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  #1  
Old 25 Jun 2009, 19:44
pierrecor pierrecor is offline
  southafrica
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FSX Objects - re-use

I want to use generic FSX objects for scenery creation. I can decompile the BGL into .mdl and XML. I'll use Arno's application to create the new scenery BGL and place it in SBuilderX's own library for scenery creation and object placement. The MDL file by itself does not say what object it is nor does the XML file say - just referencing the .mdl GUID. Is there any way to determine which 'easy name" object belong to which .mdl?
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  #2  
Old 25 Jun 2009, 20:38
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Luis_Sá Luis_Sá is offline
  portugal
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Hello,

I thought I had you to the testing of the new SBuilderX (version 313). I add your username just now. Therefore if you visit the forum now you will see a discussion on the new version.

Please try the Edit > Object Manager to add a BGL of library objects. Or if you have a MDL file just try to place it as other objects.

Trying to answer your question:

1) I do not know what are the Generic FSX objects that you are referring to. If they are any of the default standard BGL libraries, you do not need to decompile them. They are almost ready to use. You only need to create the TXT list that SBuilderX needs. With version 313 this is done automatically

2) If you got an MDL it can be FS9 or FSX. One of these types have a friendly name and the does not. I do not have my notes with me, right now, to say which one has a friendly name, but I am sure you find the answer here. There is a post where Arno explains that to me. When SBuilderX places such an object it uses the name of the file. Sorry for this incomplete answer.

Best Regards, Luis
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  #3  
Old 29 Jun 2009, 15:41
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arno arno is offline
  netherlands
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Hi,

As Luis says already only FSX objects have a friendly name defined, FS2004 MDL files don't contain that information.

To be able to use default objects it is a very bad idea to decompile the library and create another one with the same objects. That will give you duplicate GUIDs and can lead to loads of trouble. You please don't do this . All you need to do is know the GUID of the object you want to place, so you can refer to the object within the default library.

I haven't had much time to test the latest SBuilderX, but from Luis description it sounds you can just read the information from the default library BGL.
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Old 30 Dec 2009, 06:21
jeap67 jeap67 is offline
  spain
Location: Pamplona ( LEPP)
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Well, I wish to do that, if it is posible:

I want to change the texture of an existing mdl.I used modelconverterX, and I asigned the new texture. I want to assign a diferent name and guid to my new object, beacuse I don't want to change the default mdl, just make another using and changing the one that exists, but I think that it's not posible to do with modelconverterX.True ?

I konw that it is posible to do with GMAX, but I wonder if there exist an easyer way to do that.

Thanks for your answers

Last edited by jeap67; 30 Dec 2009 at 06:27.
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Old 31 Dec 2009, 08:25
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arno arno is offline
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Hi,

Yes, you can do that in ModelConverterX. On the object information dialog you can see and edit the GUID and name of the object.

Please be aware that redistributing changed default objects is against the copyright rules, so I would not advice you to do so.
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  #6  
Old 31 Dec 2009, 11:07
jeap67 jeap67 is offline
  spain
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Thanks ! Arno. Let's try it!
Happy New Year
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  #7  
Old 06 Jan 2010, 00:51
jeap67 jeap67 is offline
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Well, I open the Object information and I can see the name and the guid, but those fields seems not available to edit.... just able to read them !
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  #8  
Old 06 Jan 2010, 04:28
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arno arno is offline
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There is a button that says edit name and guid and it allows you to change them. If you do not see that button I guess you are running a relatively old version. Try out the latest stable release version 1.1 or even the latest development release.
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  #9  
Old 06 Jan 2010, 04:52
jeap67 jeap67 is offline
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Oh thanks!
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  #10  
Old 06 Jan 2010, 05:52
jeap67 jeap67 is offline
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Well, now it works as I expected! I think your tool is one of the best things I've seen for FSX...

But just a little problem.The model that I'm trying to convert is an animated model ( it's a flag), and when I export the new model, I can't see it moving.I see the error in the event log, that says "Pruning animating scene graph nodes with no descendant", so I think it's more dificult that I think to import an animated model.Beacuse when I import it, and I choose "play animation" I can't see the object moving...

Should I use an special option to import an animated object and see it moving on modelconverterX ?
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  #11  
Old 06 Jan 2010, 06:34
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arno arno is offline
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Hi,

If this is a skin-and-bone animation, as I expect, then it is not yet supported by ModelConverterX. Only simple keyframe animations driven by the time are supported at the moment.
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  #12  
Old 06 Jan 2010, 15:08
jeap67 jeap67 is offline
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I supossed it ! Very thanks, Arno !
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