Hi Tom,
2. I have two model folders for this plane, model and model.fsx, both in the FS2004 Aircraft folder. This makes it easier to convert since I'm not bouncing back and forth between FS2004 and FSX. I convert the FSX model in the model.fsx folder to FS9 format and that goes into the model folder. I have both model versions in the aircraft.cfg file so I can load the exterior and interior models. I started with identical FSX exterior and interior models in each folder. In this case I am finding it difficult to distinguish between the models in the two folders. I cannot find the model folder name displayed anywhere in MCX, nor the MDL filename. Only the model's FS name is displayed in the title bar, ELEC_01, which is the same for both models. I had to remove the unneeded interior model from the model folder (FS9 format) so I could tell the difference (now one has no Internal choice in the drop down box). Thus more information on the locations and name of these MDL files would be helpful. I also don't know what sim format each MDL file has.
The title bar indeed only shows the filename, maybe I should show the full path there.
As for the MDL version, once loaded into MCX it does not really matter anymore if it is from a FS2004 or FSX MDL file, they are loaded into the same internal representation. If you look at the event log you can see which loader was used to load it (MdlXReader or Mdl9Reader).
3. I tried exporting the plane to FS9, but MCX tells me the plane is too large. The error message says that it is "LOD 100", but both the interior and exterior models are LOD 100, so I don't know which model (or both) are over the limit. I happen to know in this case it's the VC model from my earlier work, but I wouldn't know this for a different plane.
Let me check, it might be the vertex complexity check does not work correctly when internal and external model have the same LOD. Since they end up in two X files they each have the 64k limit and it might be that now MCX checks it combined.
4. So I chose the interior model of the FSX version from the drop down box, opened the Hierarchy Editor, and started searching for parts I could remove. Using the down arrow key to scroll through them is much faster than using the mouse, BTW. I found the first one, the right wing. I clicked the Remove button, and then started looking for my next part. Wait a minute, the display has changed? I then realized that MCX had switched to the External model! It would be nice if when you click the Remove button MCX would keep the display in the current model.
I'll check, I guess on reloading the updated model it reset to external, but I agree it would be better to stay at the representation you had.
5. When displaying the Interior model, the Hierarchy Editor displays lots of parts (all?) from the Exterior model and visa versa. This caused confusion for me. I think it would be better if the editor filtered parts only for the model chosen in the drop down box. When I try to search for Internal to limit the display to the VC model, I get no results.
Did you check the only show active representation checkbox at the top of the hierarchy editor? When that is checked it will onlly show internal in that case (and searching only applies to that as well).
6. The same things happen if I click the Remove button in the Attached Objects Editor - the External model is now displayed. It also appears that the Attached Objects may be listed from both the Exterior and Interior models at the same time? Again, a filtered display of attached objects from each model would be preferable.
The attached object editor does not have filtering like the hierarchy editor indeed. Actually, are you expecting the internal model to have attached lights and such as well?
7. While removing parts from the VC I still got the "too large for FS9" error when I had removed FAR more parts than I needed to to export the VC model alone. Back then, I was able to keep the left wing, engines, and props and it would compile just fine, but after removing all of those I now get the too large error. I thought that each LOD (including exterior/interior models) had their own independent size limit? I tried removing all of the animated parts, and then also all the small details and MCX never let me compile.
Like I mentioned above, I think MCX might now combine the internal and external model when they have the same LOD for the limit. That is indeed not how it should be.
1. When switching between models using the green arrows, the livery doesn't change to the first one listed in the new Livery drop down box. It remains the original model's livery. The Reload Textures button does load the correct livery, however.
OK, I'll check.
3. The mapping of the VC gauges still appears to be upside down.
That bug is still on the list of things to check indeed.
4. None of the 3D mouse controlled objects will move or display a tooltip. The 2D gauges projected onto the VC panel have working mouse control and tooltips (even if the gauges are upside down).
I haven't spend a lot of time on the mouse rectangles, I am expecting that I need to fix a few things to make them work. That is also on the todo list already.
5. The exterior animations appear to have the same issues as I posted above, except the control surfaces appear to animate correctly. All visibility conditions seem fine. I forgot to check the prop blades.
The issue with the prop blades you reported before is still on the list of things to check as well, so that should still be "wrong".
6. The cockpit windows are not transparent. Using Set Default Transparent on the FSX model before export does not change that.
After loading the FSX model they are not shown transparent already? Normally that should be set in the FSX MDL file.
7. In addition to the doors posted above, the landing gear is now transparent when viewed through the blurred props. Setting the diffuse alpha to 50 (50,255,255,255) before conversion does not change this.
Yes, I have started working on making sure the part with a transparent texture get a diffuse color alpha as well so that MakeMDL can sort them correctly. That seems to be working and the fix will be in the next release.
8. When I load the converted FS9 model and try to export it again, I get the "too many vertices" error and cannot recompile. This keeps me from trying to fix the transparencies listed above using the FS9 model.
Must be the same issue as above. I guess I was lucky that the FS2004 DC-6 is below that limit, as I tested most with that model.