MSFS SDK Airport Tutorial - Hangar: How to Make in Blender with decals - 5h episode
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- Опубліковано 9 вер 2024
- In this episode you will learn how to make an hangar from scratch.
In the meantime, you will learn some modelling tecniques in Blender, as well as texture creation and applyin decals
If you need to get in touch, discord here:
/ discord
Wow, blender is very powerful. Thank you for showing steps by steps and where to get sources. Top!!
Grazie mille x i bei tutorials. Sto imparando ad usare anch'io Blender e l'SDK .
Grazie a te Antonio per il complimento, buon lavoro, e se hai domande specifiche raggiungimi pure su discord discord.gg/ZeRCczwfQK
You make complicated stuff really easy. A great source of info from one of my preferred MSFS SDK developers
This is a great tutorial, I have learned things in Blender that I didn't know, and also the process to make some parts of the object. There where I have to take a closer look is at the way you make the textures. Thank you for your help Federico
Really Happy to be helpful for you, thanks Rafael!
Thank You Frederico; you are the man on the spot with regards to the SDK. I'm learning so much from you and so grateful. 🙂
Thank you so much!
@@MSFS-SDK-TUTORIALS One question; I noticed you used an 8-bit Comp texture file. I read somewhere that it should be 16-bit. Is that not the case?
@@sailwesterly5444 good point, i have never paid attention to that
The 16bit stuff Is written in official documentation
However i didn't noticed any issue using 8-bit, the sources are 8 bit so any upscaling Is Just a waste of space on hard drive 😅
However
Grazie per il video e per quello che stai facendo per l’aeroporto LIDL
Thanks! You are awesome.
Molto bonno tut, again!,To watch it several times!
Graccie mile!
Nice! Thanks so much for your tutorial. Great presentation, love the brevity and concentration on all the details.
Beautiful
👍👍👍👍👍
Legendary! Mamu, thanks for these videos. So if I’m understanding correctly, the decal material type allows us to use atlas/trim sheets for the base material and then via decal, we can add overlay of whatever we like such as this logo or even grime, correct?
Thanks!
100% correct, I have some people on the Discord using that technique to add dirt, ambient occlusion and such!
@@MSFS-SDK-TUTORIALS brilliant, thanks again!
Hey, awesome video! When exporting I see yoi have 'extended' glTF 2.0 where as mine only shows glTF 2.0, this means I dont have the MSFS drop down, is this a newer version and it's included or am I missing something?
The "extended glTF" come from the blender2msfs toolkit plugin
ua-cam.com/video/2xd8KMlkXNA/v-deo.html
Is you are using the Asobo exporter there Is another way to export objects
ua-cam.com/video/NMiYmCspuOs/v-deo.html
I need help! When i load the model in its invisible :( do you know what to do?
do we have to create lod for this animation? if yes, how do we do it? thanks for your explanations.
Are you talking about the animated hangar door? This Is the wrong video 😉
@@MSFS-SDK-TUTORIALS sorry i'm distracted. yes the video of the animated door. I'll ask in the right video how to do lod with animation in objects.tks
Federico....at 4:17 you make an Insert...how do you make the Inset with equal size? When I do it, the resulting frame doesn't have the same border measures, much bigger horizontally than vertically, because the plane length is bigger than the altitude and I have to fix it manually to make them equal
Hi Rafael, that behaviour happens when you scale a mesh in object mode, in order to avoid It i Press frequently ctrl+a (transform menu) and select apply scale/ apply all
@@MSFS-SDK-TUTORIALS What I was doing in object mode is Select all> Object> apply scale, I see now the difference.... Thank you Federico!
Hi there,
At 24:33, I know that you did some pre-work to cut those four rectangles out of the hangar. But if I wanted to make a loop cut like what you did and put the door at a certain distance (let's say exactly 1 m) from the right side, how could I do that? I know that I could make a loop cut, push it all the way to the right, and then grab it and slide it by -1 m. But the problem is that the loop's z-axis doesn't want to grow/shrink with the slide. So if I were to do that, the hangar's roof would get distorted. I know that I could grab and then type 'g' again (so 'g g') to slide along the roof, but then I can only slide the loop cut imprecisely with my cursor, and I would end up with a loop cut at something like -1.013624 m away instead of -1.000000 m away.
Another way of asking the question is, how do you do a loop cut at an exact distance (e.g. 1.000000 m) when the axis you're sliding along has two lines that are not parallel with each other?
Thank you!
hi!
Blender is not really meant for precise to the millimeters modelling
You can however turn on "edge length"
So when you position the loop cut you will know the measure of the edges
And with enough zoom and pressing the shift key while moving stuff you will obtain pretty realist measurements
Thank you! Yes, it's unfortunate that I happen to have the exact measurements for this hangar that I'm doing and it's a shame that my cuts have to be imprecise. But thank you for the response!
Is there any library for hangar and factory library
You can find some here:
flightsim.to/discover/Library
Or you can browse the default object, One by One, takes a lot of time but there Is wonderful art already included
However, I don't use external libraries and don't recommend using them
Takes Little effort to make an hangar in Blender (i have a tutorial, you know..), and making users download additional packages to make your package working Is not something you see in payware quality products
super tutorial - I just did a building for an airport. I set the #uv maps in Blender so that it works good but when I export to MSFS my UV are completely distorted and wrong... Do you have an idea?
Thanks mate! UV distorsion usually happens when you scale them well beyond the texture bounds or when you have ngons (faces with more that 4 vertex) in your mesh (and also scale the UV)
@@MSFS-SDK-TUTORIALS but I watched your tutorial on texturing and you scaled your textures over the bounds as well so I don't see my problem at the moment. Only in ngons I agree... Damn it. Then I have to Completely redo my building...
@@A360JFuxtier yeahhh i'm also going beyond the bounds of the image,
It Is not Exactly clear when the problem occurs, usually Is when a texture Is too stretched/scale on a single face. So you can solve also subdividing the offending faces with some loop cuts. The problem with ngons (they usually Born with boolean modifiers) Is that loop cut are difficult to do, so you have to manually join vertices couples to obtaing new faces
If you Need some more help i have a discord too
discord.gg/Nk5ByGVT
Another great tutorial HOWVER I cannot get decal to work for a single face that is part of a much larger mesh object. I tried selecting the face in edit mode and press shift D to duplicate that face but it won't work. Maybe it only works in object mode and duplicating an entire mesh?
How does one control the opacity of a decal on a plane in Blender? When exporting it after having adjusted the "opacity" in the Alpha multiplier of the material parameters, it still shows as having opacity of 100%. I want to create subtle dirt textures on the roof and on the side of a building with material already on the planes (hence the plane instead of the mesh of the plane itself).
This is the reason I used decals most of the time, adding dirt!
Make sure you are working with latest version of the export plugin (or at least any after .40.2.5, thanks mikea for that) In Blender, in the msfs material properties, the you should set the Albedo Color Mix in order to see the result in msfs, while the Alpha multiplier affects only the Blender rendering
You can double check the gltf file, the 4th value of the baseColorFactor is the alpha value, 1 means full opaque while 0 means full tranparent (the other values are R G B components)
"name" : "decal",
"pbrMetallicRoughness" : {
"baseColorFactor" : [
1,
1,
1,
0.3700000047683716
],
if you need more help feel free to contact me on discord
discord.gg/WK9QDPrq4R
I am stumped. I am attempting to build a hangar similar too yours. I have blender 3.6 and have tried 4.0. I cannot get the MSFS materials to from the material properties .
I created a 3D hangar object using the method above, with multiple textures. It exports ok with the three files (bin/gltf/xml) into my modellib/KPWK-HawthorneHNGR folder, and the texture folder (which is one folder above) also shows all the necessary png textures (which i also resized so they are multiples of 2 (512/1024/2048 etc) .
But i am just not able to see it show up in the SDK when i 'build package' in the inspector./ I get error messages in the console . Any idea why ? I also messaged you on the MSFS 2020 forum with more details and screenshots of the error messages/ folder structure etc . Please help! i am stuck bad on this last hangar for KPWK before i can complete this airport .
My previous hangar objects i only had one texture for each, and they showed up ok. This is the only one that has multiple textures. for different parts of the hangar.
Hi Adnan, i answered to your question on the forum,
To further analyze the issue i Need your project sources via email
You are best Italian SDK teacher! Just a question, do you only create for small airports? When I look at your videos, only grass runways are seen.
Thanks a lot!!
Small airports are the best starters for beginners, once you master them, then you can go with big terminals, they are just bigger boxes 😉
This is my portfolio if you are interested in
flightsim.to/profile/mamu82/uploads
I'm the one of the Powerlines, Boats and Chairlift 🤓
Thanks for this, great video! One question, for MSFS, do I need to bake textures, to create one Texture image for my object, or it will work with just exporting it with a model with MSFS blender toolkit?
Hi Filip, no Need to bake the textures, the exporter take care to convert any textures used in the materials and Copy them as PNG in your modelLib/texture folder (this Is the reason why in the export settings you should write "../texture")
Texture baking was needed for xplane (dunno if something has changed),
or if you use some procedural materials
Or if you want to rework/repaint your textures in substance painter
@@MSFS-SDK-TUTORIALS Thanks! One more question: is it possible to make decals a little bit transparent, with this MSFS Decals option?
@@filipt7700 i'm really Sorry being so late!! Didn't noticed your question!
Yes you can tweak decal with the alpha multiplier in Blender!
Great tutorials thanks so much for these. I'm having a problem though, I have a top of the line PC with i9-11900/3080ti FE and 128GB ram but my SDK always begins to lag after working on a scenery in game for half an hour. it starts great but 30 minutes later the FPS has dropped down to 2-3fps and is almost unworkable. Any suggestions from the community about that?
I did't have much stutters in dev mode, and my laptop Is miles behid your config
But every project Is different, so It Is difficult to nail down where the issue Is
Some guys says that Is when doing taxiways, other when placing polygons
If the issue disappear After a reload, could be a Memory leak
I would suggest to join the Devsupport
devsupport.flightsimulator.com/index.html
I"ve had that happen a lot with larger projects like int'l airports. After a half hour or so, it's nearly unworkably slow. The only partial solutions I've found are either to quit the sim and re-launch it, or to turn off all autogen and hide everything I'm not actively working on in the scenery. It's a pain, but I don't know of any better way.
Looks like the hangars in real life have missing textures lol, with the square pattern
very good tutorial I just have a big problem to import it does not work. the .gltf is missing or there is nothing at all as soon as there are several colors it does not work. with other projects I don't have this problem
thank you
Hi, thanks you!
To try to solve your issue I need your .blend file, otherwise it is impossible to know what's going wrong
You can send me federico.pinotti@hotmail.it or join the discord
discord.gg/h5c6UvBrVR
19:59 In my Blender, my normal scale cannot get above 1. Any idea why that might be?
@@Bluemonkey123 in latest exporter you will need to go in the shading tab and locate the normal map map node, there you should be able to change the strength
You did not put all textures in one single file. Is this correct?
I think this is the worst part of building. Can I skip to put all textures in one file?
you can have as many texture as you wish, they will export and show correctly.
Baking texture is not strictly required
it has its pros and cons (the texturing method show in the video is not compatible with substance painter, that require precise uvs)
Pretty difficult
It is all about practice, start with a simple object, than with dedication you can build the world
The discord link does not work
sorry samuel here is a fresh one :
discord.gg/Yz6ESSwpKN
@@MSFS-SDK-TUTORIALS awesome, thank you!
Discord??
Here you go!
discord.gg/HAkmMAZA
Or maybe you have just figured out 😄