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FS2004 aircraft mdl export

Hi Tom,

I'm pushing a new development release now, so it should be online somewhere in the next 30 minutes or so. It contains the following fixes:

  • Fixed issue with parts from wrong representation being exported.
  • Diffuse alpha color value is no longer based on texture alpha channel to prevent parts becoming too transparent.
  • When reading model from cfg file the title shows the MDL path now.
I have started looking at some of the other issues you reported, but while testing them I encountered that I needed the mouse rectangles in the VC, so I have started working on their export first.
 
Hi Tom,

When I had this problem converting planes using previous versions of MCX it did not happen with all planes, only some of them. The DC-6B was one of the problem planes.
OK, like I said I tried with the DC-6 here, but it is working fine. I'll see if I can do some more testing.
They each have the correct engine number in the tag.
OK, I have not yet been able to reproduce the issue. But to test it properly I first need to make sure the VC works in the model I export, so that I can move the prop pitch lever.
No, this is the c_tire animation.
This is the c_wheel animation.
Ah, so I mixed it up. So c_tire is not working, and c_wheel is not having the right travel.
 
Just want to chime in and say thank you so much for working so hard on getting MCX to export aircraft mdl files. It's really got me inspired to re-examine my FS9 AI Boeing 707 project again. If only there were a clean way to export a .x directly from blender like with the Blender2FSX add-ons, but for FS9. I have not yet read this whole thread but I have seen it mentioned a few times that there is conversion from an FSX model to FS9. Could I possibly use Blender2FSX, export a model, and then convert it to FS9?

As stated in other threads I'm really reluctant to learn GMAX and it's clunky interface so I'm hopeful this will provide the workaround I've wanted for so long.

Thanks again for all this hard work!
 
Hi,

OK, using 12/26 version now.

When I imported the FSX DC-6 aircraft.cfg file and then clicked on the Scenery Objects Editor button, MCX reloaded all the models but no editor appeared. I clicked it again (3 times?) and this Exception appeared:

************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
at System.Windows.Forms.ListView.OnHandleCreated(EventArgs e)
at System.Windows.Forms.Control.WmCreate(Message& m)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ListView.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

When I load the Electra and do the same thing, it takes a very long time for the Editor to appear. I apparently didn't wait long enough with the DC-6 and started clicking the button several times. This generated more Editor commands and something went wrong.


Test 1: FSX Electra to FSX
Imported the FSX Electra using the aircraft.cfg file. I like the new complete path to the MDL file, makes it easy (since that is what actually gets loaded).
Exported the exterior model, changed to the MCX Internal view, and exported the interior model.
When loaded into FSX, the exterior model looks perfect - all animations work fine. The plane doesn't have any visibility conditions except the props, which animate OK. Only one set of airstairs appear, thankfully.
Went to the VC, which looks and operates fine. 2D gauges are fine, 3D mouse rectangles work, and the outside animations like the props animate correctly. Only one set of airstairs and no other extra parts I can see.
Cabin, window, nav, landing , and taxi lights all work the same as the original FSX model.

So overall looks perfect.

Test 2: FS9 DC-6B to FSX
Imported the FS9 DC-6B to MCX, exported the exterior model to FSX format, switched to the Internal display in MCX, and exported the interior model.
The exterior model has many of the animated parts collapsed to the center of the plane. The passenger door is sometimes OK (not always), and the visibility conditions seem to work.
The VC appears OK except for night textures, the 2D and 3D objects work fine. But even the VC props animate fine.
The night textures (using the FS9 textures) are way too bright.
Cannot test much else due to the collapse.

Test 3: FS9 DC-6 to FSX
Imported the DC-6 using the aircraft.cfg file to MCX from my FSX folder. I exported the exterior model, switch to the Internal display in MCX, and exported the interior model.
The exterior model is quite good (and not collapsed), except for the c_wheel which animates incorrectly. FS9 and FSX use different XML animation code.
The VC appears OK except for night textures, the 2D and 3D objects work fine.
The night textures are way too bright in both the exterior model and the VC 2D gauges. But even the VC props animate fine.
The landing lights and lights controlled by the light switches work fine. Water rudder animation is correct.

Test 4: FSX Electra to FS9
OK, here we go.
Imported the FSX Electra using the aircraft.cfg file and exported to FS9. Got a message that the Internal Representation has 84148 vertices, too large. But this is much better than the previous 99000.
Removed parts from the Internal model until MCX would allow it to compile. I got the A2071 error message from Make MDL. I had to remove 100s of triangles after this before MakeMDL would let it compile.
I loaded FS9 with the plane selected and it loaded OK. I was trying out some of the control surface animations when FS9 crashed (frozen screen) with these error details:

Problem signature:
Problem Event Name: APPCRASH
Application Name: fs9.exe
Application Version: 9.1.0.40901
Application Timestamp: 4135a208
Fault Module Name: UTIL.DLL
Fault Module Version: 9.0.0.30612
Fault Module Timestamp: 3ee946b8
Exception Code: c0000005
Exception Offset: 00010447
OS Version: 6.1.7601.2.1.0.768.3
Locale ID: 1033
Additional Information 1: fb8b
Additional Information 2: fb8bd1bf7dcc44d047c58f37f56ad727
Additional Information 3: fa63
Additional Information 4: fa63c80ebf2b9d98cfa9fc211d9a92ad

Started FS9 again and with the Electra loaded it crashed almost immediately. FS9 was using 148,000 KB at the opening screen, and around 348,000 KB when it crashed again (black screen this time) with this error message:

Problem signature:
Problem Event Name: APPCRASH
Application Name: fs9.exe
Application Version: 9.1.0.40901
Application Timestamp: 4135a208
Fault Module Name: ntdll.dll
Fault Module Version: 6.1.7601.24545
Fault Module Timestamp: 5e0eb751
Exception Code: c0000005
Exception Offset: 0002e496
OS Version: 6.1.7601.2.1.0.768.3
Locale ID: 1033

In the MCX object information box it states 102,705 triangles, 102,341 texture vertices and 220 drawcalls.

Hope this helps,
 
Test 4 Continued:

I looked up the error code and it said memory buffer overrun, so I wondered if the plane was still a bit too large. So I removed about 100 more polygons and it hasn't crashed yet in about 30 minutes. I've gone to Dusk and Night and it is still stable (so far).

It appears that there are no unexpected MCX related problems with the plane. Nice job!
The control surface movements are different from the FSX model, but I assume they are now taken from the aircraft.cfg file, which was not the case before.
The still prop blades only rotate about half as far as in the FSX model.
The textures and materials look OK, none are transparent or otherwise a problem. We can explore specular effects, etc. later. Reflection on the bare metal looks fine.
The landing lights are too bright (the lights.ini color can change that,, I assume).
The night lighting of the cabin windows is too dim (texture changes can fix that).
The 3D VC objects are animated (like throttle levers) but there are no mouse rectangles, as expected.
The plane uses the rudder for nose wheel steering, so I can't test c_wheel. It was previously not correct with the DC-6B.
The plane has no visibility conditions, so I can't test that. They previously worked OK with the DC-6B.

Very nice,
 
I tried importing the FS9 plane into MCX and re-exporting it. This caused the still prop blades to wobble instead of rotate properly. This error is also visible in MCX when this plane is imported.

I also got an almost immediate black screen. I then restarted it again, and after about a minute the screen froze and I got this error:

Problem signature:
Problem Event Name: APPCRASH
Application Name: fs9.exe
Application Version: 9.1.0.40901
Application Timestamp: 4135a208
Fault Module Name: MFC70.DLL
Fault Module Version: 7.0.9466.0
Fault Module Timestamp: 3c36f60b
Exception Code: c0000005
Exception Offset: 0000f0e7
OS Version: 6.1.7601.2.1.0.768.3
Locale ID: 1033
Additional Information 1: e01b
Additional Information 2: e01ba1da510e8bab40290a9d21cdb10c
Additional Information 3: 9171
Additional Information 4: 917100c177b8b35e41c8fcb6dd08410c
 
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I converted the FSX model to FS9 again (to replace the crashing FS9 to FS9 conversion above) and it seems stable again.
 
Last edited:
Just want to chime in and say thank you so much for working so hard on getting MCX to export aircraft mdl files. It's really got me inspired to re-examine my FS9 AI Boeing 707 project again. If only there were a clean way to export a .x directly from blender like with the Blender2FSX add-ons, but for FS9. I have not yet read this whole thread but I have seen it mentioned a few times that there is conversion from an FSX model to FS9. Could I possibly use Blender2FSX, export a model, and then convert it to FS9?
Once we are done with the remaining issues that we are discussing here, I think you should be possible to take a FSX MDL that you made with Blender through MCX and get a reasonable well working FS2004 aircraft MDL out of it.
 
Hi Tom,
When I imported the FSX DC-6 aircraft.cfg file and then clicked on the Scenery Objects Editor button, MCX reloaded all the models but no editor appeared. I clicked it again (3 times?) and this Exception appeared:
This behavior was a side effect of the changes I made to update the livery it seems. I have modified the scenery objects editor now so that it won't happen again. Actually the form would appear in the end, but only after the preview had loaded the textures about 2 or 3 times, so that takes too long.
Test 2: FS9 DC-6B to FSX
Imported the FS9 DC-6B to MCX, exported the exterior model to FSX format, switched to the Internal display in MCX, and exported the interior model.
The exterior model has many of the animated parts collapsed to the center of the plane. The passenger door is sometimes OK (not always), and the visibility conditions seem to work.
Really weird you get the collapse all the time. When I tried to go from FS2004 to FSX the models showed up fine. I'll see if I can reproduce it some way.
Test 3: FS9 DC-6 to FSX
Imported the DC-6 using the aircraft.cfg file to MCX from my FSX folder. I exported the exterior model, switch to the Internal display in MCX, and exported the interior model.
The exterior model is quite good (and not collapsed), except for the c_wheel which animates incorrectly. FS9 and FSX use different XML animation code.
Yes, that issue is still on my todo list to see how to address it. Just to confirm did you start with the FSX or FS2004 model here (title says FS2004, first sentence says FSX folder).
The night textures are way too bright in both the exterior model and the VC 2D gauges. But even the VC props animate fine.
Related to the above question I guess, but if this is a FSX to FSX conversion the night texture should not change. If this is a FS2004 to FSX conversion I can imangine there is a difference. Would any material setting help here or would it require the developer to change the actual texture files?
Test 4: FSX Electra to FS9
Removed parts from the Internal model until MCX would allow it to compile. I got the A2071 error message from Make MDL. I had to remove 100s of triangles after this before MakeMDL would let it compile.
Yep, I have been able to reproduce that as well. Need to check what I can do about the A2071 error from MakeMDL.
I loaded FS9 with the plane selected and it loaded OK. I was trying out some of the control surface animations when FS9 crashed (frozen screen) with these error details:
Started FS9 again and with the Electra loaded it crashed almost immediately. FS9 was using 148,000 KB at the opening screen, and around 348,000 KB when it crashed again (black screen this time) with this error message:
I looked up the error code and it said memory buffer overrun, so I wondered if the plane was still a bit too large. So I removed about 100 more polygons and it hasn't crashed yet in about 30 minutes. I've gone to Dusk and Night and it is still stable (so far).
OK, I haven't seen such crashes of FS2004, but let me do some testing with the Electra as well. If FS2004 is very picky about complex models, it might be better to lower the 65k limit that MCX checks for by a few hundred to give some margin.
The still prop blades only rotate about half as far as in the FSX model.
You mean the prop pitch rotation here right? Let me compare with FSX one more time, but when I do a FS2004 to FS2004 conversion they stay the same on my machine, while you reported issues there before as well.
The landing lights are too bright (the lights.ini color can change that,, I assume).
I guess I need to put a better default value in the INI file.
The 3D VC objects are animated (like throttle levers) but there are no mouse rectangles, as expected.
I'm working on the mouse rectangles. I got so far now that 23 of the 30 mouse rectangles are preserved when doing a FS2004 to FS2004 conversion. Hope to figure out what happens with the others soon as well.
I tried importing the FS9 plane into MCX and re-exporting it. This caused the still prop blades to wobble instead of rotate properly. This error is also visible in MCX when this plane is imported.
OK, so this is when you imported the FS2004 MDL that you made with MCX before? Will have a look.
 
Really weird you get the collapse all the time. When I tried to go from FS2004 to FSX the models showed up fine. I'll see if I can reproduce it some way.
I could send you the collapsed model if you need that.
Yes, that issue is still on my todo list to see how to address it. Just to confirm did you start with the FSX or FS2004 model here (title says FS2004, first sentence says FSX folder).
Sorry for the confusion. I have both FSX and FS9 models as source files in my FSX folder to allow me to do convenient conversions - model.FSX to model folder for FSX to FSX conversions, and model.fs9 to model folder for FS9 to FSX conversions. The model folder is my “working folder”. I need to do this since MCX does not store separate paths for Imports and Exports, so I would have to browse to the other sim’s folder each time I do a conversion between sims.
Related to the above question I guess, but if this is a FSX to FSX conversion the night texture should not change. If this is a FS2004 to FSX conversion I can imangine there is a difference. Would any material setting help here or would it require the developer to change the actual texture files?
This is an FS9 to FSX conversion. FSX night lighting is not without some issues. The current Additive setting you use has fewer issues, but is not FS9 texture compatible. The MultiplyBlend setting is FS9 compatible, but when turning the lights on and off changes the appearance of unlit parts slightly. So Additive is better if the user is going to rework the textures, but MultiplyBlend is better if you are going to use the textures as is from FS9.
OK, I haven't seen such crashes of FS2004, but let me do some testing with the Electra as well. If FS2004 is very picky about complex models, it might be better to lower the 65k limit that MCX checks for by a few hundred to give some margin.
I can send some Electra VC’s that display these behaviors if needed.
You mean the prop pitch rotation here right? Let me compare with FSX one more time, but when I do a FS2004 to FS2004 conversion they stay the same on my machine, while you reported issues there before as well.
Correct, prop pitch. The effect seems to vary with the MCX version, but I still see it here.
OK, so this is when you imported the FS2004 MDL that you made with MCX before? Will have a look.
That is correct. This used the model that went from FSX to FS9 and then re-exported as FS9 again. Not a likely scenario, but I was exploring ways of getting a more stable plane at the time. This appeared to do the opposite and introduced the prop blade wobble.
 
Hi Tom,

I haven't been able to look at the issues you reported yesterday, but in the new development release that will be online in about 30 minutes from now the exporting of mouse rectangles is working as well. So that is the last big missing feature I think. Now all I have to do is to get rid of the smaller issues you have reported.

To have the mouse rectangles work best you need to tell MCX also where your makemdl.parts.xml file is. In the FS settings section you can specify this path as well (next to the modeldef.xml path). Since the FS2004 SDK has no registry entry MCX won't detect it automatically.
 
Hi,

OK, I set my path to my mkmdl.parts.xml file (renamed due to using MDL Commander and Middleman).

Test 1: FSX Electra to FS9
I imported the FSX Electra with my reduced VC (that gave me a stable model before) and exported it to FS9. I loaded it directly from the opening screen. I got an immediate black screen with this error:

Problem signature:
Problem Event Name: APPCRASH
Application Name: fs9.exe
Application Version: 9.1.0.40901
Application Timestamp: 4135a208
Fault Module Name: ntdll.dll
Fault Module Version: 6.1.7601.24545
Fault Module Timestamp: 5e0eb751
Exception Code: c0000005
Exception Offset: 00034753
OS Version: 6.1.7601.2.1.0.768.3
Locale ID: 1033

I then loaded FS9 with a different aircraft first and switched to the Electra. This seems OK.

All of the mouse rectangles I can find (there aren't very many in this VC) appear except Feather Prop for engines 3 and 4 - engines 1 and 2 are OK.

All of the interior and exterior animations seem fine, including prop pitch. Happy days!

I then quit FSX and restarted, loading the Electra immediately. This worked OK. Perhaps a problem only the first aircraft load of the day?

Test 2: FSX DC-6B to FS9
I imported the FSX DC-6B (which had been converted by earlier versions of MCX from the original FS9 model) and then chose Export Object (FS2004 MDL). When I clicked OK I got an immediate error window stating that an Exception had occurred. I sent an error report to you, so you should have the info. It was Object reference not set to an instance of an object. No MDL file is created. When I tried it a third time the yellow While you are exporting... window remained on the screen forever, no matter what program I ran. I'm looking at it right now as I am typing this. :) Quitting MCX removed it.

Test 3: FS9 DC-6B to FS9
This time I imported the FS9 DC-6B and re-exported it to FS9. All the mouse rectangles appear and work fine. However, my custom fuel levers and prop reverse bar do not have any tool tips, just the "hand" cursor. They operate OK, but with no tooltip to help you know what setting you are at. I did specify the path of my mkmdlparts.xml file which contains the info. The MCX modeldef file does not contain these entries.

Here is an example of the code:

XML:
<part>
    <Name>lever_propliner_fuel1</Name>
    <Animation>
       <Parameter>
       <Code> (L:TANK_SWITCH1, enum) 50 * </Code>
        <Lag>100</Lag>
       </Parameter>
    </Animation>
<MouseRect>
       <Cursor>Hand</Cursor>
       <Tooltip_Text>Fuel 1: %((A:Fuel Tank Selector:1, enum))%{case}%{:0}OFF%{:1}ALL%{:2}Left%{:3}Right%{:4}Left AUX%{:5}Right AUX%{:9}Left MAIN%{:10}Right MAIN%{:13}X-Feed%{End}</Tooltip_Text>
        <mouse_flags>LeftSingle+RightSingle</mouse_flags>
        <Callback_Code>
            (M:Event) 'LeftSingle' scmp 0 == (L:TANK_SWITCH1, enum) 2 &lt; &amp;&amp;
            if{ (L:TANK_SWITCH1, enum) 1 + (&gt;L:TANK_SWITCH1, enum) }
            (M:Event) 'RightSingle' scmp 0 == (L:TANK_SWITCH1, enum) 0 &gt; &amp;&amp;
            if{ (L:TANK_SWITCH1, enum) 1 - (&gt;L:TANK_SWITCH1, enum) }
            (L:TANK_SWITCH1, enum) 0 == (L:CROSS FEED1, enum) 0 == (L:CROSS FEED1 FAIL, bool) 1 == || &amp;&amp; if{ 9 (&gt;K:FUEL_SELECTOR_SET) }
            (L:TANK_SWITCH1, enum) 1 == (L:CROSS FEED1, enum) 0 == (L:CROSS FEED1 FAIL, bool) 1 == || &amp;&amp; if{ 4 (&gt;K:FUEL_SELECTOR_SET) }
            (L:TANK_SWITCH1, enum) 2 == (L:CROSS FEED1, enum) 0 == (L:CROSS FEED1 FAIL, bool) 1 == || &amp;&amp; if{ 0 (&gt;K:FUEL_SELECTOR_SET) }
          </Callback_Code>
    </MouseRect>
</part>

All interior and exterior animations are OK except for c_wheel (incorrect) and the water rudder (reversed). The prop pitch animations are correct. Adding lever_water_rudder to the animations INI file for animations to be reversed when going to/from FSX and FS9 does not change this reversal (which is logical since this is not an FS9 to FSX conversion).

Hope this helps,
 
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If I load my DC-6B using the aircraft.cfg file and use the left arrow button to go backwards through the models, the path display in the title bar will sometimes be incorrect after a few models. If I use the right button (or the left button after I've used the right button) then the paths are displayed correctly.
 
Hi Tom,
All of the mouse rectangles I can find (there aren't very many in this VC) appear except Feather Prop for engines 3 and 4 - engines 1 and 2 are OK.
OK, let me check the Electra as well, did most of the testing with the DC-6 until now.
All of the interior and exterior animations seem fine, including prop pitch. Happy days!
Thanks great to hear. I actually changed nothing for the prop pitch in this build. Let's hope it stays stable.
I imported the FSX DC-6B (which had been converted by earlier versions of MCX from the original FS9 model) and then chose Export Object (FS2004 MDL). When I clicked OK I got an immediate error window stating that an Exception had occurred. I sent an error report to you, so you should have the info. It was Object reference not set to an instance of an object. No MDL file is created.
I did not get your error report unfortunately, but I will try the FSX to FS2004 conversion here.
Test 3: FS9 DC-6B to FS9
This time I imported the FS9 DC-6B and re-exported it to FS9. All the mouse rectangles appear and work fine. However, my custom fuel levers and prop reverse bar do not have any tool tips, just the "hand" cursor. They operate OK, but with no tooltip to help you know what setting you are at. I did specify the path of my mkmdlparts.xml file which contains the info. The MCX modeldef file does not contain these entries.
Let me check that. Here on my PC I won't have their definitions in the makemdl.parts.xml file, so they should come from the MDL file in my case.
All interior and exterior animations are OK except for c_wheel (incorrect) and the water rudder (reversed). The prop pitch animations are correct. Adding lever_water_rudder to the animations INI file for animations to be reversed when going to/from FSX and FS9 does not change this reversal (which is logical since this is not an FS9 to FSX conversion).
I will check the water rudder animation again. You are right this is a FS2004 to FS2004 conversion, I guess somehow the water rudder ends up using the FSX definition in that case as well or so. I will have another look.
As for the c_wheel, you posted before that in FSX you use a different definition to make the FS2004 planes work. But also when doing a FS2004 to FS2004 conversion it seems there are issues, so that might be a different issue.
If I load my DC-6B using the aircraft.cfg file and use the left arrow button to go backwards through the models, the path display in the title bar will sometimes be incorrect after a few models. If I use the right button (or the left button after I've used the right button) then the paths are displayed correctly.
Interesting (but weird), I'll try to reproduce it.
 
Hi Tom,

I did have the time to check some of the issues already (that's the benefit of some vacation around the holidays).

The reversing of animations was only done when importing from FS2004 objects, as internally MCX uses the FSX representation. But for that to work correctly in FS2004 I would have to reverse them again on export to FS2004 of course. I forgot to implement that last time, so I have added it now.

I could not reproduce the object reference error you got on the FSX to FS2004 conversion. If you have it again, please let me know or try to report the error again.
 
I sent the error report twice now, once including the file and once not (in case that was a problem). It happens every time for me.
 
Hey Gents,

Just wondering if you take feature requests? Two things I noticed would make life a little easier for those of us doing conversions (or at least save us some mouse movement and clicks...) especially bulk requests..

1. The ability to select and delete multiple LODs at once...

2. The ability to select and drag more than one item at a time on to another node the parts tree...

Thanks!
 
Got another exception converting the FSX DC-6B interior MDL file to FS9. This time the error description was blank. I imported it using the MDL format, unlike the error above where I loaded the FSX aircraft.cfg file and was trying to convert the exterior and interior models at the same time. Error reports sent.

I got the error above also trying to convert the FSX CV-340 using the aircraft.cfg file. Error reports sent.
 
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I was able to convert the FSX Cessna 172 to FS9 just fine. It looks OK when loaded into MCX, except in the exterior model the slow and blurred props rotate around the vertical axis instead of the one facing forward. In the interior model the same is true for the slow and blurred props, and also the still prop rotates in both axes.
 
As for the c_wheel error during an FS9 to FS9 conversion, perhaps you also store that in FSX format, and thus the same error occurs. The incorrect animations looked the same for conversions to FSX and to FS9.
 
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