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Error Message when Exporting a bgl in Gmax

Messages
1,268
I don't understand why I'm getting the message:

MakeMDL was not found, or failed to convert the model specified in C:\Admin\Desktop\Plum Island Project\base concrete to a .MDL file. Check your system path to ensure MakeMDL is on it.

Everything was working just fine until now. The path to where I'm sending the bgl has the MakeMDL.exe so there should be no problem finding it. When I export, I go to File, Export, set the path for the file, type in a name for the bgl file and click Save. The MakeBGL opens. I fill in all the required information, uncheck 'Crash' and 'Check Keep' Files in Options. Then I click 'Start.' That's when I get the message. The period in Language Settings is already set to period. Everything was working just fine so what am I doing wrong? I did get an error log and is shown below:

Running model

Start! (C:\Users\Admin\Desktop\Plum Island Project\Plum Island Airport)
Loading X C:\Users\Admin\Desktop\Plum Island Project\Plum Island Airport...
Processing...
Model units are 2.00 units/meter
Sorting by Material...
Optimize Parts...
Welding...
Generate BGL...
Done!
Assembling: C:\Users\Admin\Desktop\Plum Island Project\Plum Island Airport.azm
C:\Users\Admin\Desktop\Plum Island Project\Plum Island Airport_0.asm(29) : error A2008: syntax error : Island
C:\Users\Admin\Desktop\Plum Island Project\Plum Island Airport_0.asm(48) : error A2008: syntax error : Island
Error!

Ken.
 
Try removing any spaces in the names in your path?

Thanks so much Tom. That seems to have solved the problem. I guess when I leave spaces, it throws that message. Is that because there's a format that it follows, or one should follow, in order to export the files? If so, what are they so that I'll remember those things. It seems that I recall reading something in the document relating to that.

Ken.
 
No symbols are allowed in the path, other than the dash and the underline. Also, the file name cannot start with a number. No spaces allowed. This is a limitation in the make MDL program.
 
No symbols are allowed in the path, other than the dash and the underline. Also, the file name cannot start with a number. No spaces allowed. This is a limitation in the make MDL program.

Thanks Tom. I'll make a note of these things so that I'll remember.

Ken.
 
Hi Tom,

I'm not sure if I should just continue here or make another post. I guess I'll just continue here. I've ready exported the base runway layer and now I'm working on the runway markings, which will be at a higher layer. But when I apply my runway markings to the model and export them, my textures are not aligned for some reason in the sim or when I view them in MCX. I must be doing something wrong? I have the markings perfectly aligned in Gmax when I use the UnwrapUVW as you can see below:


alignment 2.jpg


After exporting the selected textures, only the runway numbers and piano keys are selected and not the base runway, I open MCX and check my work and this is what it looks like in MCX, including in the sim:


alignment 1.jpg



I don't understand why they're misaligned when they're perfectly aligned in Gmax.

Another thing that I've noticed is that in the Edit UVWs window, the image is shifted:


Alignment_3.jpg



Notice the red arrows that shows a portion of the image from the right side is also on the left side. I don't understand why there is a shift here and it's not in the original texture.

Ken.
 
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What’s the exact format of your texture?

It's a 24 bit, 1024x1024 bmp file. I copied the texture from Bill's Womack tutorial. I think that's what you're asking for. I even tried other texture files I've used in the past and they would be out of alignment. I get it perfectly aligned using UnwrapUVW but it's totally different in MCX and as shown above. I'm thinking that I'm not doing it correctly and maybe I should explain my steps:

1. I draw my runway 642x15 meters and applied the texture. This is the first layer.
2. For the second layer, I draw my marking, enter the dimensions, and apply the texture in Gmax. I already have my runway but I just draw another Plane box on top of that, indicating the markings. When I apply the texture, I use the Material Editor. First I select the Plane Box I want to texture, I click New, Standard, and OK. Then I click Maps, click the None button across from Diffuse Color, double click Bitmap, select my texture, and click Open. Then I click Apply and click the blue/white checkerboard button, which is Show Maps. I don't know if I'm in the right mode but I'm in Editable Mesh. Then I click the drop down button and select UnwrapUVW, and click Edit. The Edit UVWs window opens and this is where I align the markers. I've mentioned earlier that the base runway looked okay. But After a careful look, I've noticed the shift as well. I think the correct word I should use is OFFSET, not alignment. When I apply the texture, the image is offset. Is it supposed to be offset and will that cause the problem seen in MCX? By the way, do I need to click the Update Map button in the Edit UVWs window?

Ken.
 
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I have never seen a 24 bit BMP be offset like that. So I do not know what’s going on. Have you loaded that texture into a program like DXTBMP to see if it really is a 24 bit image?
 
I have never seen a 24 bit BMP be offset like that. So I do not know what’s going on. Have you loaded that texture into a program like DXTBMP to see if it really is a 24 bit image?

No. I'm sure it's a 24 bit because I exported it as a 24 bit from Gimp. When I checked the properties, it says 24 bit. Another reason I'm sure is because Gmax does not support 32 bit bmp textures and you will get an error if you try to import a 32 bit bmp texture. I've googled this problem and still haven't found a solution. The searches just talks about coordinates but all I'm doing is selecting a texture and applying it. I can't see how that would cause my image to be offset like that. I've tried everything I can think of. Is there anyone that knows Gmax and what's going on? I hope I can get some help and get this resolved.

Ken.
 
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