• Which the release of FS2020 we see an explosition of activity on the forun and of course we are very happy to see this. But having all questions about FS2020 in one forum becomes a bit messy. So therefore we would like to ask you all to use the following guidelines when posting your questions:

    • Tag FS2020 specific questions with the MSFS2020 tag.
    • Questions about making 3D assets can be posted in the 3D asset design forum. Either post them in the subforum of the modelling tool you use or in the general forum if they are general.
    • Questions about aircraft design can be posted in the Aircraft design forum
    • Questions about airport design can be posted in the FS2020 airport design forum. Once airport development tools have been updated for FS2020 you can post tool speciifc questions in the subforums of those tools as well of course.
    • Questions about terrain design can be posted in the FS2020 terrain design forum.
    • Questions about SimConnect can be posted in the SimConnect forum.

    Any other question that is not specific to an aspect of development or tool can be posted in the General chat forum.

    By following these guidelines we make sure that the forums remain easy to read for everybody and also that the right people can find your post to answer it.

FS2004 aircraft mdl export

Using 1/27 release

Test 1: FS9 DC-6B to FSX
Everything seems OK, as it was before. So this new release did not break anything for this plane.
Thanks Arno and Tom -
This is actually for a P3Dv4 to FS9, and this is the only stumbling block. We thought we'd give it a whirl and overall it works apart from a few glitches.

Will try.
 
Test 2: FS9 JBK DC-4 to FSX
The control surfaces flip back to center when deflected in one direction.
My guess is that since this plane was created in FSDS and the DC-6B is created in GMAX (and doesn't have this problem) that there is a difference in the MDL files that is confusing MCX and then FSX?
 
Test 3: FSX KBT Electra to FS9
All exterior animations look good.

I tried using this custom visibility condition for the taxi lights on the nose gear:

XML:
    <PartInfo> <!-- used for Attached Object taxi lights when on nose gear - controlled by a taxi light switch but off when gear is up. -->
        <Name>light_taxi_gear</Name>
        <Visibility>
            <Parameter>
                <Code>
                    (A:LIGHT TAXI, bool) (A:GEAR ANIMATION POSITION:0,keyframes) 95 &gt; &amp;&amp;
                </Code>
            </Parameter>
        </Visibility>
    </PartInfo>

But it doesn't work. While the taxi light visibility is properly controlled by the taxi light switch in the FS9 model, these remain turned on with the gear up. Also, the visibility conditions of the taxi lights were changed by MCX during the import of the converted model to light_landing_vis, instead of either light_taxi_vis (which I assume they are) or a custom animation. My light_taxi_gear is not in the FS9 model's MCX modeldef file, nor are any taxi light entries present except switch_light_taxi for the VC switches.

I tried to change it in the FS9 model and convert again, but MCX still optimizes large models during FS9 to FS9 exports and thus ends up with too many vertices for MakeMDL.

The blurred props are invisible, When I import the FSX model MCX sets the diffuse alpha to 12, very low. I changed this to 100 and the blurred props then appeared after conversion.
 
Last edited:
BTW WeeScotty, I tried out my light_taxi_gear tag on the Electra, doing an FSX to FSX conversion. It works well, turning the taxi lights off as the gear begins to retract. Now if we can get that into FS9 conversions... :)
 
Our (MAIW) solution (thanks to Firebird) as I have my original FS9 models, was...
Convert the P3D model to FS9
Select the nose door which selects all the attached parts, and delete from the 3 LODs - 400,100, and 50
So we have a converted FS9 Falcon less the nose door which on a 40 upwards is where the landing lights are.

Take one of the original FS9 models, and isolate the same part for each of the LODs.

Merge these into the converted FS9 model and all is good.

Was needed because Mike went on and did the FS9 models and I did the P3D ones, so there are two complete different 'ranges'.

Interesting side effect probably due to the way lightmaps are handled - it merges the L with the T texture and ends up with the alpha from the L as part of the T texture and treating it as transparent. By limiting the alpha on the L texture it fixes this also.


Page 5 onwards at MAIW -
 
Hello Weescotty,

That is a big surprise to see you here in this thread.
I know you from MAIW.

Does it mean we will see more F-16 for FS9, soon?

I only have installed the package for UAEAF.

thanks
 
Hello Weescotty,

That is a big surprise to see you here in this thread.
I know you from MAIW.

Does it mean we will see more F-16 for FS9, soon?

I only have installed the package for UAEAF.

thanks
Yes, Firebird (Steve) has my permission to convert all my P3D models to FS9.
He is just getting a process together.

All credit to Arno though!!!
 
Recently progress has been a bit slower indeed, I had a week vacation (without laptop) and was away for work for a week. But almost all my effort in the last half year or so has been on this feature and I think we have made great progress already. Many models can be exported now and the remaining issues I'm looking at.
 
Update on using it for P3D to FS9 conversions.

Very, very, positive.
The only issue is it combines the L and T textures alpha channels. This results in the alpha of the L texture being treated as transparency in the converted model.

Apart from that (which is possible to workaround), it works fine.

Really impressed!
 
I hope that it will be possible to convert more models.
AIG will drop UTT 787, because they will release their own 787 models very soon.
Same like they did with TFS A330/A340, after they had released their A330s/A340s.

Thanks Weescotty for the update.
 
Hello Arno,

I have downloaded and tested the latest developer version of MCX, which you have suggested to me.

I was converting some Landmark objects for testing reasons, and noticed that one tower, which consisted of at least two models, wasnt converted correctly.

The upper part of the tower was separated and rotated 90 degres from the lower part.

I tried the same thing with MCX 1.5, and the tower was converted correctly.

So there might be some bugs in the latest developer version.

Thanks for your help.
 
Hi,

If you have a sample model to debug the issue it might help to fix it. Else it does not help much to say something is not working. So which object.had issues?
 
It was a model library with 200 models or so.
I need to find the object again.

I will look for it, or make a screenshot, when I find it.
 
Hello everyone, what is the prerequisite to import an FS9 MDL?
Because when I import this FS9 Aryus Sovereign model, I get the
restricted animation report.

Thanks Mike..
Sovereign.PNG
 
That restricted message only applies to MSFS models.

That failed to load message is saying that the model references an environmental texture, probably because it was converted from an FSX model where that is used. FS9 models cannot use that.
 
That restricted message only applies to MSFS models.

That failed to load message is saying that the model references an environmental texture, probably because it was converted from an FSX model where that is used. FS9 models cannot use
Hi Tom
This is a FS9 model. Here is the beginning and the end of the message.
 

Attachments

  • SOV.PNG
    SOV.PNG
    119.4 KB · Views: 105
  • SOv2.PNG
    SOv2.PNG
    134.2 KB · Views: 102
Hi,

That all looks quite normal for a FS2004 aircraft, these are warnings that you can ignore. Don't you get the model shown in the end?

This week I have modified MCX to read the right environment map when a FS2004 model is being loaded, the GlobalEnvTest.dds file does indeed not exist in FS2004. That was an issue that could result in no reflections shown on some parts.
 
Back
Top