(
FSX SE does not have modeldef.dll so we will need p3d sdk (google it, its freely available to anyone) for this or download it from somewhere else.
For p3d sdk it is in something\Lockheed Martin\Flight simulator X SDK\Modeling SDK\bin
Now copy the address in the explorer.
Open gmax go to customize – configure path add and paste the way to the modeldef.dll. Now it should work.
When you start it, it might complain about dublicate files, I do not think that it should be a problem but if anyone has any information (ie how to fix it) on this feel free to share below.
Blender2FSX (this is why I bothered to write this)
Install blender normally. If zip is used the addon folder can be found in the blender program files folder instead of appdata.
Normal installation guide: http://www.fsdeveloper.com/wiki/index.php?title=Blender2FSX_Toolset_manual
However, upon installation you should be able to see it on the left panel, but it probably will say that it cannot find way to the sdk folder when you try to initialize it. This is where the fun begins!
So we will have to edit 2 files, which can be found here: appdata\roaming\blender foundation\blender-2.76b-windows64\2.76\scripts\addons or similar path.
If you used zip file you can also install it in C:\Program Files (x86) (where you have installed it)\Blender\blender-2.76b-windows64\2.76\scripts\addons
The files are fsx_toolset.py and io_scene_fsx\export_fsx.py . Open them using notepad.
For fsx_toolset.py
Change
---
---
to:
---
---
Check that the way described contains \\ not \
If any errors arise make sure that the path to files is correct because P3D SDK has a bit different names for folders. I think are likely to be right in the part above.
Now 2nd file export_fsx.py
Change:
---
---
to
---
---
Careful with grammar, punctuation and spacing because if is not correct the python script will not run.
Now you should be able to initialize the addon with no problem. I am not so sure about exporting feature yet because did not have a chance to test, but it should to be ok.
EDIT: Basic grammar errors
Good luck modelling and modding!
How to set up sdk for FSX SE for FSX, Blender and GMAX
Preface:
SDK on FSX SE also known as Steam Edition is incomplete and does not start without tweaking and in some cases an alternative has to be used which is free P3D SDK (same stuff just a bit different folder names and does not require boxed version to run).
Both Gmax, Blender and P3D sdk are free and available for download from official sites.
At the time of the tutorial these are:
Gmax: http://www.turbosquid.com/gmax
Required to register for free to get cd key. Gmax is an older version of 3DMAx which is a paid software.
Blender : https://www.blender.org/
Blender 2 FSX: http://www.fsdeveloper.com/forum/threads/blender-to-fsx-toolset.428090/
Much of the stuff described here are not my own ideas; As much as I can I referenced sources.
If you just want sdk tools to be available in FSX, watch this video. It helped me to get that working:
Gmax (easier than blender for set up):
Majority of information can be found here: http://www.fsdeveloper.com/wiki/index.php?title=Installing_FSX_GMax_gamepack
TLDR look below
Take the gamepack from: C:\Program Files (x86)\Steam\SteamApps\common\FSX\SDK\Environment Kit\Modeling SDK if 64 bit os otherwise go to program files and find steam, same steps from there on. And install it in gmax by going into its folder C:\gmax (strongly recommended because all files are tweaked for this one and if you have another installation folder you will have to tweak files, what can be frustrating).
To install in gmax follow these easy steps:
Open: C:\gmax\gamepacks and throw it in
To open gmax you can use the shortcut in the folder (not tested).
Difference from normal installation start now :’(
FSX SE does not have modeldef.dll so we will need p3d sdk (google it, its freely available to anyone) for this or download it from somewhere else.
For p3d sdk it is in something\Lockheed Martin\Flight simulator X SDK\Modeling SDK\bin
Now copy the address in the explorer.
Open gmax go to customize – configure path add and paste the way to the modeldef.dll. Now it should work.
When you start it, it might complain about dublicate files, I do not think that it should be a problem but if anyone has any information (ie how to fix it) on this feel free to share below.
Blender2FSX (this is why I bothered to write this)
Install blender normally. If zip is used the addon folder can be found in the blender program files folder instead of appdata.
Normal installation guide: http://www.fsdeveloper.com/wiki/index.php?title=Blender2FSX_Toolset_manual
However, upon installation you should be able to see it on the left panel, but it probably will say that it cannot find way to the sdk folder when you try to initialize it. This is where the fun begins!
So we will have to edit 2 files, which can be found here: appdata\roaming\blender foundation\blender-2.76b-windows64\2.76\scripts\addons or similar path.
If you used zip file you can also install it in C:\Program Files (x86) (where you have installed it)\Blender\blender-2.76b-windows64\2.76\scripts\addons
The files are fsx_toolset.py and io_scene_fsx\export_fsx.py . Open them using notepad.
For fsx_toolset.py
Change
---
Code:
try:
# For Windows 64 bit
handle=OpenKey(HKEY_LOCAL_MACHINE, 'SOFTWARE\\Wow6432Node\\Microsoft\\Microsoft Games\\Flight Simulator X SDK')
(sdkdir,t)=QueryValueEx(handle, 'SdkRootdir')
bpy.context.scene.fsx_modeldefpath = ''.join([sdkdir,"Environment Kit\\Modeling SDK\\bin\\modeldef.xml"])
handle.Close()
except FileNotFoundError:
# For Windows 32 bit
handle=OpenKey(HKEY_LOCAL_MACHINE, 'SOFTWARE\\Microsoft\\Microsoft Games\\Flight Simulator X SDK')
(sdkdir,t)=QueryValueEx(handle, 'SdkRootdir')
bpy.context.scene.fsx_modeldefpath = ''.join([sdkdir,"Environment Kit\\Modeling SDK\\bin\\modeldef.xml"])
handle.Close()
to:
---
Code:
try:
# For Windows 64 bit
handle='C:\\Program Files (x86)\\Lockheed Martin\\Flight Simulator X SDK'
(sdkdir,t)=(handle, 'SdkRootdir')
bpy.context.scene.fsx_modeldefpath = ''.join([sdkdir,"\\Modeling SDK\\bin\\modeldef.xml"])
except FileNotFoundError:
# For Windows 32 bit
handle=OpenKey(HKEY_LOCAL_MACHINE, 'SOFTWARE\\Lockheed Martin\\Flight Simulator X SDK')
(sdkdir,t)=QueryValueEx(handle, 'SdkRootdir')
bpy.context.scene.fsx_modeldefpath = ''.join([sdkdir,"\\Modeling SDK\\bin\\modeldef.xml"])
handle.close()
Check that the way described contains \\ not \
If any errors arise make sure that the path to files is correct because P3D SDK has a bit different names for folders. I think are likely to be right in the part above.
Now 2nd file export_fsx.py
Change:
---
Code:
try:
# For Windows 64 bit
handle=OpenKey(HKEY_LOCAL_MACHINE, 'SOFTWARE\\Wow6432Node\\Microsoft\\Microsoft Games\\Flight Simulator X SDK')
(sdkdir,t)=QueryValueEx(handle, 'SdkRootdir')
handle.Close()
except FileNotFoundError:
# For Windows 32 bit
handle=OpenKey(HKEY_LOCAL_MACHINE, 'SOFTWARE\\Microsoft\\Microsoft Games\\Flight Simulator X SDK')
(sdkdir,t)=QueryValueEx(handle, 'SdkRootdir')
handle.Close()
to
---
Code:
try:
# For Windows 64 bit
handle='C:\\Program Files (x86)\\Lockheed Martin\\Flight Simulator X SDK'
(sdkdir,t)=(handle, 'SdkRootdir')
except FileNotFoundError:
# For Windows 32 bit
handle=OpenKey(HKEY_LOCAL_MACHINE, 'SOFTWARE\\Microsoft\\Microsoft Games\\Flight Simulator X SDK')
(sdkdir,t)=QueryValueEx(handle, 'SdkRootdir')
handle.Close()
Careful with grammar, punctuation and spacing because if is not correct the python script will not run.
Now you should be able to initialize the addon with no problem. I am not so sure about exporting feature yet because did not have a chance to test, but it should to be ok.
EDIT: Basic grammar errors
Good luck modelling and modding!

