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Static Aircraft MDL Maker - Textures very complicated

Messages
537
Country
canada
Hi, All

I just stated using this SAMM today. I have version 2.2.03, which is the latest I could find.

//Important: EVERYTHING I create is to be used in other PCs. I run these tools in "work" PCs that are NOT the one I use for flying. I also give some of my scenery to friends.

When I use SAMM to generate a static plane mdl, starting from any FS9 aircraft, the mdl generated has a complicated path to get to the textures.

The first time I tried using the mdl I did create a functioning bgl, but FSX complained that it couldn't fine the path to the textures, and they were NOT the paths to the associated Texture folder next to the Scenery folder.

I, then, had a look at the mdl hex code and, indeed, all the bmps were preceded by paths. This is unlike any other mdl files I ever created using Arno's Model Converter.

I tried to edit the mdl file by removing the back slashes and folders that preceded the name of the textures, making sure that there were 8 spaces between the yyyy (the ones with two dots on top) and the beginning of the texture name. FSX, then, stoped complaining that it couldn't find the path, but still didn't find the textures, as the model appeared black.

Now, is it just me? Or does anyone know a way of making SAMM NOT complicate the path to the textures?

Thanks, everyone

Fern
 
Messages
554
Country
us-california
Just a thought, but is your FS9 aircraft folder an active folder in FS9, or a folder somewhere in your computer where you have placed FS9 aircraft (and various textures associated with the aircraft) to be made into static models?

SAMM does have its own specific paths, and while the aircraft folder need not be located in FS9, it needs to be arranged as it would be if it were an active folder in FS9, in other words, all texture folders need to be properly logged into the aircraft.cfg file for the aircraft in question.

Gman
 

gadgets

Resource contributor
Messages
9,388
Country
ca-britishcolumbia
Fern, 2.2.03 is the latest general release. A development release offering P3Dv3 compatibility is also available.

SAMM saves the static aircraft textures in appropriately named subfolders in the \texture folder of the scenery to which the static aircraft applies. This is necessary because aircraft texture names are not necessarily unique. The naming of the textures in liveries of the same aircraft is identical. Aircraft developers manage this situation by specifying the applicable texture folder name in the aircraft.cfg file. Scenery models do not offer similar flexibility

However, if you are sure that there will be no name overlap, you can specify that static aircraft textures be saved to the main texture folder by checking the "Save textures to main texture folder" box on the Make Object Library dialog. But this means you will never be able to display a single aircraft inn two liveries in the same scenery.

Don
 
Messages
604
Country
ca-britishcolumbia
But this means you will never be able to display a single aircraft inn two liveries in the same scenery.

Not using SAMM, which is why I use ModelConverterX which allows you to rename/replace textures so you can avoid the duplication problem.
 
Messages
537
Country
canada
Hi, Fellows

Thanks for the prompt replies. The "Save textures to main texture folder" trick didn't work, unfortunately. Besides, that box should be in the main box, not in the Libraries box, which many people don't use (I never use them). But it didn't work anyway; SAMM still placed the textures in a separate folder inside the Textures folder. I can live with it, and in some cases I might. I have the feeling that I'll go back to Arno's Model Converter X. SAMM is very fast, and it requires no editing but, on the oher hand, I couldn't find a way of deleting the pilot.

Thanks, everyone.

Fern
 

gadgets

Resource contributor
Messages
9,388
Country
ca-britishcolumbia
The "Save textures to main texture folder" trick didn't work; SAMM still placed the textures in a separate folder inside the Textures folder.
I've just confirmed that. Apparently, somewhere along the way this feature has been broken - and will be fixed.

that box should be in the main box, not in the Libraries box, which many people don't use (I never use them).
No, that feature is only applicable when the library is being generated. Obviously, there are different ways it could have been implemented. That feature was an afterthought once the .mdl design was finalized.

I couldn't find a way of deleting the pilot.
Neither could I, which is why the pilot is still there in many cases.

Don
 

gadgets

Resource contributor
Messages
9,388
Country
ca-britishcolumbia
I have just uploaded SAMM Development Release 2.2.03(e) to http://stuff4fs.com. As reported, the "Save textures to main texture folder" checkbox on the Make Object Library dialog was inoperative (and, apparently, has been for over 3 years) due to an oversight in the creation of SAMM Version 2. It is now fixed.

Fern, if you use the Texture subfolder in the applicable folder in SAMM's Libraries folder when using this feature, I think you'll find pretty much what you want.

Don
 
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