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This is 3.5.1-beta.1 + the long in development 2.49 converter. These release notes tell you not only what is new, but how to run it as well!
An Important Note!
2.49 Converter FeaturesWhat does 'Converter' Mean Anyway?
'The converter' refers to a certain feature of XPlane2Blender v3.6.0-alpha.1 and runs on every scene after the .blend file is opened. There are other scripts and tools to prep 2.49 files for it too.
I feel it is important to set up expectations properly for what this process will and will not do.
The converter's goal is to use old XPlane2Blender and Blender 2.49 data and copy, transform, add, and replace it. The new project should feel familiar and export functionally equivalent OBJs. It should not need much fixing in Blender 2.79. The converter assumes every OBJ in the .blend exports correctly, and ignores invalid and incorrect data. The converter logs, per scene, when it has difficulties or is about to make a change to your original data.
What this means in detail:
At the end of the process you will have a modern project, based off data from the old world of 2.49
Major Missing Features
Getting Ready
Now that you know what to expect and the limitations of the converter, it is time to prepare.
Download and Install Software
Use of Blender 2.49 is optional, but recommended. If you cannot easily install Blender 2.49, try to convert your project, and if you don't get the results desired, you will have to find a way to fix the file in 2.49 or proceed by hand.
If you are unsure what is causing poor results, e-mail me (ted at x-plane dot com).
2.49 Prep Work (If Possible)
IMPORTANT: The converter requires that XPlane2Blender v3.6.0-alpha.1's DataRefs.txt be equivalent to what your project used in 2.49. Otherwise it is likely the converter will be unable to copy some X-Plane Dataref information and you'll have to redo this work by hand in 2.79.
v3.6.0-alpha.1 stores this file with the addon in
addons/io_xplane2blender/resources/DataRefs.txt (the 'resources' folder), XPlane2Blender for 2.49's copy is found with the other scripts in the 'scripts' folder. The DataRefs.txt file in v3.6.0-alpha.1 and Laminar Research 2.49 scripts zip are the same.
The DataRefs.txt file in the
'resources' folder is what the converter uses. The DataRefs.txt file in the 'scripts' folder is for the 2.49 exporter.
If you're having trouble finding these folders, read this guide.
Even if you have trouble with this step, the Blender Loc, Rot Keyframes and Actions will usually be preserved (see
'Troubleshooting: Blender animations are missing!' ). It is only the X-Plane Dataref information that is affected by the DataRefs.txt, and 2.79 has new better tools to input those.
Let's Run The Converter!
Currently the converter must be started from the command line. If you have never used this before, it is easy. Open up
Terminal (on Mac) or cmd.exe (on Windows) and type in the following:
{full path to Blender 2.79} {full path to old .blend to be converted} -P {path to start_converter.py} -- --project-type {AIRCRAFT or SCENERY} --workflow-type {BULK or REGULAR}
Here is an example from my computer
'C:Program FilesBlender FoundationBlenderblender.exe' C:blend_projects249_exampleold_file.blend -P C:blender_projectsstart_converter.py -- --project-type AIRCRAFT --workflow-type BULK
To break down what this means: Launch
blender.exe and open 'old_file.blend' . Next, run the -P ython script start_converter.py before Blender is finished loading the GUI. After the -- are instructions to the converter that this file represents an AIRCRAFT project and that I previously used BULK export instead of REGULAR (aka 'Export > X-Plane v8/v9 Object (.obj)'). Since the name 'Program Files' has a space in it, quotes must surround around that file path.
You should see Blender start to open and a lot of text in the terminal should scroll by. This text will be visible in internal text files called
'Conversion Log, ' + the scene name . This will probably take 2 to 10 minutes, but not longer. If it does, please e-mail me.
![]() Interpret The Results
After the converter is finished, you will see Blender 2.79's GUI fully appear. At this point, save a copy with a different name. Do not accidentally overwrite your 2.49 file!
Now, read through the conversion logs and try exporting! You are likely to run into some errors as modern XPlane2Blender applies more validations than 2.49 did and the converter does not autocorrect your work. Keep notes and remember that fixing the root of the problem in 2.49 and reconverting will fix it everywhere at once. The conversion process will likely involve multiple passes.
If you haven't used modern XPlane2Blender before, watch this tutorial for an example of its use.
Key Differences in XPlane2Blender v3.6.0-alpha.1
Where is...?
Troubleshooting - General BugsHaunted objects
I have noticed that some objects are 'haunted', that clicking, hovering over them, or having them selected crashes 2.49 or 2.79. Sometimes the problems would correct itself simply by restarting several times and getting lucky. If you see a pattern, please tell me! Otherwise, you may try renaming, cutting and pasting a new copy, or just avoiding them as a work around.
Unicode Problems
I have also noticed a VERY repeatable bug where non-English Unicode characters anywhere except in Text Editor blocks crash Blender when accessed or changed with Python. For example, I named a bone
BÒNÈ then tried to convert. It crashed and I couldn't print the name, because the bone's name is the problem itself. If you see 'Exception: UnicodeDecodeError' , e-mail me before trying to spend too much time on this
'How can I help the alpha?'
Please e-mail me (ted at x-plane dot com) or file a bug on Github your experiences of what happened, especially of crashes and any data that wasn't converted correctly. I am also very interested in changes in draw order. If you got stuck somewhere or didn't know how to get the most out of the process, please also let me know! This type of project is reliant on real world examples, so please let me know what you think!
'Why doesn't XPlane2Blender for 2.79 export every valid 2.49 and why doesn't it produce the same content?'
XPlane2Blender for 2.49 was very sloppy and was not faithful to the OBJ8 spec. By having stronger validations, modern XPlane2Blender makes your files better and in some cases faster. You may be able to reduce the 2.79 export errors by fixing the file in 2.49 faster. Based 2.49 and 2.79 different implementations of the OBJ8 spec, the contents will be different, but will look and act the same (or, at least, that is the goal that we're already pretty good at.)
What to focus on in step 8:
XPlan2Blender for 2.49's system for allowing a parent's game properties to affect their children has wide reaching implications for conversion. If you must prioritize time spent on step 8, GLOBAL_ properties, and draw state directives are among the most time consuming to redo.
Troubleshooting - Animation Conversion'Blender animations are missing!'
Did you run the
X-Plane Prepare Dropped Actions Text File script before conversion? The text file it makes contains a list of Actions and Objects to re-pair together since a bug in Blender 2.79 drops the link.
If you were unable to, here's what that script counters: Suppose you have a .blend file with 3 Armatures [
Arm1 , Armr2 , and Arm3 ] which all share the same Action Action.007 . During load, Blender 2.79 will unlink Action.003 from Arm2 and Arm3 . X-Plane Prepare Dropped Actions Text File finds these cases in 2.49 and the converter re-links them together and makes up for Blender 2.79's problem.
A prominent example of this is pairs of objects like yokes and wings. If the problem persists, e-mail me
What happened with DataRefs.txt?
The 2.49 exporter believes in saving only the bare minimum needed for export. That means that a lot of shortcuts were taken that makes 2.49 .blend files less future proof.
In 2.49, the exporter uses the bone name to look up what full dataref to use. As new DataRefs in the DataRefs.txt file were added (or rarely, removed), bone names which used to be known and unambiguous became problematic. Once
yoke_roll_ratio only referred to sim/joystick/yoke_roll_ratio . Later when sim/cockpit2/controls/yoke_roll_ratio was added the 2.49 exporter (and by extension the new converter) doesn't know which one to choose. And so, artists are expected to manually fix this. Otherwise the exporter will throw an error on export and the converter will ignore the bone and its keyframe values on conversion.
This 'Data Rot' or erosion can be dramatic on using an old project for the first time in a while and using a more recent DataRefs.txt file with.
To help mitigate this you have some options
Other options include:
If you added plugin datarefs to your DataRefs.txt, don't lose track of them as you copy and experiment with making your custom DataRefs.txt.
Make sure to replace your custom copy of DataRefs.txt in
'resources' after you're done converting and are ready to begin working again.
Troubleshooting - Material Conversion![]() Why was a mesh split into multiple pieces?
In 2.49, one mesh could have multiple different TexFace buttons used - multiple drawing states in the same mesh. Modern XPlane2Blender requires each mesh to represent one drawing state with one material. The converter will split a mesh into small enough chunks so that each each chunk represents a uniform set of drawing states.
Technical Explanation For Those Who Are Very Very Curious, But It Will Probably Be More Confusing Than It Is Worth To Read
For example [SHADOW + TILES, TEX] gets split into [SHADOW + TILES], [TEX]. If
ATTR_draped was used, it will not affect the TEX object becaues ATTR_draped + TEX is meaningless. The first object's material will have Draped = True and Cast Shadows (Local) = False . The second object will have the default material because TEX by itself doesn't export an ATTR_ directive in 2.49. Thus, the object should export as it did in 2.49, and modern XPlane2Blender is satisfied. Also, we didn't delete the original mesh without replacements, so the project is 'unchanged'.
If something has been split when it shouldn't, check that the source didn't accidentally have one face that was different than the others (in a way that mattered) or e-mail me.
What Do The Material Names Mean?
The material names beginning with '249' are converted or created during the conversion process. Each describes the what the converter chose to change in the Material Properties. Only the minimal amount of materials needed are created during conversion.
Legend
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