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MCX FS2004 export settings for MCX

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56
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us-california
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


ModelConverterX - aidc6bspin.mdl - aidc6bspin_ND  4_28_2023 9_43_49 AM.jpg
 
Hi,

Sorry, MCX does not support export of animated FS9 aircraft, the animations won't work. You'll need to convert it to FSX. There is a DC-6B already converted in the P3D packages, which you could try using for whatever you are attempting, that would be simpler. I didn't convert it so I don't know if it has any problems. While it says they are for P3D, the models are in FSX format.

What are you trying to do, just remove the stairs? I assume this is one of the high quality models, since the simple models already have cargo versions without stairs. If something simple I could try to export it from GMAX, if complex I could send you the GMAX file if that would help.

Hope this helps,
 
Hey Tom!

Ah OK. Well I downloaded all of the P3D4 files for your props from FlightSim, -- since your website indicates FSX/P3d4 but then the author of the conversion states clearly in the READ ME that the models work only in P3D4. When looking at those models in MCX, I notice that the props and stairs are all broken down into different parts -- will these models work in FSX if I simply try to use them as is, or should I export them in MCX to FSX format? If so how? From what I can tell, P3D takes another route to rendering props at different states of spin (based on the fact that I see multiple prop model files). THat said, it appears that as a P3D4 model, the stairs are built separately.

I am using the AI version here -- not high quality. But if high quality can be used as AI, maybe that's an option? Basically what I want to end up with is an AI DC-6B that sits at the gate with no stairs appearing and no animated door opening. If I can use those P3D models and pull this off with your advice, that would be great -- I may want to do the same thing with some other CalClassic props. I know you authored a long tutorial about converting props to FSX, perhaps this is the route I should go? Read through it but never attempted it...

I noticed on the FS9 model today that deleting all of the stair components results in some antennae and other bits being removed from the aircraft, since those model parts are connected. So there is no simple way I can see to remove stairs without fully decompiling the model, which is way above my pay grade.

One issue also is the spinners -- I would ultimately like to use the spinner model for most of the DC-6B AI I will end up making since that would be most accurate -- the P3D4 version of it only has the small earlier prop spinner.

But as I am typing this, it's occuring to me that I could just designate a cargo model instead? Lord help me if it ends up being that simple after all of this back and forth...o_O
 
Last edited:
Hey Tom!

Ah OK. Well I downloaded all of the P3D4 files for your props from FlightSim, -- since your website indicates FSX/P3d4 but then the author of the conversion states clearly in the READ ME that the models work only in P3D4. When looking at those models in MCX, I notice that the props and stairs are all broken down into different parts -- will these models work in FSX if I simply try to use them as is, or should I export them in MCX to FSX format? If so how? From what I can tell, P3D takes another route to rendering props at different states of spin (based on the fact that I see multiple prop model files). THat said, it appears that as a P3D4 model, the stairs are built separately.

I am using the AI version here -- not high quality. But if high quality can be used as AI, maybe that's an option? Basically what I want to end up with is an AI DC-6B that sits at the gate with no stairs appearing and no animated door opening. If I can use those P3D models and pull this off with your advice, that would be great -- I may want to do the same thing with some other CalClassic props. I know you authored a long tutorial about converting props to FSX, perhaps this is the route I should go? Read through it but never attempted it...

I noticed on the FS9 model today that deleting all of the stair components results in some antennae and other bits being removed from the aircraft, since those model parts are connected. So there is no simple way I can see to remove stairs without fully decompiling the model, which is way above my pay grade.

One issue also is the spinners -- I would ultimately like to use the spinner model for most of the DC-6B AI I will end up making since that would be most accurate -- the P3D4 version of it only has the small earlier prop spinner.
LOL OK so I just switched to the SPINNERCARGO model and my issue is solved!

HOWEVER -- I did learn today that it's not possible to convert FS9 to FS9 in MCX, so this was not a complete waste of our time I suppose. Thanks again for your patience and all your help, Tom!

--Alex
 
Glad to help. I did try to make it as easy as possible. :)

Nice paint job!
 
And AFAIK those models in the "P3D" pack are already in FSX format, so they should work directly. The only advantage using the FSX models over the FS9 models is that objects are visible through the blurred props - they disappear using the FS9 model in FSX. This includes clouds. Your FS9 textures should work directly without conversion.
 
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