![]() ![]() The Microsoft Flight Simulator materials will be available after installing the 3DS Max plugin. As such, using this prefix can create unforeseen issues for your aircraft that may be difficult to understand or debug, and should be avoided. However, in Microsoft Flight Simulator this prefix should not be used as it is an internal flag that forces the material to act like a collision material, regardless of whether the collision material option has been checked or not. In legacy FSX aircraft, these material names were prefixed using the "$" symbol. It should be noted that - in some files - materials can be referenced by name, for example in the panel.cfg files. If you are not using 3Ds Max or Blender as your modelling tool, the SDK also comes with a set of glTF Schema files, which can be used to create your own import/export plugins for your tool of use. Also note that there are extra tools that can be used to make working with FlightSim Materials easier, and these are explained on the following page: ![]() ![]() It may be possible to use your own custom materials, but there is no guarantee that the engine will be able to display these properly, and as such we recommend that you only use the ones listed here. The materials listed here are the ones that should be used in all glTF files created as part of add-on assets for the simulation. This document deals with the 3DS Max and Blender aspects of the Microsoft Flight Simulator materials. ![]()
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