[RELEASED] MSFS Livery Toolkit for MSFS 2020 and MSFS 2024

With the help of Claude Code I made a big breakthrough in the MSFS Livery Toolkit today: it can now generate a 3D Paintkit in the form of a gltf with albedo textures, all read directly from the aircraft. It can even reassemble complex modular MSFS 2024 aircraft into a single paintable model.

Honestly this new feature has turned out to be pretty awesome, I’m so pleased with how it’s come together. As before, Claude wrote the code but it took a lot of planning, iterating and guidance from me, to get to this point. There are still a few minor issues with some aircraft, mainly airliners, where the control surfaces have incorrect placement and orientation. That one is currently unsolved but I wanted to release it as is, since it’s a limited subset of components on a limited subset of aircraft. Those problematic aircraft also show similar issues when importing using the official Blender importer or other tools like MCX.

So check it out in v0.4.200 here!

Another nice new addition in v0.5.211, we have 3D previews integrated into the application! The 3D Preview currently shows up in two places:

  1. This shows the livery texture 3D preview, you can see your painted textures on the aircraft. Any areas not touched by your paint are ghosted out.

  2. This shows the Paintkit Builder 3D preview, allowing you to see the “coverage” of the items you are selecting for inclusion in your paintkit.

I tried to extract the textures from the new Boeing 707, but unfortunately, that doesn’t work with this tool either. The description offers little guidance on how to create textures from standard aircraft.

My guess is the 707 is encrypted, so won’t show up in the tool at all right now. I’m investigating methods for adding partial/limited support for encrypted aircraft.

I’m working on some tutorial videos but it’s taking longer than expected since I don’t have as much free time as I’d hoped,for a few weeks.

Awesome, I can’t wait . I love this program , The videos you are doing will help a lot to navigate the program a little easier

Thank you very much for your work. Now it’s just a matter of waiting and checking in from time to time.

Tutorial videos are still not ready - it’s tricky to find a quiet time to record them right now. I assure you they will get done, just not sure when!

However version 0.6 has some good new features including rendering thumbnail images in the application (if you feel too lazy to launch the sim just to make a thumbnail!) and plenty of fixes especially around 3D previews, check it out at fs.to or Github.

And here’s a sneak-peek of what’s coming next: support for editing panel.cfg with a WYSIWYG preview for the reg number.

I uploaded v0.7.337 earlier this week which includes the registration number editor shown above, plus a bunch of bug fixes.

Also ep 3 of the tutorial series is on Youtube here. I’ve decided to split the tutorials into chunks - it’s too much work to do one massive video so there will be a few more epsodes before we get an end-to-end workflow tutorial.

v0.8.414 went live today. Added a good chunk of new functionality especially around the 3D preview window, and lots of bug fixes plus some under-the-hood changes to lay foundations for more new features.

Swiftly followed by v0.8.426 which includes more bug fixes including one long-standing issue with placement of aircraft parts in the 3D previews.

0.9.458 was published a few days ago, you can check out the release notes here.

I’ve still got more functionality planned in the pipeline, plus a shake-up of the user-interface to make it more intuitive and offer a unified workspace rather than disparate tabs and floating windows.

I also got the tutorial video series done, finally! 5 videos cover the end-to-end process from installing the application through to seeing your first livery in the sim! I’ll probably do some deep dive videos on specific topics too.

Coming soon: a massive UI overhaul! All the disparate tabs, panels and pop-out windows have been merged into a unified workspace.

  • On the left side is the project tree containing one or more liveries, and you can drill down into the aircraft model structure.
  • In the middle is the viewport, with various display modes and options along the top.
  • On the right is the properties panel, which reflects whatevever you have selected in the tree/viewport.

This wasn’t just a cosmetic overhaul for the sake of it - the application had outgrown the old UI, and new features were getting awkward to implement in a way that remained logical and intuitive to the user. This new UI opens the door for lots more new stuff!

An absolutely gigantic changelog for version v0.10.681! It’s on Github here or you can find it on fs.to.

TLDR version: all new UI, plus support for adding mesh decal models to your livery.

Full v0.10.681 changelog

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MSFS LIVERY TOOLKIT v0.10.681

WHAT’S NEW SINCE v0.9.458

  • One Workspace replaces the Project, Liveries and Compile pages: your project is a tree on the left, the aircraft is in 3D in the middle, and whatever you select has its properties on the right. Nothing was taken away: every setting from the old pages and tabs has moved to the part of the project it belongs to, and your existing projects open as they are.

  • The aircraft is always in view: the 3D view is built into the Workspace and stays loaded while you work, replacing the separate 3D preview, 3D coverage and Edit object visibility windows. Click a part to see what paints it, select a texture to see where it goes, and the view updates by itself when your artwork changes.

  • Every livery tab is now a node in the tree: textures, Thumbnails, Registration number, Model, Details and Availability sit under the loaded livery, each with its own properties panel. Textures show a thumbnail of your artwork, and Ctrl-click or Shift-click acts on several at once.

  • Hide parts the way Blender does: every part of the aircraft is listed under Aircraft model, with an eye column to hide it from the preview and a camera column to leave it out of rendered thumbnails. H hides the selection, Ctrl+Z undoes, and the parts your livery paints carry a small paintbrush so they stand out.

  • Find in aircraft model (Ctrl+F): type part of a name to outline every matching part, then select, hide or show them all in one go.

  • A breadcrumb shows where a selected part sits: arrow-shaped chips over the viewport show the part, the node it hangs from, its model file and the aircraft. Click a chip to select that level, or open its material chip to jump to, or add, the textures that part uses.

  • Node hierarchy view: display options can list the aircraft’s parts the way its developer built them, each part under the node it hangs from, instead of by file. Hiding a part then hides everything inside it.

  • Add livery is a guided task with the aircraft beside you: three steps: details and variant, then textures, where clicking a part adds its texture, then an optional fallback step that colours the aircraft by coverage. Previous and Next move between steps without losing anything.

  • Add textures by clicking the aircraft: the texture list takes the tree’s place, the interior is hidden so you can reach the outside, and parts your livery already paints stand out from the ones you are adding. Add texture manually has moved below the list, where it no longer looks like a search box.

  • Fallbacks live on the Textures folder and are checked as you go: the fallback list saves as you change it, a line at the top says whether every texture the aircraft needs will be found, and Coverage preview colours the aircraft with the simulator’s own pink for anything missing.

  • Your project’s other liveries are offered as fallbacks: the coverage check counts them too, so a livery that borrows from another one no longer shows those textures as missing.

  • Mesh liveries: add your own 3D decal model to a livery: the Model node merges a decal model made in Blender into the aircraft, compiles it with the livery, and keeps it riding moving parts such as doors and control surfaces. It works on MSFS 2024 monolithic and modular aircraft, and you can override a decal material’s settings at build time.

  • The Paintkit Builder has the same layout: build options on the left, the aircraft in the middle and the materials on the right, so the last pop-out 3D window is gone. Click the aircraft to choose which materials go into the paintkit.

  • 3D paintkits can include the nodes mesh decals attach to: an optional setting exports the aircraft’s moving-part nodes, so a decal artist can parent their pieces to the right door or rudder in Blender.

  • Glass looks like glass: the viewport draws the aircraft’s glass see-through and glossy in every view, so windows no longer hide the cockpit.

  • Generate a placeholder for one texture: you can now make a placeholder for just the texture you have selected, rather than for the whole livery.

  • Compile is a button at the top of the Workspace: it opens the same screen as before, and Esc takes you back. It now warns about textures that have no image yet, and has an Open folder button for the built package.

  • No more duplicate livery titles in a project: MSFS uses the title to tell liveries apart, and two with the same one can leave a livery missing from the simulator with no error. Add livery and Details now refuse a title another livery in the project already uses, and say why.

  • Less to save by hand: almost everything saves as you make the change. The few settings that wait for you have a Save button under them, and Ctrl+S presses it.

  • Mouse and keyboard hints you can read at a glance: the hints under the 3D view now show a small mouse with the button to use, and each key as a keycap, instead of abbreviations like LMB and MMB.

  • Messages no longer push the page around: status and warning bars float over the corner of the viewport instead of appearing above the page.

  • Coloured icons in the tree, and a narrow navigation pane: tree icons are coloured by type, as in Blender (Settings has a Monochrome icons option), and the navigation pane is icon-only by default. Open folder commands are on the right-click menus of the rows they belong to.

FIXES (SINCE v0.9.458)

  • Discovery no longer fails because of one broken package: a single unreadable package in a Community folder stopped every aircraft from being found. It is now skipped, and the rest are listed.

  • Restored paintkit artwork is found again: if a texture’s artwork file went missing and was put back, the app kept showing it as missing.

  • 3D views no longer stack every variant’s model at once: on aircraft that ship several model versions of their own, such as one per airline, the 3D view, thumbnails and 3D paintkits drew them all on top of each other. They now show the model a new livery actually uses.

KNOWN ISSUES (SOME OF THESE MAY GET FIXED IN FUTURE UPDATES)

  • The online guide still shows the old pages in places. I’m updating it to match the Workspace.

  • Mesh liveries are not available for MSFS 2020 aircraft yet. They work on MSFS 2024 aircraft only for now.

  • A decal model exported to a different drive from its textures can lose its texture. Keep the model and its textures on the same drive.

  • Aircraft that don’t mark their windscreen as glass show it solid. The viewport only draws surfaces the aircraft itself marks as glass.

  • Some aircraft show more than one model at once in 3D, for example a still and a spinning propeller together, because the simulator swaps them in flight and a still view cannot.

  • Protected aircraft have no 3D view, so clicking parts to pick textures isn’t available for them.

  • The app can only check titles within one project. A livery titled the same as one in another project, or another add-on, can still stop one of them appearing. A creator prefix in the title avoids it.

  • A few aircraft keep some textures in another variant’s folder, which the fallback list doesn’t offer, so those parts can turn pink. Add that folder with Add fallback manually.

  • A variant that covers several configurations only offers the textures of one of them. You can still add a missing one by typing its name into the manual texture entry.

  • Protected aircraft that aren’t modular are still skipped. The discovery message tells you how many, and the session log names them.

Here’s a shot of the new unified workspace UI.

:partying_face: This is finally out of beta - I’ve implemented all the feature’s I set out to offer (plus a few more!). V1.0 is available in the usual places.

Coming soon in minor updates to V1: auto download and install updates (optional). Plus a few bug fixes and minor feature tweaks.

Plus I’ve got exciting plans for the next major version, currently in research and prototyping phase for that.