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Exporting, still not get it

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134
Country
sweden
Hey!

LONG VERSION & FRUSTRATION:
-------------------------------------
I use the P3D SDK and also tried the FSX SDK, but still don't get to export an object?

Back in fs2004 it was no problem, I've now used X-port to get a X-file which I can't open with ModelConverterX for some reason, so I've made it to a .mdl file for fs2004 -> bglcomp. This has worked for both ground polygons and buildings but hey, it's the fs2004 pack and even if I'm releasing for fs2004 as well I want to have the FSX / P3D SDK for the newer versions.

What I don't get is the GUID & Friendly name part. I click to get a unique GUID, I insert a friendly name, but when I press Validate it says I'm lacking both of the ones mentioned. I've googled, I've searched through this forum, I tried to understand the SDK, but I still can't understand what do to do, cause I'm clearly making some mistake?


Even if I export (with the problem of the GUID) and get a .X file that is for example 1,5 mb, when I then run it through XtoMdl I get a .mdl file that is 0 kb.

Am I supposed to enter the coordinates in the export tool? I've seen you can enter those in the ACE Tool, is that where I'm supposed to place the object from? Can I get a .XML file like in the good old days? And why does the ACE Tool ask me if I want to add the GUID from another .X file? I haven't even created one yet and there seem to be logic that I already have one?

And how come the Ace Tool keeps referring to everything as FSX when I installed the P3D SDK? It feels like it is not even the right SDK even if I double checked, dubble installed, repaired install.

SHORT VERSION:
-------------------
Can someone please step by step tell me how to export a simple box from 3Ds Max 2014 to show up in P3D using the P3D SDK?
 
Do you have a keyframe set about every 20 keyframes? (for a 100 keyframe part).

When you open the Animation Tool and click on the Summary bar at the bottom, do your animated parts have a line starting with ANIM: followed by the proper FS animation variable, and ending with the starting and ending keyframes?

Can you follow this tutorial and get a moving scenery object?

http://www.google.com/url?sa=t&rct=...3UZ76ysreWfvdBcd2hMGNsw&bvm=bv.84349003,d.eXY
 
Last edited:
Thanks for your reply, just to clearify I only want to export a model with textures, no animation .

I will have a look at the guide you attached
 
I can't help you with that, because I use GMAX and the FSX export is directly to an MDL file.
 
Can someone please step by step tell me how to export a simple box from 3Ds Max 2014 to show up in P3D using the P3D SDK?

Have you thought of reading the SDK? It's even available online. Look at the section Prepar3D SDK/ Modeling SDK/ Using the Modeling Tools.
 
First, make sure you have a Friendly Name and GUID setup for your block. Open Aces tools / Export and LOD tools, and click on the File Properties tab. Create a new GUID and give it a Name via Edit button.

To export.......

I select the box in the scene (or parts).
I go to the Max symbol, top left of tool bar, click it
I scroll down to Export / Export selected (important if its a large project with parts that will not be exported)
A new menu pops up
I name the project to be exported
I select 'Export as ESP' (FSX format)
I select destination.
Click OK
Another screen of export settings appears. You should only have to select 'Export Animations' (always). This will be a 'Xanim' file (x animations).
Another screen might appear about materials if you have any that are not pure FSX materials. It will say 'do you want to export these as FSX materials?' Say yes.

The screen will blink, export is done. Save scene. Hide 3DS Max.

You should now have and X and an Xanim file set on your desktop (or where ever you export to).

Next is what I do, different from others.

I have a folder shortcut on my desktop going to the 'Plugins Folder' of the version of P3D 'Max' that I have. I drop the two X files onto that shortcut to Plugins. The files go there. I click on the shortcut and there, I click on a custom BAT file I have made. The BAT file processes the X file(s). A MDL file is produced. I copy/paste the MDL file into the 'Model' folder of the custom plane folder set I am making.

So, to go back a few steps, you will need a place to test your box. You can copy clone a new plane folder from an existing one, then change out the Aircraft.cfg and AIR files (rename them, change the Registries to have just one (instead of several paint schemes) and name the new plane 'box' ). Make sure the box 'model' name is also in the 'model.cfg' file in the model folder. Use Notepad to edit 'cfg' files, such as aircraft.cfg and model.cfg.

The BAT file I use works on 'my' folder system on 'my' computer. Its not universal. So if you use a BAT file to compile your X files, you need to change this BAT data to what you need. Below is the BAT file data. Copy it into Notepad, save as a TXT. Rename the file from a txt to a BAT. DO not click on it till you need it. Change the data in the BAT when its a txt. To edit it, rename back from BAT to TXT, edit, then back to BAT name again.


BAT data;..... copy below ///////////////////////

rem Move this file to Local Disk\Lockheed Martin\Prepar3D v2 SDK 2.0.8547.0\Modeling SDK\3DSM2014_x64\Plugins\
rem Move LJ.x and LJ.xanim to same location.
rem Execute this file.

XtoMdl /XANIM /DICT:..\..\bin\modeldef.xml LJ.x > LJ.log

XtoMdl /XANIM /DICT:..\..\bin\modeldef.xml LJ_Interior.x > LJ_Interior.log

pause

/////////////////////////////////////end copy

Note that my project is called LJ and also LJ_Interior. Change that to box (if you like) instead of LJ. Perhaps name the exporter BAT something like box.BAT. Next, you need the EXACT addresses for those files and locations, like the Plugins. If you do not have any of that correct, it will not work, so be prepared to redo that about 10 times till it works right. You might be able to copy/paste the location of your Plugins from the address bar in Windows Explorer.



Thats how I export.


In the old days, we just made a copy of the Cessna 172 and renamed everything in it to our new project, then started making changes. Use a template of a stock plane and make it your 'test' center, renaming everything in it.


Its not just about exporting the file from Max, unfortunately. There is a lot to it, where to put it, setting up a home for it in FSX / P3D so you can see it in the sim, etc, etc.


ainwvowiern.JPG


EDIT: The above is mostly about exporting from Max. How you create a 'scenery' object, I have 'no idea'. :S Read up on that in the SDK.
 
I have a related question. When I have assigned a GUID to a GMAX file with the FSX FS Tools, how do I see that GUID number? Clicking the Assign New GUID only says that a GUID has already been assigned, and then displays the current Friendly Name.

Thanks,
 
Tom, in Gmax go to File > File Properies > Custom > Guid (click) and it gets displayed.

MCX on the compiled mdl would also list it somewhere, I think.
 
Thanks! I looked in File Properties, but missed the Custom tab.

Having used GMAX for so many years, you'd think I'd be used to looking for tabs...
 
Thanks for your guides! I will give it a go next week when I'm back home. Really appriciete it!
 
Yes now it works! Thanks for a really great guide, Lionheart. The error I made earlier was simply enough that I chose export through the LOD Tool, which didnt work out as I hoped. Now as I've given the file a GUID and then export as you said it works fine.
Thanks again, I know all is in the SDK but I simply don't always understand it and just by making a small missassumption nothing seems to work, so thanks for putting it down in other words and the .bat idea was great.
Thanks
 
The LOD Tool has never worked properly for exporting aircraft. It sometimes works for scenery though.
 
Yes now it works! Thanks for a really great guide, Lionheart. The error I made earlier was simply enough that I chose export through the LOD Tool, which didnt work out as I hoped. Now as I've given the file a GUID and then export as you said it works fine.
Thanks again, I know all is in the SDK but I simply don't always understand it and just by making a small missassumption nothing seems to work, so thanks for putting it down in other words and the .bat idea was great.
Thanks

Happens to me too. Technical data can sometimes fly right over my head and I need someone to simply put it in laymans terms (simple language) to understand it.

Glad you got it working! Welcome to a new addiction. You will have fun seeing your work in a virtual world environment.
 
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