Blender PlugIn cannot save lights cd intensity settings?

Version: MSFS 2024 1.27 / BLENDER 3.6 / MSFS PlugIn 1.32

Frequency: Consistently

Severity: Blocker
(
Blocker - prevents from working on the project)

Marketplace package name: if applicable

Context: Blender 3.60 and MSFS 2024 plugIn 1.32

Bug description: MSFS 2024 lights settings not saved and reset from each file reopening

Repro steps:
Open Blender 3.6. Add one MSFS 2024 lights. Set Intensity cd to “2000” or whatever. Save the Blender file. Close Application. Reopen same Blender file : intensity cd is “200000” !

Attachments: Whatever the light type (point/sun/area/spot) , Intensity cd settings are not saved when saving the Blender files. Every scenery needs lighting tweaking after each reopening. Not good and time consuming process.

Private attachments: @Yasmine

1 Like

In msfs_scene_utils.py - line 67

remove the * 100

            #new_light_prop.msfs_light_intensity = light_data.energy * 100
            new_light_prop.msfs_light_intensity = light_data.energy

1 Like

Yeahhh… Works great - Thanks

Adding to this - it’s not just the cd setting, but all lights settings get set to some default values as well. Day/Night Cycle gets unchecked, cone angle always defaults back to 90, duration gets set to 0.2, and Random Phase gets checked.

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I believe the lights problem is also part of this issue - as it creates a new light for every existing MSFS light. This is a big bug.

There is a requirement for the code to go through all the collections and update any non MSFS light to MSFS lights.

MSFS_Scene_utils.py must be reworked.

1 Like

Same here :frowning:

Same problem, all the settings on the lights are reset after opening it in Blender, also the lights go to other collections

Hello,

Can you confirm this is fixed in the last blender exporter plugin (2.3.1) ?

Regards,
Boris

My testing seems to be fixed
light_intensity_test.zip (108.3 KB)

Hi team, can someone explain if we create lights on buildings in Blender - will they show up in MSFS 2024… or should they? We can get emissive textures to show up, but the only way to get lights on buildings to light up the ground - is to add extra lights in the game. I’m wondering if we are missing something?