Blender Export Guide Rev 0
Blender Export Guide Rev 0
This guide requires to have a basic understanding of how to create a new project and that
you have created a basic project for your airport.
Configuring project
1. Inside your project folder you should have a PackageSources folder:
Inside the packageSources folder create two folders: modelLib and scene(Should
already be existing when created the airport BGL Asset).
2. If you have already started a project on an airport you will have the BGL asset file
already. If you start a new project make sure you have the following paths correct
inside the inspector (Project Editor-View-Inspector):
3. Inside the Project Editor click on the whole package and now the inspector should
open. Click little + sign and add an ArtProj. You can rename this to something like
MyArtProj. It should look like this, but then with your own file names.
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Blender to MSFS Guide Rev 0
4. Click in the Project editor on the ArtProj asset. Make sure you have the directories as
follow:
-AssetDir: PackageSources\modelLib\
-OutputDir: scenery/global/scenery\
5. You can save and build your project now in the project editor to update the
packageDefinition XML file.
Exporting Blender file. (Note. If created something in 3ds Max, export as FBX and import
into Blender will also work)
1. Make sure you have the blender plugin installed. Link Here: Link
2. Your blender file can be kept at any place on your hard disk together with your texture
files.
3. After you have finished your model in Blender you have to assign textures.
4. In the Material properties tab scroll down until you see MSFS Material Params.
5. Select MSFS Standard from the
list.
6. MSFS uses PBR materials.
Which are made in Substance
Painter. The Metallic and
Roughness map are exported as
one file with 3 channels: namely
R + G + B (Occlusion(R),
Roughness(G), Metallic(B)).
Please refer to the substance
painter documentation how to
export using the right preset.
8. After textures are assigned it is time to export. Click file → Export → Extended glTF
2.0.
9. Then navigate to your scenery project folder. Inside your project folder go to
PackageSources\modelLib and create a new folder that is identical to your name of
the object. In my case I will be exporting a hangar, so I call the folder Hangar.
10. Give the file a name, ideally the same as the map you’re placing it in. I just call it
Hangar.
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11. On the right make sure to select as format: glTF Separte(.gltf + bin + textures).
12. Under the Textures tab. Type in ../texture (make sure you do not write ../textures,
because then it will not work correctly).
13. Tick Remember export settings.
14. Under the MSFS tab, click Generate/Append XML File. Under filename, type exactly
the same name as the file name that you exporting as. I will call it Hangar. Also tick
on Generate GUID.
15. Under Include, tick on Selected Objects and Custom
Properties.
16. Click Export.
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