Fs2024 tools - multi export glTF 2.0 in blender 4.5.5 is not exporting textures

Hi,

I’m trying to get some photogrammetry scenery local to me into FS2024 using:

Blender 4.5.5 LTS

Earth Tools

FS2024 Tools- Multi-Export glTF 2.0

When I export to my project folder Blender exports the 3 necessary files and makes the texture folder (../texture). However there are no textures in the texture folder.

I’ve unpacked resources in Blender and copied the textures from there and placed them in the texture location.

I could then build the 2 registered asset groups with no errors.

But when I try to edit the asset I get:

“Error while loading script file: C:\Users\****\My 2024 Projects\Dordon\PackageSources\Scenery\dordon\Dordon_asset_group\dordon.xml.”

See attached image for contents of dordon.xml. I’m don’t know what should be in there. Is there something missing?

The file I’m working on now is smaller than my original file (just in case it was a size issue). When I export that one I get exactly the same behaviour and it takes several minutes. So it looks like Blender is indexing/previewing all the texture files and either not recognising them as texture files, or ignoring them.

I have converted the scene to MS2024.

I’ve been trying to get AI to help me sort it but the problem will not go away. The only thing I think I’ve gained from 3 days of trying to get this to work is that for every texture there should be a corresponding .xml file. Also that .jpg can cause problems.

I have tried copying textures from blender to the texture folder but without an.xml file for each texture I’m guessing that is the reason I’m getting the script error. In the full size file there are a lot of textures so I need to automate .xml file generation somehow.

Thanks.

Andy

Did you assign the textures to MSFS Standard Materials?

And remove the spaces and special characters from the path and from texture names if any (I can see some & and spaces too)

Thanks for replying.

I did get rid of the spaces before posting above. I forgot to update the image. Apologies.

Re: textures - the textures are uv mapped images. MSFS2024 Materials Parameters is set to Disabled. Changing to any of those parameters breaks the image link.
How do I “assign the textures to MSFS Standard Materials”?

I have now moved the project folder out of the user folder to the root directory. The directory now reads:

C:\My_2024_Projects\Dordon\PackageSources\Scenery\dordon\Dordon_asset_group

I have also converted 3 image textures to .PNG and linked them (see image).

The export process still isn’t copying any textures.

Blender Console


[MSFS2024][INFO] ‘ET_Chunk_0_0.gltf’ : Export Done. [DETAILS]

Export took 1.057 seconds.
Gltf path:
C:\My_2024_Projects\Dordon\PackageSources\Scenery\dordon\Dordon_asset_group\ET_Chunk_0_0.gltf

[DETAILS]
INFO Draco mesh compression is available, use library at C:\Program Files\Blender Foundation\Blender 4.5\4.5\scripts\addons_core\io_scene_gltf2\extern_draco.dll

13:27:04 | INFO: Starting glTF 2.0 export

13:27:04 | INFO: Extracting primitive: ET_Chunk_0_0

13:27:05 | INFO: Primitives created: 89

13:27:05 | INFO: Finished glTF 2.0 export in 0.6720728874206543 s

[MSFS2024][INFO] ‘ET_Chunk_0_0.gltf’ : Export Done. [DETAILS]

Export took 1.057 seconds.

Gltf path:

C:\My_2024_Projects\Dordon\PackageSources\Scenery\dordon\Dordon_asset_group\ET_Chunk_0_0.gltf

[DETAILS]

[TextureLib] New TextureLib generation started at 2026-07-22 13:27:05.355300

[TextureLib][GLTF][WARNING] No textures found in C:\My_2024_Projects\Dordon\PackageSources\Scenery\dordon\Dordon_asset_group\ET_Chunk_0_0.gltf.

[TextureLib] Operation completed in 0.003

Blender 4.5.5 LTS (hash 836beaaf597a built 2025-11-18 01:33:26)

Read blend: “C:\Users\andy\Blender Models\Dordon_test\83d1ae753726.blend”

Info: Export Done!


There are 92 files in the blender textures folder, that includes 3 duplicate .png files. Only 89 are linked. So Blender is “seeing” the 89 linked image files regardless of type.

Blender appears to be getting lost at the [TextureLib] stage. Maybe it’s calculating the .gltf incorrectly? It looks different to the ones I looked at in the samples. Although that might just be the way it’s formatted with carriage returns.

I wonder what “355300” means, or is referring to. Could it be an error code?

Andy

I think this is what we are not seeing
it appears your using the blender nodes and surface settings ?
for these games (im showing 2020 but its identical to 2024 in this respect) you need to link image textures in the plugin settings Only- you should not be using the node graph at all


Hi,

Thanks for that. I am now creating textures in the texture folder. Although I need to find or write a script that automates that process.

There are no normal textures generated by Earth Tools plugin. Do I need normal textures?

Here’s the FS build log:

However when I try to edit the asset group I still get this warning:

Contents of ET_Chunk_0_0.xml

Thanks.

Andy

Hello @dinmakers ,

As @EzRyder wrote above, you can’t use the nodes to link your texture. You should always use the MSFS2024 material (“standard” in your case) slots.
If you modified the nodes, I suggest resetting them to their original state.
To do this, set the material to “Disabled,” then switch it back to “Standard” and add your textures to the appropriate slots.


Also make sure only the gltf msfs2024 exporter is enabled in your blender addon list.

If you still have the issue, you can send us your .blend with texture and your gltf and we will investigate. (See 3) Provide Private Content)

Hey Boris,

Wouldn’t it be a good idea to throw a warning in the logs when no proper Msfs Materials have been found ?

This makes little sense for an inexperienced user

[TextureLib][GLTF][WARNING] No textures found in C:\My_2024_Projects\Dordon\PackageSources\Scenery\dordon\Dordon_asset_group\ET_Chunk_0_0.gltf.

I think I’ve assigned to the wrong slots on all 90. I’ll do it again. Should have gone to specsavers:)

My textures are assigned:

I can now see them applied in Blender. I couldn’t previously.

There is still something amiss though as the same warning is still popping up in fs2024 dev mode.

You are not supposed to load the object’s .xml into the Project Editor,
you need to load the Project’s .xml
if you don’t have a project, you need to create one
Your Project .xml is supposed to be in C:\My_2024_Projects\Dordon\ according to the path show above

mamudesign I’m not. The error happens when I try to load the asset editor from here

or

here

and the asset window is empty.

In the samples I’ve looked at there has been at least 1 asset in the window.

Hello @dinmakers

In the SDK samples, you will find the SimpleScenery project, which demonstrates how this should be set up.

In your case, it seems that you overwrote the scenery XML file with the XML file used for your object. These are two different files.

To create scenery containing glTF models you need to add a ModelLib asset group to your project.

I’ve done as you say Boris and it’s starting to make sense. I had hoped to build directly in dev mode but it appears it needs an expert.

I’m still messing, for now though. I have got objects into the sim and positioned them. But I can’t figure out how to do that without hacking the objects.xml after exporting. Until I do that the object doesn’t appear in the objects window.

I think i’ve worked out how to use just 1 lod

I have put an exclusion rectangle in but the original scenery is still poking through so I’m working on that.

A big thank you to everybody that chipped in with their thoughts to try and get me on the right path. They all had value.

I’ll be back!

Andy

No I haven’t. That’s just in debug.

So I still need to figure out how to make the sim only use the 1 LOD, I would like to see the scenery from dstance, not just when I’m close to it.

You can’t force the game to use only the first LOD except with that menu
Considering that is for your own use, you can do that (unfortunately every object in the game will be force to that LOD so it will be extremely heavy for your CPU and GPU)

You can try to create LODs by decimating the object geometry.
It will most likely be a mess, photogrammetry isn’t exactly the best geometry to deal with

Bum! I had hoped to just point the various LODs to the same model in one of the .xml files.
The mesh itself isn’t very detailed so decimating it will destroy it.

There is a way of downloading different resolutions in Earth Tools but I’m surely gonna end up with a massive file set just for this one industrial estate.

I haven’t been able to get the model to show in the sim anyway and the colours are not matching (expected) so I will need to sort that and then batch apply across all images.

It’s not worth investing anymore time in this.

Thanks again.

Andy