Creating a Model Library | MSFS Scenery Tutorial

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  • Опубліковано 4 жов 2024

КОМЕНТАРІ • 19

  • @r4microds
    @r4microds 2 роки тому +2

    Huge help for the community, thanks for sharing Rotor!

  • @heinzwerner
    @heinzwerner Рік тому

    Thanks, I like your work and you mage a easy understandable Tutorial.

  • @BogacErkan
    @BogacErkan 3 місяці тому

    Thank you very much for the tutorial. How to import multiple objects to the library?

  • @DSmith.Productions
    @DSmith.Productions Рік тому +1

    Thanks for making this, the problem I've found is that you are explaining the process on an outdated version of the MSFS Project editor. I think they have corrected some issues and the layout is different. I followed this to the T and I have several problems including, my ModelLib does not show up. So, once we create the ModelLib, do we then create a new scenery project where we want to use those models? If so how do we then associate our new ModelLib to the new scenery project? I guess a new tutorial or at least an update is needed. Thanks again for helping out the community.

    • @Rotornut44
      @Rotornut44  Рік тому +1

      Hi Doug. Just rewatching through this, everything seems to be 99% the same layout wise. I do not see anything that would really be considered outdated to the point where it doesn't work, unless it has changed in the current beta version (which I'm not apart of). I can follow exactly what I did in the video and produce a ModelLib without issue. If it's not creating one for you, your project either isn't set up right or there is something wrong with your model causing the compiler to error out and not build the package.
      You do need to create and save your project first in the "Project Editor" window (That's already done in this tutorial). Then you can go through the process I show to create a model library. Once you have that done, follow the steps at 14:05 to build the package. You will need to place the compiled package in your Community addons for the objects to show in sim. Then, if you are creating an airport or something where you want the objects to be in the same package as the airport, do the same process as creating a ModelLib (in the same project), but instead of ModeLib in the "Add custom asset group" list, select BGL. The AssetDir path for this should use a different folder than the ModelLib. OutputDir will use the same path (Scenery/yourcompany/icao-or-a-name). Then whenever you are ready to edit that BGL, spawn at whatever location in sim that you want to work on, and with the Scenery Editor window, you would just open the BGL at the bottom.

    • @DSmith.Productions
      @DSmith.Productions Рік тому

      @@Rotornut44 Thanks for this. I've got my ModelLib created now, and am able to select the assets and bring them into the project, but now I am missing textures on some parts. Very strange. All textures are the same format, right location, some models are mapped perfectly, but just some are missing textures ( pink checkers). Checking the glTF file in MCX no errors, everything is as it should be, just not showing in MSFS. Any ideas? Thanks again Rotornut44!

    • @Rotornut44
      @Rotornut44  Рік тому

      @@DSmith.Productions Are the missing textures being built into .dds files in the compiled package? Check that nothing is typo'd in the texture names.

    • @DSmith.Productions
      @DSmith.Productions Рік тому

      @@Rotornut44 I've got it I think. Textures are showing now, models look complete. I don't fully understand what solved the problem but what worked for me was to let ModelConverterX export my glTF models with there's corresponding textures, and it created a whole new package layout, which works. That Arno, he sure knows stuff..Now I can continue, thanks very much for your advice Rotonutt44, you've been very helpful, all the best.

    • @jay6817
      @jay6817 Рік тому

      ​@@Rotornut44That was worth replying. I've been trying to find out how you can add in all objects in the one package.
      Thanks so much.
      From Australia

  • @libertycommentator
    @libertycommentator 10 місяців тому

    Where do you find the models from the modellib? I've been looking everywhere in the Objects window! What am I missing?

    • @Rotornut44
      @Rotornut44  10 місяців тому

      They are sorted under "Scenery" in the dropdown.

  • @jimtheflea
    @jimtheflea Рік тому

    Is this "tutorial" still valid for 1.21 SDK versions? I'm having a lot of difficulty getting things to work.

    • @Rotornut44
      @Rotornut44  Рік тому

      Yes. Nothing has changed except for the display of some menu items, since it makes you go through the setup Wizard when adding a library now. But everything else from structure to path setup is exactly the same.

  • @yfig7020
    @yfig7020 2 роки тому

    Can u make a video on how to make transparent window in building and metallic material via Modelconverter x for msfs2020

    • @Rotornut44
      @Rotornut44  2 роки тому

      Window glass is explained a few tutorials back. The window glass area just needs to be it's own separate material on your model (ua-cam.com/video/R1Dr74CDdB4/v-deo.html). As far as metallic material, are you just meaning how to make a Comp texture?

    • @yfig7020
      @yfig7020 2 роки тому

      @@Rotornut44 I mean how can I get a metallic shiny object ( like a hangar ) in msfs2020 via MCX I don’t know what comp texture means

    • @Rotornut44
      @Rotornut44  2 роки тому

      Ok, I will put together an explainer video on PBR materials and Comp textures then, as this is what you would need to know. I can then touch on how to implement them. Not sure on an eta yet, but I can probably find some time in the next day or so to record it.

  • @gabriellacoralie1572
    @gabriellacoralie1572 2 роки тому

    🙌 P-R-O-M-O-S-M!!