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Hi All:
I am an FSX user, but am trying to export a tweaked FS9 model using MCX -- as another FS9 model. I use an FSX sim and have never done this, but since this is one of Tom Gibson's AI props, I want to just keep it as an FS9 model. I downloaded and installed the FS2009 SDK, and created the correct "MakeMDLPath" in the settings, but the exported model is the same as the original -- there is an error I can best discern as "BGL attach point entry" ERRS 16(1) happening to prevent success (attached screenshot).
One of the tweaks involved using the material editor to delete the default stairs that appear when the AC is parked, which I don't want. My understanding is that deleting the material in the editor also deletes the mesh for that material, and in the viewer prior to export, doing this created the desired result.
Is there another step I am missing here -- another path that needs to be established through the FS2009 SDK, or perhaps another tweak to the model heirarchy?
Thanks!
Alex
I am an FSX user, but am trying to export a tweaked FS9 model using MCX -- as another FS9 model. I use an FSX sim and have never done this, but since this is one of Tom Gibson's AI props, I want to just keep it as an FS9 model. I downloaded and installed the FS2009 SDK, and created the correct "MakeMDLPath" in the settings, but the exported model is the same as the original -- there is an error I can best discern as "BGL attach point entry" ERRS 16(1) happening to prevent success (attached screenshot).
One of the tweaks involved using the material editor to delete the default stairs that appear when the AC is parked, which I don't want. My understanding is that deleting the material in the editor also deletes the mesh for that material, and in the viewer prior to export, doing this created the desired result.
Is there another step I am missing here -- another path that needs to be established through the FS2009 SDK, or perhaps another tweak to the model heirarchy?
Thanks!
Alex