[Blender]When exporting presets, XML is not generated, and the NormalScale value is not written to the GLTF file

Blender Version : 3.6LTS
Export Tool : 1.3.3

When exporting individual collections, XML is generated, but preset exports do not generate XML.

After manually creating XML, objects became visible in-game, but values like normal maps appear to be set to 1 across the board.

Example:
Blender[Normal factor 0.3]
↓Export
In-game[Normal factor 1]

If you need any additional information to resolve this, please let me know. I’ll be happy to provide it.

Try to help here.

What are you modeling Aircraft or Scenery?

What xml file are to talking about? There is a .xml for aircraft. and a .xml for scenery. They have nothing to do with textures. (2024 has xml files for textures, but not 2020).

If I make a cube and add textures and set the normal scale to .31 I get that number in the gltf. exporter is working for me.

Presets are usually for aircraft - there is no LOD update in the .xml otherwise it deletes all your animation templates.

Objects have LODs described by x0_ prefix or _LODXX suffix. as I show in my pics. You can check XML in objects only.

EDIT: Maybe you want group by Collections in the Objects tab?

I’m modeling scenery. (FS20)

This issue concerns the XML generated when exporting to the modelLib folder.

In my environment, I couldn’t verify the scale values for normal textures within the GLTF. This has been confirmed in both non-preset and preset XML files.

Since I want to manage objects by collection, the preset export that allows exporting multiple collections at once is ideal. It’s typically for aircraft, but can it be applied to scenery as well?

Exporting by collection causes them to be recognized as separate objects in-game, which is a bit inconvenient.
スクリーンショット 2025-09-05 004226




Ah ok, you are looking for an enhancement to the functionality for presets.

In your gltf example you most likely did not set the normal scale value in the MSFS parameters panel. the default is 1 - and 1 will not be put into the gltf.

See my pictures where I set the normal scale to 0.31 and the gltf has 0.3100000002384

I double-checked the normal map values and exported again, but the values still aren’t being written to the GLTF file (´;ω;`)


I do not get the same result as you - I am not sure what material you are using due to the language, but I would get that result if I manipulate the nodes directly.

DO NOT manipulate the nodes - use the MSFS Material Params panel only.

The material type uses the standard. Additionally, the alpha mode is set to blend. Furthermore, only MSFS material parameters are used; Blender’s standard nodes are not manipulated directly, and all values are adjusted through the parameters.

The I have no idea why you are having problems with normal scale - suggest you give ASOBO a bug report and a blend file example.

Thank you for proposing solutions thus far.

We have explored various solutions for this issue, but we still cannot understand its root cause.

To record this issue as a bug report, we will change the tag.

Finally, we are sharing a simplified Blend file.

The file includes a simple normal map texture. It also contains the xml, bin, and gltf files exported to ModelLib in my environment. The Blender material parameter values are Metallic 0.9, Roughness 0.9, and Normal 0.3.

Despite these settings in my environment, only the normal scale value is not recorded in the gltf.
project.zip (5.2 MB)

After downgrading from Blender 3.6 LTS to 3.3 LTS, I confirmed that normal scale values were written correctly to GLTF files.

Has anyone else been able to reproduce this issue?