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FSXA Airbus A350 XWB

I think I did, reading through the manual I don't see what I missed. However I found in the manual that "An object with no material is invisible in the sim and in combination with attachpoints may produce failure of the compiler (XToMdl.exe)."

However that's exactly what I did different from last time, I gave it a material. So last time I accidently only gave the material to one object (the engine suspension) and didn't notice untill the sim. So now I applied that material to all objects (by pressing L > materials) and now it seems it doesn't work anymore... perhaps remove the material and make a new one...?
 
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I was thinking of trying the following things...

- reinitialize the toolset (I figure it can't hurt)
- generate a new guid (although I can't imagine how that could cause the problem....)
 
And I might also try to reinstall the SDK... perhaps this mentioning on the wiki:

The exporter can't find the modeldef.xml or the XToMdl.exe. These have to be in the Modeling SDK\bin folder and Modeling SDK\3DSM7\plugins folder respectively. Don't move them away from there. It can also occur that your registry entry "SdkRootDir" points to an obsolete file (maybe after a failed/corrupted installation attempt of the SDK); in that case, clean your registry.

...occured...
 
Okay... still no luck... But I won't give up!
Could it be this happens because of a model error, because if I try exporting manually using ModelconverterX it makes a files or 0 bytes (I presumme it just can't wright anything, thus a error file (?))
 
Ok, for the purpose of this forum is in fact Showrooming, please put your questions in the Blender forum around here. We might have a detailed discussion there, to solve your problems.
My advice for now is: export every single object to find out where's the cause. And, check the info panel in the upper part in order to review the error messages.
 
Okay, I'm back on track with the development (because the last few days I was stuck due to my own fault).

However today I managed to export for the first time... Not great to see I guess (don't know if anyone wants to see the screenshots).
Kinda akward facts is that I modeled it the wrong way around, so currently it flies backwards... I'm guesssing I'll turn it a 180 degrees over the Z-axis before exporting in the final export... :)

Anyway, early but atleast she's inn her natural habitat (Toulouse) ;)
In slew mode because I forgot to set theight propperly so she would automatically sink thourgh the ground....

2015-5-23_14-37-21-789_zpskqkqaiaf.png
 
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So now that I tested that I'll continue the work on the Front Landing Gear and start work on the Left and Right Landing Gears... ;)
 
Always great to see a model in the sim for the first time, isn't it? :cool:

Ohh yeah! It's the best!
It also gives you a critical look at the whole thine. I for example noticed the gear is too long.. Dispite modelling it according to the blueprints... So that's one of the things I'll have to look in to... But it's so nice once it loads in the sim :)
 
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In Blender, Front is not Front but Back. You see? :D

I thus recommend to change the orientation of the entire model, not just rotate it 180 degs before export. Normally, in a drawing of the aircraft top view, the airplane is pointing upward. This is the orientation you'd use when working in Top view. The view Num 3 is in that case from the right, and naturally an aircraft is drawn from the left, so you'd go to Ctrl Num 3, which is left.
 
In Blender, Front is not Front but Back. You see? :D

Well I guess the 180 degree turn will do the magic, I only have to decide if I turn it now and rework the blueprints (basically turn it) or if I turn it once everything is done. But it'll work out both ways :)
 
Well I guess the 180 degree turn will do the magic, I only have to decide if I turn it now and rework the blueprints (basically turn it) or if I turn it once everything is done. But it'll work out both ways :)
Whoopie! I was too slow in editing my last post :D
 
LOL, the correspondence with Gmax and 3ds Max continues! This is because of Direct3D's orientation: if the X axis extends from left to right while Y is from bottom to top, then for Direct3D the Z axis points directly away from you while in Gmax/Max/Blender the Z axis points directly towards you instead. It's something we just get used to.
 
LOL, the correspondence with Gmax and 3ds Max continues! This is because of Direct3D's orientation: if the X axis extends from left to right while Y is from bottom to top, then for Direct3D the Z axis points directly away from you while in Gmax/Max/Blender the Z axis points directly towards you instead. It's something we just get used to.

So people who model with Gmax or 3DS max fly backwards the first time perhaps too?! ;)
 
If they follow the Gmax P-38 tutorial, they do!

Funny thing was it really took me a second before I noticed I was flying backwards... :) well I thing it was the most fun error I made :)

Anyway I'm going to see why the gear is not what it should be...
 
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