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Hello-
I am attempting to build my first scenery project for P3D v4. I am an architect, so have a pretty good working knowledge of Autocad, 3ds Max, Revit and Photoshop (have been using them since the 80s). Granted 3DS has been used for static architectural visualisation, and Photoshop mainly for photo editing, 2D presentation work, with some post production work for the 3DS renderings. I have read most of the current SDK, ADE manual, completed several tutorials already related to creating low poly buildings, and have used ADE for placing existing library objects, editing default airport surfaces, markings,etc, and creating custom ground polys. I am maybe trying to cover too much too fast (likely actually), but would like to get some input regarding workflow, after trying several different methods of development. My frustration at this point has been finding tutorials relevant to tools in relatively current versions of software mentioned above (ACAD, 3DS & Revit 2014, Photoshop 2018), best primitives for creating objects for best processor handling by P3D / FSX, and mainly the conversion process getting a 3DS Max scenery object with related textures into P3D compatible files. I have the P3D plugins / tool for 3DS Max 2014 from the SDK, and several freeware conversion tools. I have pretty extensive experience with working with the PC and software, so not a novice there... but have had major difficulty getting these 3rd party utilities to work correctly. It seems every direction I turn I hit a road block preventing moving to the next step, and can't find where I am misunderstanding instructions for these tasks. Did the Oilrig tutorial that comes with Max, but could not get the command line XtoMDL converter to work.... reported model errors.
I have spent the last week trying to convert my first custom building to .X, convert textures to P3D compatible format (DDS), and importing the buidling using the SDK tools and or ADE. I built a simple cube lighthouse object consisting of walls (initially constructed as extruded polylines or 3dfaces in ACAD)) painted with alternating diagonal b&w stripes, a door, metal railing, concrete foundation and a pedestal light object. Pretty basic, right? Textures only consist of a matte black paint, a matte white paint, and the concrete. There are no animations or transparency objects. Separately, I tried an option using a single real world size decal for the B&W painted walls created in Photoshop, in lieu of using separate paint color texture maps, and reduced the number of wall polys from 30 to 5.
So, I built the model in ACAD and Max as described above, ran the Export & LOD tool's "Verify" feature and received the following errors:
- Broken GUID or Friendly Name > This X file has no GUID or friendly name. ... MAX FriendlyName=<filename; .X GUID=undefined. This files friendly name does not match the filename! ...
I can't find how to give a friendly name to the .X file. Did I miss a step? I see you can retrieve a GUID from the .X to assign to the .MAX file in the file properties dialog
box of the Export & LOD menu, but not the other way around. Does this matter, since the X file is converted to a MDL or BGL anyway?
- Multiple root nodes > Lists all of my layer / object names in the model...
Can't find anything addressing this issue, or what causes it. Anything on this topic I find on the internet is related to animated / IK / Bones character objects.
- Open edges (non-manifold geometry) > Concrete, Rails.
It seems this refers to any object that was constructed with 3dfaces in ACAD or polygon faces without a capped end. Since this is intentional, I ignored. I had removed the polygon on the bottom of the concrete slab that would never be visible, and for railings I have a simple plane with no thickness, which renders 2-sided. Thought I would try this in lieu of a tube primitive or extrusion to reduce number of polygons. This object is small, and viewed from only from the air. Thought I would try and see if looks ok, and save over 100 polygons.
There were a few more errors, but figured them out using Google searches... the methodologies were not flagged as issues in any tutorials or SDK, but understand how to change to eliminate the error reported. Model imported and placed using ADE, but the scale was way too large and had to scale to 0.035 to be correct size. I did get a warning that the model was in US imperial units (feet & fractional inches) and P3d uses metric, and asked to confirm model is proper size. I made the MDL anyway, and only got the apparently typical "Crashtree - No Granularity Specified" message after the MDL file is created using XtoMDL. I added the MDL to the ADE Models library, and placed the object in scenery using ADE with no reported errors. The top / plan view of the placed object looks correct. Received no errors, compiled to BGL, saved textures and BGL to an addon scenery folder, activated in the P3D scenery library, and as a check, confirmed the viewed MDL displays objects correctly in the ModelConvertX preview window. Finally, opened P3D and the object does not display in the location where placed. So now at a total loss... Based on my understanding of the ADE instructions for inserting MDLs directly into the scenery, the separate addon scenery step may be unnecessary/ redundant. Tried both ways with not results. Checked scenery complexity setting for new object in ADE, and is set to Normal. Changing setting in the sim to highest setting has no effect. For the textures, I used the Prepare3d material template for all 3 materials and had already created the bitmaps as DDS from JPG images.
I have several more models built, but do not want to spend any additional time on their development until I can get this process correct for a simple object. Any assistance or direction to tutorials is appreciated. I know this description covers a broad range of operations, so determining where the process has specifically broken may not be possible based on the info given. Should I first try just bringing in a cube that I built in Max with a default grey texture to see if I am misunderstanding the instructions in the P3D SDK? I know there are certain object naming and material creation requirements defined in the aircraft modeling SDK, but did not see any of the same limitations stated in the other SDK sections for scenery objects such as buildings.
EDIT: OOPS... Forgot to mention that I did get an error from ADE when compiling stating: Could not find part of the path'E:\P3D Addons\Airport Design Editor\P34\XML\<MDL filename>.xml. Is there a required xml, if the object is placed as a MDL by direct insertion at the location, and complied into the airport BGL by ADE?
I am attempting to build my first scenery project for P3D v4. I am an architect, so have a pretty good working knowledge of Autocad, 3ds Max, Revit and Photoshop (have been using them since the 80s). Granted 3DS has been used for static architectural visualisation, and Photoshop mainly for photo editing, 2D presentation work, with some post production work for the 3DS renderings. I have read most of the current SDK, ADE manual, completed several tutorials already related to creating low poly buildings, and have used ADE for placing existing library objects, editing default airport surfaces, markings,etc, and creating custom ground polys. I am maybe trying to cover too much too fast (likely actually), but would like to get some input regarding workflow, after trying several different methods of development. My frustration at this point has been finding tutorials relevant to tools in relatively current versions of software mentioned above (ACAD, 3DS & Revit 2014, Photoshop 2018), best primitives for creating objects for best processor handling by P3D / FSX, and mainly the conversion process getting a 3DS Max scenery object with related textures into P3D compatible files. I have the P3D plugins / tool for 3DS Max 2014 from the SDK, and several freeware conversion tools. I have pretty extensive experience with working with the PC and software, so not a novice there... but have had major difficulty getting these 3rd party utilities to work correctly. It seems every direction I turn I hit a road block preventing moving to the next step, and can't find where I am misunderstanding instructions for these tasks. Did the Oilrig tutorial that comes with Max, but could not get the command line XtoMDL converter to work.... reported model errors.
I have spent the last week trying to convert my first custom building to .X, convert textures to P3D compatible format (DDS), and importing the buidling using the SDK tools and or ADE. I built a simple cube lighthouse object consisting of walls (initially constructed as extruded polylines or 3dfaces in ACAD)) painted with alternating diagonal b&w stripes, a door, metal railing, concrete foundation and a pedestal light object. Pretty basic, right? Textures only consist of a matte black paint, a matte white paint, and the concrete. There are no animations or transparency objects. Separately, I tried an option using a single real world size decal for the B&W painted walls created in Photoshop, in lieu of using separate paint color texture maps, and reduced the number of wall polys from 30 to 5.
So, I built the model in ACAD and Max as described above, ran the Export & LOD tool's "Verify" feature and received the following errors:
- Broken GUID or Friendly Name > This X file has no GUID or friendly name. ... MAX FriendlyName=<filename; .X GUID=undefined. This files friendly name does not match the filename! ...
I can't find how to give a friendly name to the .X file. Did I miss a step? I see you can retrieve a GUID from the .X to assign to the .MAX file in the file properties dialog
box of the Export & LOD menu, but not the other way around. Does this matter, since the X file is converted to a MDL or BGL anyway?
- Multiple root nodes > Lists all of my layer / object names in the model...
Can't find anything addressing this issue, or what causes it. Anything on this topic I find on the internet is related to animated / IK / Bones character objects.
- Open edges (non-manifold geometry) > Concrete, Rails.
It seems this refers to any object that was constructed with 3dfaces in ACAD or polygon faces without a capped end. Since this is intentional, I ignored. I had removed the polygon on the bottom of the concrete slab that would never be visible, and for railings I have a simple plane with no thickness, which renders 2-sided. Thought I would try this in lieu of a tube primitive or extrusion to reduce number of polygons. This object is small, and viewed from only from the air. Thought I would try and see if looks ok, and save over 100 polygons.
There were a few more errors, but figured them out using Google searches... the methodologies were not flagged as issues in any tutorials or SDK, but understand how to change to eliminate the error reported. Model imported and placed using ADE, but the scale was way too large and had to scale to 0.035 to be correct size. I did get a warning that the model was in US imperial units (feet & fractional inches) and P3d uses metric, and asked to confirm model is proper size. I made the MDL anyway, and only got the apparently typical "Crashtree - No Granularity Specified" message after the MDL file is created using XtoMDL. I added the MDL to the ADE Models library, and placed the object in scenery using ADE with no reported errors. The top / plan view of the placed object looks correct. Received no errors, compiled to BGL, saved textures and BGL to an addon scenery folder, activated in the P3D scenery library, and as a check, confirmed the viewed MDL displays objects correctly in the ModelConvertX preview window. Finally, opened P3D and the object does not display in the location where placed. So now at a total loss... Based on my understanding of the ADE instructions for inserting MDLs directly into the scenery, the separate addon scenery step may be unnecessary/ redundant. Tried both ways with not results. Checked scenery complexity setting for new object in ADE, and is set to Normal. Changing setting in the sim to highest setting has no effect. For the textures, I used the Prepare3d material template for all 3 materials and had already created the bitmaps as DDS from JPG images.
I have several more models built, but do not want to spend any additional time on their development until I can get this process correct for a simple object. Any assistance or direction to tutorials is appreciated. I know this description covers a broad range of operations, so determining where the process has specifically broken may not be possible based on the info given. Should I first try just bringing in a cube that I built in Max with a default grey texture to see if I am misunderstanding the instructions in the P3D SDK? I know there are certain object naming and material creation requirements defined in the aircraft modeling SDK, but did not see any of the same limitations stated in the other SDK sections for scenery objects such as buildings.
EDIT: OOPS... Forgot to mention that I did get an error from ADE when compiling stating: Could not find part of the path'E:\P3D Addons\Airport Design Editor\P34\XML\<MDL filename>.xml. Is there a required xml, if the object is placed as a MDL by direct insertion at the location, and complied into the airport BGL by ADE?
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