XPlane2Blender v4.0.0-alpha.1, aka Time To Try Blender 2.80!
This is the first release of XPlane2Blender for Blender 2.80! As always, make backups, because there is no going back from overwriting your 2.79 .blend file with Blender 2.80.
The goal of this release was to having something people can play with
right now without worrying about the design decisions coming down the
line about Collections and LODs.
XPlane2Blender UI is preserved!
Root Objects is the only useable mode (despite Layers being left in the enum). Attempting to use Layers will cause the exporter to fail.
Since Texture Slots are removed and use of EEVEE hasn’t been decided, the only method of specifying texture paths is the Root Object’s Texture Paths fields. Uncheck “Autodetect Textures” to see it.
Files with LODs won’t crash – but probably won’t work well. Since this feature’s future is undecided my goal was to just make things export instead of making something that worked correctly. The quick hack is supposed to be this
The 1st LOD bucket is the contents of the first collection (alphabetically), the 2nd LOD bucket is the contents from 2nd collection, etc. The list of collections is taken from every single scene Again, the goal was “make it export” not “make it export perfectly”. I don’t recommend trying to use LODs when trying out Blender 2.80.
Even with just these limitations, I was able to successfully export several scenery objects and two of Laminar Research’s planes. As you can see, the converter is doing its job well!
(F-4 process from 2.49 to 2.79 then 2.80 going from left to right.
Ignore the odd geometry under it. I simply forgot to take it out for the
Things to watch out for:
I spent a while trying to figure out the difference between “Hide In
Viewport” vs “Enable In Viewport”. Tip: Old layers that weren’t visible
are “Shown In Viewport” but “Disabled In Viewport” – “They would be
shown in the viewport, if they weren’t disabled”. Right Click the collection > Visibility > Enable In Viewports to see it in the 3D View.
It seems that sometimes if an image block in 2.79 had a filepath to a
file that doesn’t exist, Blender 2.80 removes said image datablock on
In order to view a mesh’s UV mapped textures, you’ll first need to
give that mesh a material, turn on Nodes and give it an image texture
node connoted to the principle BSDF’s shader’s color input. Pick the
same image texture that the UV texture is.
One file I tried had a weird thing where a yoke was excessively
shiny as if it’s normals were messed up, and when it’s manipulator
associated with it was deleted, panel textures went black. I think this
is very very very project specific, but, keep an eye out for weird Shade
Smooth/Shade Flat issues or bad normals.
Thank you so much for your patience while the converter got its last
push during September! I can’t wait to see those Blender 2.80
After some unfortunate delays, the 2.49 converter is released! The instructions for installation, configuration, and use are quite long, so I won’t copy them here as usually do. To download the files, scroll down to the bottom of the page to “Assets”.
The GitHub page has an updated copy of our the 2.49 scripts. Download and install them.
The converter will only get better from real world examples, so please send me your feedback and screenshots so I can fully understand the world of 2.49.
And don’t worry, it was designed to work without Blender 2.49 if needed.
Download here! I can’t wait to see life breathed into these old projects!
Here’s a feature that went into X-Plane 11.35 that will be really exciting to a very small number of scenery authors: in X-Plane 11.35, line files (.lin) can have custom painted end-caps on each end, and the texture repeats can be aligned to a grid.
Scenery authors who have gotten deep into X-Plane’s scenery system will already know from that first paragraph why this is useful, but for normal people who have seen the sun in the last 30 days, .lin files are the art files that define the look of thin linear features. X-Plane uses them for the painted yellow and white lines in the airport environment, but a developer can use them for anything linear.
Line files repeat, tile, and can follow the ground in a bezier curved path, which makes them great for curved taxiway lines. Their achilles heal up to now has been that when the line ends, the line just … stops. This makes them inappropriate for really thick uses, where that hard “cut” at the end of the line would be really noticeable and ugly.
In X-Plane 11.35 you can provide a start and end cap for each line definition. Like the line itself, it can be mulit-layered if desired. So, for example, you could use it to make dirt paths between buildings in a rural airport – where the path ends you can have a “soft” ending to the path and not have to worry about tucking the line under another scenery element to hide the cut.
It has been some time! I have been working as hard as I can on the
converter (to great applause so far!), but, there have still been some
features and fixes developed along the way. By now it was time to
collect and release them!
As always This is a beta. It makes data model changes which may still have bugs. Make backups!
“Cast Shadow (Local)”
Previously, you could only set “Cast Shadow” to be on or off for “Scenery” and “Instanced Scenery” export types. This would, for the whole object, turn on and off shadows. Now, “Cast Shadow” has been removed from the OBJ settings and “Cast Shadow (Local)” has been placed in the material settings. With this, individual meshes can have shadows or not and it works for Aircraft and Cockpit objects too!
We’d like to point your attention especially to the new “2D” or “3D” meta-tag for export targets of 11.30 or higher. This tag tells the X-Plane GUI to list the airport as “2D” or “3D”.
Before X-Plane 11.35, the information in the “Features” column in the X-Plane airport selection menu came from any scenery in a user’s Custom Scenery directory, rather than being an entry in the system-wide apt.dat in the Resources/default scenery/default apt dat/ directory. The assumption was any addon airport would always be 3D. But starting with X-Plane 11.33, all global airports, even those with 2D-only layouts, were now included in the Global Airports –which made the X-Plane GUI effectively list every airport as “3D”.
At export, WED 2.1 will analyze the scenery for 3D content and look for the existence of the meta-tag “GUI label”. If the export target is 11.30 or higher it will warn if the tag is missing or improperly set, ultimately leaving it up to the designer how they want the airport to be listed in X-Plane. If the target is “Gateway”, it will forcibly create or update this meta-tag to always be set correctly according to the actual scenery exported.
In order to fix the 2D/3D display in X-Plane 11.35 and later for any scenery not submitted via the Gateway, authors will need to manually add the tag via “Airport->Add Meta Data” and then re-exported to a target of X-Plane 11.30 or higher.
Gateway airports live in two locations in the X-Plane install folder: 3D airports live in Custom Scenery, while 2D airports live in Resources. X-Plane 11.33 now includes all airports in the Custom Scenery Global Airports folder.
This could cause issues with how your Custom Scenery pack displays. We saw this with the KSEA demo area — the 2D non-customized Gateway pack suppressed our KSEA Demo Area pack for some users.
We are fixing this for X-Plane 11.33r2, but as a general recommendation: please make sure that any custom airports you have installed are higher in the scenery_packs.ini file than the “Global Airports” pack that comes with X-Plane. This way the gateway airports won’t hide your custom scenery.
Gateway scenery artists may be interested in this document that contains useful tips for building better Gateway airports. It provides a lot of examples so you can save a little construction time and take your scenery to the next level. Topics include:
As some of you may be aware, Blender 2.49 is old unsupported software that is becoming increasingly less usable on modern computers. To make matters worse, authors have large projects that are currently stuck on this platform, jeopardizing their work!
We are creating a 2.49 XPlane2Blender converter inside of XPlane2Blender 2.7x, so that opening a 2.49 Blend file in 2.7x will automatically convert meshes, animations, materials, lights, textures, and XPlane2Blender properties into a modern format. This isn’t just an idea, we currently have a strong proof of concept that animations can be converted from old to new!
The 2.49 Converter Needs Your Help
The goal is
That if it exports in 2.49, it exports in 2.7x as similarly as possible. That the conversion process is hassle free and also transparent. That your work is safe and won’t be lost if there is a problem.
To accomplish this we’re going to need a lot of test .blend files and projects – to make it work for artists in the wild we need projects in the wild! We’ll take anything working and not working.
All source files will be kept secure and confidential within Laminar Research, and only used for this feature of XPlane2Blender, unless you make it open source.
Given that we’re trying to convert EVERYTHING, including materials and textures, it would also be extremely nice to have all files referenced as well.
Any description you’d like to include (preferably in a text block) would be nice too.
Again, just as with any other time someone sends me a sample to debug, it is kept secure and private, kept only for as long as needed, you can ask me to delete it at any time, and is only used for the development of that specific bug or feature of XPlane2Blender. They would never be used to develop any Laminar Research asset.
If you’re willing to submit a project to me, please get in contact via e-mail, DM, comment, or especially Github bug #397.
Nicely wrapping the X-Plane Scenery Gateway’s API to get information about the airports available there. This includes the ability to download scenery packs and manipulate them just like you would an apt.dat on disk.
If you’re doing any sort of automated analysis or manipulation of X-Plane airports, this should be a huge help.