- Messages
- 10,088
- Country
Hey all,
Yep.. You read it right. The 64K limit of polygons on one material is now gone.
You will need;
* Prepar3D SDK's, versions 2.x and 3.x
* ModelConverterX_140 (available here, latest version 140, not 130 or 120 but '140' )
* A version of 3ds Max that can run the P3D SDK's (I use 2014. Use what you can that P3D supports)
Work flow;
* Create Scene
* Setup Max to export with P3D 2.x SDK
* Export Selected Parts
* Drop file into Plugins folder of P3D SDK V3x
* Run your X and Xanim files through the P3D 3.x SDK XtoMDL
* Drop into your Model folder of your plane
* Open MCX 140
* Drop the MDL file onto MCX 140 to open it
* Export MDL back into your Model folder via MCX 140 (yes, you read that right. You open the model up, export it back into the folder via MCX).
* Open Tweaker and set your scales for visibility distance if there is a issue with the plane in your view window when selecting in your simulator
* Done....................
You must do this work flow in order with those versions of SDK's. One can only do this, another can only do that, etc. MCX then filters out all the 'special name issues' on materials and things so that FSX can read the model.
This procedure was discovered by Joseph / fsxar177 who found that P3D SDK V3 could export to MDL files without the 64K limit, then found that exporting into and out of MCX 140 will filter it so that it can now run in FSX and P3D V1.
Merry Christmas from Joseph...
I tested this on a model with a hurrendous amount of polygons and it worked without issue. This model mainly has one texture for all the flying body shape. Landing gear included. 2 Iterations of mesh smoothness. Exported without issue.
Yep.. You read it right. The 64K limit of polygons on one material is now gone.
You will need;
* Prepar3D SDK's, versions 2.x and 3.x
* ModelConverterX_140 (available here, latest version 140, not 130 or 120 but '140' )
* A version of 3ds Max that can run the P3D SDK's (I use 2014. Use what you can that P3D supports)
Work flow;
* Create Scene
* Setup Max to export with P3D 2.x SDK
* Export Selected Parts
* Drop file into Plugins folder of P3D SDK V3x
* Run your X and Xanim files through the P3D 3.x SDK XtoMDL
* Drop into your Model folder of your plane
* Open MCX 140
* Drop the MDL file onto MCX 140 to open it
* Export MDL back into your Model folder via MCX 140 (yes, you read that right. You open the model up, export it back into the folder via MCX).
* Open Tweaker and set your scales for visibility distance if there is a issue with the plane in your view window when selecting in your simulator
* Done....................
You must do this work flow in order with those versions of SDK's. One can only do this, another can only do that, etc. MCX then filters out all the 'special name issues' on materials and things so that FSX can read the model.
This procedure was discovered by Joseph / fsxar177 who found that P3D SDK V3 could export to MDL files without the 64K limit, then found that exporting into and out of MCX 140 will filter it so that it can now run in FSX and P3D V1.
Merry Christmas from Joseph...
I tested this on a model with a hurrendous amount of polygons and it worked without issue. This model mainly has one texture for all the flying body shape. Landing gear included. 2 Iterations of mesh smoothness. Exported without issue.
Last edited: