Blender MSFS gtlf Exporter (model not showing up in editor)


Having an issue where I export my model out of blender using the plugin gtLF2.0 and the model doesn’t show. I can search for it ‘Quadbike’ and place the node in editor. However the model doesn’t show (there’s no physical object).

PackageBuilder | Reading F:\MFS2020 Scenery Workshop\Scenery\Queenstown\Queenstown.xml…
PackageBuilder | Reading F:\MFS2020 Scenery Workshop\Scenery\Queenstown\Queenstown.xml…
PackageBuilder | Preparing asset groups…
PackageBuilder | Done, 4 asset groups registered.
PackageBuilder | Generating commands for package queenstown…
PackageBuilder | Preparing commands for asset group ContentInfo…
PackageBuilder | Preparing commands for asset group myscene…
PackageBuilder | Preparing commands for asset group mymodellib…
PackageBuilder | Ready, 6 commands added.
PackageBuilder | Listing took 0s069ms.
PackageBuilder | Starting the build…
PackageBuilder | Building assets for the package queenstown…
Compiling GLTF data file Quadbike.gltf…
Copying files from source folder F:\MFS2020 Scenery Workshop\Scenery\Queenstown\PackageSources\modelLib.…
Compiling BGL file from in-memory data to output file modelLib.BGL…
PackageBuilder | Generating package information (layout from disk) …
PackageBuilder | Validating Package ‘queenstown’…
[Package Validation] ‘queenstown’ - Error@misc: Invalid Package Name ‘queenstown’. Package name should be in the form ‘aaa-bbb-…-xxx’, only contain lower case letters or digits and cannot end with ‘-group’
PackageBuilder | Validation report written at ‘F:\MFS2020 Scenery Workshop\Scenery\Queenstown_PackageInt_metadata\queenstown\queenstown.json’
Package Validation failed for ‘queenstown’
PackageBuilder | Reloading assets for the package queenstown…
PackageBuilder | Finished, 7 skipped, 3 done and 1 failed, took 17s502ms.

queenstown Failed validation

Okay not sure what i did but it’s showing now. I think didn’t have Tangents ticked in the export settings.

Seems to be super temperamental, as soon as you move it, scale it, transform it, change colour within blender it won’t show up in-game?

gltf2.0 is the wrong exporter, you need to use the Microsoft extension obtainable from GitHub

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Could you link me to the correct one? I’ve just installed the one i thought you suggested but it’s import only?

and sorry for the late reply!


I received an email notification of your last question only a day after I had posted my answer. So I am a bit confused about where we are standing now.

On top I have massive problems to enter the forums. May take minutes to load.

Please post a note once you have tested the exporter.

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@KrimSect Thanks for your help, Just in process of installing will update you about export!

I’ve exported it with the MultiExport glTF 2.0 You should be able to see the .obj through 3D viewer right?

Hi, I am not sure, whether I understand you correctly. I thought you wanted to bring a blender model into the flight simulator. What I do not understand is, what 3D Viewer has to do with it
The Asobo exporter creates three files: .BIN .GLTF and .XML in the directory you specify. I normally take these three files and use the directory structure provided by the SDK samples - in the case of a static model it is the simple_scenery structure.
Then I use the fspackagetool.exe to compile a package (create BGL and XML files) which I copy to my community directory. The first time I do this I still need to place the scenery. Afterwards any updates use the same position as long as I do not overwrite the GUID during export.
In more detail:

for Blender
… Blendermodel\scenery for the XML, GLTF and BIN
… Blendermodel\texture for the texture PNG files

to compile

This is my Martinskirche project. On the right hand side you see a BAT script file which I use to do the compilation and the copying and file maintenance. The XML file is the SDK project file. The sub-directory of the packages directory goes to the community directory.

If that is not what you meant then I apologize for any confusion I might have created.

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Hi Krim,

Yeah that’s exactly what I’m trying to do. Its originally a sketch up model but I’ve exported it as an .obj and imported it into Blender. Now I’m trying to export it as glTF. It’s works. But only if I leave the model in its original condition (unscaled, colour unchanged, or 0,0 centered.) ***I’m showing you the 3D Viewer because i can’t view the model with it in the export that works.***EDIT( i just realised it’s a gltf file not .obj that may be why i can’t view it in the 3D View) I.E the exporter isn’t exporting the model correctly. I’m not sure where along the lines it’s not working/exporting properly. But it the model won’t show in the SDK editor. I’ll give you an exact process I’m following. Asobo Exporter Update: Exporting LODs with V 1.1.6 - YouTube

OK - let’s see. One remark first: I have never worked with LODs. I read somewhere, LODs can be used, but I have never done it.
Then - Some questions:
(1) inside blender - can you see the imported .OBJ model? Can you save it as a .BLEND file, close it, re-open it and still see it in the correct way? If YES …
(2) Do you have all materials and textures necessary? If YES …
(3) when you export - do you receive the .XML, .BIN and .GLTF files with date and time of your export in the location, you expect them to be? And with a reasonable file size? Are textures converted to PNG and appear in the directory, you specified.

Here are the exporter settings, I used for the project example above:


(4) If everything is ok until here: have you populated a directory structure similar to the one shown in one of my previous posts? If YES …
(5) does it compile without any FAILED message when using “fspackagetool yourprojectname.xml”

What Version of Blender are you running?

Look here, it helped me to understand a lot. Look at your scaling.
Look at your scaling. Do not go into the negative, then there will be mistakes.

I am running Blender 3.3 LTS with Asobo Exporter 1.30.

One more remark: all elements of your model need to be selected before export or you should use “active collection” like I did. Then all elements are selected after export.

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