• 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:

    • Tag FS2020 specific questions with the MSFS2020 tag.
    • Questions about making 3D assets can be posted in the 3D asset design forum. Either post them in the subforum of the modelling tool you use or in the general forum if they are general.
    • Questions about aircraft design can be posted in the Aircraft design forum
    • Questions about airport design can be posted in the FS2020 airport design forum. Once airport development tools have been updated for FS2020 you can post tool speciifc questions in the subforums of those tools as well of course.
    • Questions about terrain design can be posted in the FS2020 terrain design forum.
    • Questions about SimConnect can be posted in the SimConnect forum.

    Any other question that is not specific to an aspect of development or tool can be posted in the General chat forum.

    By following these guidelines we make sure that the forums remain easy to read for everybody and also that the right people can find your post to answer it.

Search results

  1. fsxar177

    FSX 64K Polygon Material Limit wiped out!

    Just checking in; Anyone having rabid success using the method proposed? - Joseph
  2. fsxar177

    Lifting Body, Flapjack II

    Well that's certainly interesting .. And different! Nice spin-off. Solar? - Joseph
  3. fsxar177

    .x File Compilation so slow. Why?

    Thank-you for the valuable input gentleman. And Paul, for doing those tests. Really helps in understanding this all. Above Paul has a model with 176k+ tris. The Basic test-platform that I'm experimenting with is about 60k tris with similar tri to vert/face ratio. With a resulting .x file of...
  4. fsxar177

    .x File Compilation so slow. Why?

    There isn't any offending object. I can create a new scene from scratch, add a simple mesh, subdivide to simulate some detail, and export. Same problem persists. We're not talking about giant exports either, file-sizes of 8-20mb. Paul, when you're exporting mesh from 3ds max, how much faster...
  5. fsxar177

    .x File Compilation so slow. Why?

    Thanks Paul. I did test through another independent source and he had the same results as me. So You're right, it must not be a system thing. I guess the biggest reason why I'm confused at all is that it would be much a different scenario, if I was exporting via .x for direct x, or Collada, or...
  6. fsxar177

    .x File Compilation so slow. Why?

    Thanks. Could be? Not really sure what my next step would be. I was considering one possible reason. My SDK / modeldef.xml is on my sim drive. But I operate Blender on my windows drive. Both drives are healthy. But I wonder if there's a hiccup someplace in between?
  7. fsxar177

    .x File Compilation so slow. Why?

    Okay, so I tried those same 4 objects with one material. Still, a quick 1 min 10 second compile. So the speed-up is directly related to breaking that 1 object into four chunks. If I merge those all back together as one object, and change nothing else. The compile is nearly 6 minutes.
  8. fsxar177

    .x File Compilation so slow. Why?

    Will try that as well Tom. But this problem is completely un-related to the 65k FSX xtomdl material limit. In this discussion I'm strictly de-bugging the compile of the .x file. Unless the .x file is known to 'hang' when there's a material present with "close to" the fsx limit. That...
  9. fsxar177

    .x File Compilation so slow. Why?

    Latest tests indicate the following: If 1 object/material is exported, let's say around 60k triangles the export to .x file is approx 5-6 minutes. If I divide that same exact object into four objects, with four materials. And export them all at once, the export to .x file is just over 1...
  10. fsxar177

    .x File Compilation so slow. Why?

    No, I have not. Using the latest scripts of both the fsx, and the p3d toolsets.
  11. fsxar177

    .x File Compilation so slow. Why?

    Thanks for the logical answers guys. Unfortunately I've already done all of the above. The findings we are having at the moment, are that the mathematical geometry of the object has a significant role in the fsx/p3d x.file export times. Not just the polycount. For example a 30k poly cube will...
  12. fsxar177

    .x File Compilation so slow. Why?

    Thank-you Daan. I guess my suspicions are well founded then. I'm going to keep looking into it. I'm sure there's a fix. I did try doing some test with append, and even a new scene with new, similar objects. No better results. More digging ... - Joseph
  13. fsxar177

    .x File Compilation so slow. Why?

    Heretic; Right now a model with about 70 triangles and zero animations, with one material, takes 5-7 minutes. A full exterior model at around 280,000 triangles, and zero animations, is taking around 3 hours. I've exported up at around 600,000 tris with animations. But forget keeping track of...
  14. fsxar177

    Airplane DAMAGE CRASH 3D model

    Been following. You weren't right. Eric was. The guys at LM don't know any different. But none of that is really relevant. What's more disconcerting is that it really matters that much to you? It's a Flight Simulator. Mostly used for entertainment. Why would we want to crash stuff? I can...
  15. fsxar177

    .x File Compilation so slow. Why?

    Naturally I've been doing the same for the last couple years. It's when I'm trying to export one part to check things over, and have enough time to run to the grocery store for a gallon of milk in-between! I guess that's what's bugging me! - Joseph
  16. fsxar177

    .x File Compilation so slow. Why?

    Good evening gents. I'm to that stage in my current model where .x export is taking a good while. (Into the hours). I'm using Blender 2.78 with the latest versions of both fsx and p3d toolsets. Currently manually doing the conversion of the .x with xtomdl, and that's not a problem. It's the...
  17. fsxar177

    Upgraded PC, more VAS OoM CTDs...

    For one thing, lock fps at 30. No reason to ever have more. Secondly. In years of flying and developing, with most sliders maxed, ORBX, REX, add-on birds, and I've never had an OOM or VAS crash with either platform. And my system is a shade older than your old system. So probably time to...
  18. fsxar177

    Blender2FSX After Blender 2.75a Crash (CLOSED)

    Mods could we sticky this thread for ease of future access? Thanks!
  19. fsxar177

    Gmax1.2 Source Conversion to Blender

    An export to OBJ is probably the best. I would mind taking a look at a .obj export. I'm pretty familiar with manipulating many various formats in Blender. - Joseph
  20. fsxar177

    Bleder2FSXP3D Wish-list for Added Functions

    So here's my idea.. Following up on what Ronald said. One thing that I do think would be great, is to manually choose from within the toolset where to find and which modeldef.xml is used, and which xtomdl.exe is used. Just open dir, find and select those items. And eliminate the initialize...
Back
Top