• Which the release of FS2020 we see an explosition of activity on the forun and of course we are very happy to see this. But having all questions about FS2020 in one forum becomes a bit messy. So therefore we would like to ask you all to use the following guidelines when posting your questions:

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Search results

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    P3D v5 FS9 aircraft conversion need help with vc and shadows

    Don't forget that P3D V4 and upwards doesn't support the older gau type gauges, only the newer XML (and LUA based) gauges. Gavin
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    MCX Creating LOD's - missing wheels

    Why are you removing the first LOD? The point of LODs is to reduce the complexity of models when you are further away from them to improve performance. You still need the original LOD. As for figuring out why the wheels are deleted go into the hierarchy editor and see where in the hierarchy the...
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    MCX Creating LOD's - missing wheels

    The animations are all under the LOD you deleted, so when you deleted that LOD you deleted the animations as well. Gavin
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    FSX:SE Help Please with prop animation

    You should also know that you don't need nearly as many LODs in FSX/P3D as you traditionally did in FS9. When you first pull the FS9 model into MCX you can go into the LOD tool and delete most of the LODS. Keep the highest and the lowest and optionally keep 1 LOD that is midway between the 2...
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    Need XML Advice (again)

    Thanks Tom I figured it out (finally had the sense to look at some FSX native aircraft with similar animations). Using the XML editor in MCX and replacing the final dgrd (the one just before </Code> ) with 360 / 100 * restores the animation. Gavin
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    Need XML Advice (again)

    Hi, I extracted the part and re-animated it in FSDS (ancient I know but I can work with it). I gave it 5 keyframes at 0, 90, 180, 270 and 360 degree rotations and named the animation anemometer. I then compiled the part and attached it back to the model. Thats when I discovered that although I...
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    Need XML Advice (again)

    Hi, thanks for the suggestion. In MCX the animation has 5 keyframes 0 - 0, 0, 0, 1 25 - 0, 0, 0.707,0.707 50 - 0, 0, 1, 0 75 - 0, 0, 0.707, -0.707 100 - 0, 0, 0, -1 So it looks to me like it is splitting into 4 90 degree rotations. I have tried setting the animation to anemometer with no...
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    Need XML Advice (again)

    Hi, I have run into a number of FS9 models that have an animation I have been unable to get working correctly in P3D (or FSX). This is the animation for things that rotate based on air flowing over them. The animation works fine on the FS9 model but on the converted model the animation will...
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    P3D v5 Small conversion - big problem

    Awesome Arno, thanks for this - I've been fighting these transformation issues on AI conversions for years. Didn't report it as a bug because I (wrongly apparently) assumed it was a "feature" of effects that were attached to model parts. Gavin
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    P3D v5 Small conversion - big problem

    Arno, I have seen similar issues to what kanoasurf is reporting when I try to manipulate the rotation values of effects that are attached to model parts. I have usually managed to get the results I want by trial and error. Try changing the rotation values on the landing lights on this model and...
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    Converting FS9 models to FSX using MCX

    Mark, some time ago I wrote a draft manual on converting FS9 AI to FSX. A lot of the instructions (especially around animations) have been superceded by features that Arno has added into MCX but if you are interested it is available over at AIG...
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    FS2004 aircraft not showing

    Arno, don't know if this helps but I have the latest 1.5 release (just downloaded and installed) and I can import the default FS9 models without any issue. Teapot or no teapot. Gavin
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    FSXA Where is the *.L texture in ModelconverterX?

    Please clarify - are you trying to convert the aig_b757-200_RR_fsx_steering model (which I was part of the team that converted to FSX) to FSX Acceleration or to MSFS. If the first (to FSX-A) it is already converted to FSX-A and works fine (there is no difference between FSX and FSX-A from an AI...
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    FSXA Where is the *.L texture in ModelconverterX?

    What is the model that you are working on?
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    FSXA Where is the *.L texture in ModelconverterX?

    When I talk about a "decal" for the lightsplash it is a separate model part of the specific area that is illuminated (ie if the tail has a logo light then there is an additional model part for the tail surfaces). This separate part has the light splash (via the _L texture map) and is turned on...
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    FSXA Where is the *.L texture in ModelconverterX?

    If this is an FSX AI model then that is "normal" behaviour. The light map (by the way it doesn't matter if the light map name has _L or _LS - you just need to make sure that the emissive texture field has the right file name) is always on. The way to get around this is to create "decals" (small...
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    Animation editor doesn't update

    Thanks Arno, Awesome service as usual. Gavin
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    Animation editor doesn't update

    Hi, I have noticed a minor issue with the latest release of MCX. The animation editor no longer updates the displayed animation when you assign a new animation. It assigns the animation because if you exit and reload animation editor the animation is updated but it isn't displaying the update in...
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    Adding mouse overs or click box to VC

    I'm working with Rob Barendregt to enhance the FSX conversion of the CWDT Hellcat that I released recently over at Sim Outhouse. He is trying to enhance the model by adding gun fire and external stores that can be seen during multi player sessions. Ideally we would like to have click spots on...
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    Getting Unhanded Exception error with zNear

    Thanks Arno - that is what I call service. Gavin
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