Category: Scenery

XPlane2Blender v4.0.0-alpha.1

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.

Features

  • 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.

aaa_gun_249_280_proof
F-4_cockpit_249_280
F-4_exterior_249_280

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 picture.)

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 load.
  • 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 screenshots!

Posted in Aircraft & Modeling, Scenery, Tools by | 5 Comments

XPlane2Blender 3.6.0-alpha.1, aka, The 2.49 Converter

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!

Posted in Aircraft & Modeling, Tools by | 3 Comments

End Caps for Line Files

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.

We’re not using these in the default art yet, but the code is done, and I have updated the .lin file format specification with the new syntax.

Posted in Development, Scenery by | 3 Comments

XPlane2Blender v3.5.1-beta.1

Download it here!

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!

Features

“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!

Read More
Posted in Aircraft & Modeling, Scenery, Tools by | 8 Comments

WED 2.1 Beta

You can now grab the WED 2.1 beta here. This is a minor update with bug fixes and enhancements such as extending the facade preview to all types of facades and to the map window. You can also read Michael’s extended release notes here.

New Meta-tag Identifies 2D or 3D Airports

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.

Posted in Development, News, Scenery by | 7 Comments

Custom Scenery Order in 11.33

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.

Posted in Scenery by | 20 Comments

Blender 2.49 files needed!

The Problem

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!

The Solution

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.

Please ask any questions!

Posted in Aircraft & Modeling, Modeling, Scenery, Tools by | 8 Comments

New Python tools for working with airport data

Over the weekend, I published a Python package called xplane_airports. This serves two major use cases:

  1. Parsing the airport data (apt.dat) files used by X-Plane, and asking questions like “does <some airport> support <some feature>?”
  2. 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.

It’s available via pip now:

$ pip install xplane_airports

And there’s a ton of documentation in the project’s README on GitHub.

Bug reports, feature requests, & pull requests are all welcome. 🙂

Posted in Tools by | 20 Comments

WED 1.7r1

Release candidate builds for WED 1.7 are now available for testing. A big thanks to Michael for leading a lot of this development. He kept all this moving along at a much faster rate than if we’d been left to our own devices! Here is his summary of the changes you’ll find in this version:

Selection of items

When selecting any item in the map pane, WED now prioritizes the items by a what appears to be on top when viewing the scenery in X-plane. So if you click on any .OBJ in the middle of a taxiway – it always selects the .OBJ, line marking or ground painted taxi sign rather than the underlying taxiway. Similarly, it selects the facade or forest rather than anything that is flat and draped on the ground.

Technically, this means object type and LAYER_GROUP rather than WED hierachy based prioritization.

Exclusion zones and airport boundaries are now kindof “hollow” items, they can no more be selected by clicking inside of them, but only by their frame/outline or perimeter. That should greatly help with not having to lock or otherwise get those large area items out of the way.

All items can now be single-click selected, even if they are located within the area of an already select item. This eliminates the need to de-select (CTRL-D) e.g. a taxiway every time the last attempt to click select a .OBJ turned out to be just a bit to far away. And therefore accidentially selected the whole taxiway underneath it instead.

Drag-moves are now subject to some “stickyness” , i.e. the move/copy only starts after the drag exceeds a few pixels. This helps avoiding accidential very short distance drag-moves. Once the item has “broken free”, the item can be moved back to within a single pixel of the initial location, so small moves can still be achieved.

Several bugs that prevented adding bezier handles to nodes under some conditions or selecting very closely spaced items are fixed as well. All operations now require a click no closer than 4 pixels from the “correct” location. Any very closely located items having the same piority (like two nodes of the same polygon) are now selected using a “whatever is closest” strategy, rather than having overlapping bounding boxes prevent access to all but one of them.

Validation warnings and results browser

Some validation issues can now be a warning only, rather than a hard error. This allows WED to try more validation of frequently found problems, even at the risk of creating a few false alarms in rare cases. If such a warning is ignored for gateway submissions, the gateway moderator will determine on a case-by-case base if the issue can in fact be waived or still reject the scenery submission.

After validation, a full list of ALL validation issues will pop up, allowing to browse and zoom to / highlight all issues to help planning out the work required to pass validation. This also allows to select multiple validation errors to e.g. select ALL duplicate vertices in ALL polygons – allowing to fix all with a single editing operation.

New validations

Validation now catches all types of self-intersecting polygons. Previously there were certain cases of bezier-curves that caused taxiways/polygons to stop showing up at certain zoom levels or not at all in X-plane, despite they looked fine in WED or vice versa.

The coordinates and names of runways need to be exactly in sync with the CIFP data used by X-plane for FMC SID/STAR and GPS approaches. For this reason, gateway airports are occasionally edited by a script by “WEDbot” to achieve this, but any user re-submission that touches the airport may break this effort. WED now validates the runways against CIFP data oit obtains direct from the gateway server and requires the runway threshold to be within 10m of the exact location. Note this is the thereshold – the wide white bar only.

There is a separate warning only if the displaced part of the runway (the optional part from the end of the runway to the threshold – with the centerline arrows pointing towards the displaced threshold) mismatches official documentation. Some of the CIFP data mis-states that displaced distance, so it is a warning only. Please thoroughly verify such warnings against current orthoimagery and draw as per current real world markings.

A *lot* of ATC flows on the scenery gateway are non-functional because of misunderstandings how flows work. The most common mistake is to define one flow per runway and then expect that X-plane somehow finds all flows that fit the current weather pattern and uses them all togther. But that’s not how flows work. Validations will now try to find such duplicate condition flows (that are effectively never ever used) and will warn about it.

The airport naming is covered by several new errors (like ALL CAPTIALS – THATS SHOUTING IN THE INTERNET AGE !) and warnings if undesired elements are included in the names.

Smart runway rename

When a runway is re-named due to magnetic variation changes, not only the runway name, but also all ATC taxiroutes, flows and taxisigns need to be fixed up to reflect the changed designation. WED now will detect such edits of a runway “name” property, find all these references, update them and let you know. This greatly helps when the runway validation tells you it’s missing some runway at that airport – which usually means some existing runway was recently renamed due to magnetic variation changes.

More library item previews

Type 1 facades are now displayed in the library preview panel. Please be patient – the more complex “type 2” facades as used in all airport terminals and the new terminal kit are not showing, yet.

Many library items come with multiple variants that X-plane will select at random from when placed in the scenery. For such items, a button will show up to view each variant. But keep in mind – there is no way to tell X-plane to always use a specific one. Its just a true “FYI”, only  …

All forest/facade/object previews will show some textual information about their size and features available.

The World Map in the background now has 9x the resolution and shows true X-plane ground texture colors.

ATC taxi route names are displayed in the ATC TAxi & Flow view – please verify them for consistency, as the X-plane ATC uses and even speaks these names when providing taxi instructions.

Don’t import from the apt.dat for gateway airports

The apt.dat and .dsf formats are lossy, i.e. they contain less information and use less precision than a direct import of the airport from the scenery gateway. WED will now warn anytime it detects such an import for an gateway type airport.

Upon im/exporting to/from the gateway WED will now also show warnings if the gateway is currently not accepting new submissions for that particular airport.

Facade editing

Facades without roof’s or filled areas, like fences and skylights in the XP11.10 terminal-kit are now allowed to have 2 nodes only – previously facades of any type had to have 3 nodes minimum.

Two bugs were fixed, too – these prevented selecting certain wall types in the terminal-kit facades and displayed some facades as being “closed rings”, rather than line-type items in the map window.

Orthophoto import

Georeferenced image “geotiff” import used to require mercator projected, WGS84 referenced coordinates. On Linux and OSX it will now understand pretty much all coordinate systems defined in the EPSG standards – although WGS 84 lat/lon coordinates are still the preferred encoding.

Display speed and memory use

When zooming in at airports with very large, single piece taxiways, the WED display speed used to slow down significantly.

The 64-bit versions of WED (OSX & Linux. Windows is still 32 bits, only) used a lot of RAM with large sceneries, e.g. im/exporting the *whole* global airport scenery (thats what WED is used for at LR, all 28,000 airports in one scenery !) maxed out a 16GB RAM machine. Now its down to near half that and everybody else gets a small speed boost, too.

Preferences menu

Some user adjustable settings (like meter vs feet) are now moved to the File->Preferences (OSX: WED->Preferences) menu, stored in WED’s global preferences and no more loaded/stored with each individual scenery file.

Posted in News, Scenery, Tools by | 6 Comments