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FS2002 GMax MakeMDL export problem

Messages
217
Country
venezuela
Hello everyone, I installed the GMax gamepack for FS2002 and works fine, and the MakeMDL SDK (version 8.0.0.20403) installed in my HD (G:\fssdk\MakeMDL_SDK) and copied/pasted to my FS2002 gmax Gamepack (G:\gmax\gamepacks\fs2002\plugins) but when tried to export I got this error message

gmaxmakemdl1.jpg


gmaxmakemdl2.jpg


And a text file is generated, here is the contain

Running model

Start! (G:\gmax\gamepacks\fs2002\Escenarios\SVSA_Ground)
Loading X G:\gmax\gamepacks\fs2002\Escenarios\SVSA_Ground...
Error in exporter: Mismatch between # vertices (455) and # normals (6) in part Line01.
Error!
Error!

Tried with a simple box and the same error

Help please
 
Did you remember to set your computer's operating system to use the decimal (.) instead of the comma (,)?
 
Make sure all file and folder names do not have any spaces or punctuation other than the underline. It also cannot start with a number.

Hope this helps,
 
Thanks Bill and Tom ;)

Solved, but I got another problem, when compiled the .bgl file didn't show up in FS9, I checked the coordinates and they're the same I used when exported it with the FS2004 gamepack, back then it worked fine in FS and the scenery become visible, but with the FS2002 gamepack the scenery file isn't visible :confused:
 
Did you make the ASM tweaks to convert it to a ground polygon?
 
Hi,

Are you really sure you entered the right coordinates? You would not be the first to find your scenery is on the other side of the earth because a minus is missing.
 
Did you make the ASM tweaks to convert it to a ground polygon?

Yes, already tweaked the ASM code and compiled with the BGLC, here is the code (the bold is the tweaked)

;compile with BGLC /BGL G:\gmax\gamepacks\fs2002\Escenarios\SVSA_Ground.asm
header label word
dw 0001 ; 00 World set number
dd 0000D4F46H ; 02 North bound
dd 0000D4546H ; 06 South bound
dd 0CC7CC5F5H ; 10 East bound
dd 0CC7CC5F3H ; 14 West bound
dw 20 dup(0)
dd (offset OBJECT_DATA) - (offset header)
dw 33 dup(0)

OBJECT_DATA label word
db 21 ;;LATBAND_REL
dw 006A2h ;;lat min (inclusive) 512M units
dw 006A8h ;;lat max (exclusive)
dd (offset OBJECT_0) - (offset OBJECT_DATA)
db 0 ;;EOL
OBJECT_0 label BGLCODE
db 12 ; NEAR_FAR_HUGE_OBJECT_HEADER
dd 0000D4A46h,0CC7CC5F4h ; latitude,longitude
db 100 ; image power
dd (offset OBJECT_0_END) - (offset OBJECT_0)
OBJECT_0_START label word
IFIN1 OBJECT_0_FAIL, image_complex, 2, 32767
ADDCAT OBJECT_0_SCALE, 8
OBJECT_0_FAIL label BGLCODE

BGL_JUMP_32 OBJECT_0_END
OBJECT_0_SCALE label BGLCODE
SCALE_AGL OBJECT_0_RETURN, 10000, 1280, 131072, 0000D4A46h, 0065Ah, 0CC7CC5F4h, 08354h, 0, 0
BGL_CALL OBJECT_0_BEGIN
OBJECT_0_RETURN label word
BGL_RETURN
OBJECT_0_BEGIN label word
model_outside label BGLCODE
BGL_CALL model_crash
model_shadow label BGLCODE

LOD_0 label BGLCODE
BGL_JUMP_32 LOD_0L

model_inside label BGLCODE
BGL_RETURN
model_crash label BGLCODE
BGL_CRASH_START model_crash_end, 2560
BGL_CRASH_OCTTREE crash_end_1
dw CRASH_FLAG_OBJECT ; crash type
dw 1 ; nodes used
real4 -694.603394,-0.000372,-1063.084106 ; Box x,y,z
real4 1197.763794,1192.048706,3576.146240 ; Box w,h,d
dw 1, 1, 1, 1, 1, 1, 1, 1 ; base offset into node table, one for each top-level branch
; So if you take branch 2 (count from 0), you add 1 to indices you encounter on that branch
; Nodes (254=empty 255=full, else an index into branch)
OCTTREE_NODE 254, 254, 254, 254, 254, 254, 254, 254 ; node 0
crash_end_1 label word
model_crash_end label word
BGL_RETURN

LOD_0L label BGLCODE
include G:\gmax\gamepacks\fs2002\Escenarios\SVSA_Ground_0.asm



OBJECT_0_END label word
EOF

But still nothing

Hi,

Are you really sure you entered the right coordinates? You would not be the first to find your scenery is on the other side of the earth because a minus is missing.

Hi Arno

I'm sure, I put the coordinates in the MakeMDL window in the Scenery label, with the required format, in my case it's N7* 50.248 W72* 26.376, but still nothing :confused:
 
Hi,

Looking at the ASM code you posted I see these coordinates:

7.83746666663046 -72.4395999999996

So that seems fine.

Are you sure you put the tweaked BGL and the textures in the right scenery folder? And is your area where you are placing the ground polygons flattened correctly?
 
Hi,

Looking at the ASM code you posted I see these coordinates:

7.83746666663046 -72.4395999999996

So that seems fine.

Are you sure you put the tweaked BGL and the textures in the right scenery folder? And is your area where you are placing the ground polygons flattened correctly?

Hi arno

If you mean the "my addon scenery/scenery" and the "my addon scenery/texture" folder, then yes, I'm sure the tweaked .bgl and textures are in there

About the flatten area, I used the SBuilder to make a flat area of 385 meters, but I have a question, the altitude is available in the .asm file?? if so, where I can find it??
 
Last edited:
And here is the tweaked code of my *_0.asm file

;--------- WARNING - WARNING - WARNING - WARNING - WARNING - WARNING ---------
;
; This file was automatically generated from G:\gmax\gamepacks\fs2002\Escenarios\SVSA\SVSA_Ground1
; using the MakeMDL tool. Do not edit by hand, re-run the
; tool instead.
;
; generated on 03/19/11 22:03:12
;
;--------- WARNING - WARNING - WARNING - WARNING - WARNING - WARNING ---------
; BGL model for G:\gmax\gamepacks\fs2002\Escenarios\SVSA\SVSA_Ground1
;
; $Header:$
;
;----------------------------------------------------------------------------
;
; Final Status: 58 polys
; Alpha Status: 0 polys
; Light Status: 0 polys
; Library Status: 0 polys
;
; Start Time: 03/19/11 22:03:12
; Stop Time : 03/19/11 22:03:12
;
; Modeling units = 2.0000
; Radius = 1279.9733
; Radius in meters = 1279.9733
; Radius in modeling units = 2560
;
SVSA_Ground1_top label BGLCODE
BGL_BEGIN 0800h ; version = 8.00
TEXTURE_LIST_BEGIN
TEXTURE_DEF TEXTURE_BUILDING , <255,255,255,255>, 12.658565, "CESPED.BMP" ; 0
TEXTURE_DEF TEXTURE_BUILDING , <255,255,255,255>, 12.727922, "TIERRA1.BMP" ; 1
TEXTURE_DEF TEXTURE_BUILDING , <255,255,255,255>, 10.604011, "TIERRA2.BMP" ; 2

TEXTURE_LIST_END

MATERIAL_LIST_BEGIN
MATERIAL_DEF 1.000000,1.000000,1.000000,1.000000, 0.392157,0.392157,0.392157, 0.000000,0.000000,0.000000, 0.000000,0.000000,0.000000, 0.000000 ; 0
MATERIAL_LIST_END

VERTEX_LIST_BEGIN
VERTEX_DEF -232.128021, 0.016000, 467.440033, 0.000000, 1.000000, 0.000000, 3.852932,1.057143 ; 0 part= 1 prim=0
VERTEX_DEF -193.912018, 0.016000, 478.112030, 0.000000, 1.000000, 0.000000, 3.852932,-0.057145 ; 1 part= 1 prim=0
VERTEX_DEF -167.208008, 0.016000, 234.920013, 0.000000, 1.000000, 0.000000, -2.852932,1.057145 ; 2 part= 1 prim=0
VERTEX_DEF -128.992004, 0.016000, 245.592010, 0.000000, 1.000000, 0.000000, -2.852932,-0.057143 ; 3 part= 1 prim=0
VERTEX_DEF -585.488037, 0.016000, 2485.760254, 0.000000, 1.000000, 0.000000, 51.674599,-0.202072 ; 4 part= 1 prim=2
VERTEX_DEF -487.696045, 0.016000, 2513.064209, 0.000000, 1.000000, 0.000000, 51.674599,-3.022405 ; 5 part= 1 prim=2
VERTEX_DEF -191.560013, 0.016000, 543.080017, 0.000000, 1.000000, 0.000000, -3.243311,3.770441 ; 6 part= 1 prim=2
VERTEX_DEF -161.440002, 0.016000, 435.200012, 0.000000, 1.000000, 0.000000, -6.354631,3.770442 ; 7 part= 1 prim=2
VERTEX_DEF -127.584007, 0.016000, 280.200012, 0.000000, 1.000000, 0.000000, -10.754520,4.022405 ; 8 part= 1 prim=2
VERTEX_DEF -122.480011, 0.016000, 446.080017, 0.000000, 1.000000, 0.000000, -6.354631,2.646775 ; 9 part= 1 prim=2
VERTEX_DEF -116.256004, 0.016000, 239.648010, 0.000000, 1.000000, 0.000000, -11.924131,4.022405 ; 10 part= 1 prim=2
VERTEX_DEF -81.240005, 0.024000, 573.816040, 0.000000, 1.000000, 0.000000, -3.245243,0.589274 ; 11 part= 1 prim=2
VERTEX_DEF -81.032005, 0.016000, 284.368011, 0.000000, 1.000000, 0.000000, -10.990687,2.745834 ; 12 part= 1 prim=2
VERTEX_DEF -79.880005, 0.016000, 293.520020, 0.000000, 1.000000, 0.000000, -10.754520,2.646775 ; 13 part= 1 prim=2
VERTEX_DEF -79.352005, 0.024000, 575.088013, 0.000000, 1.000000, 0.000000, -3.225226,0.529339 ; 14 part= 1 prim=2
VERTEX_DEF -77.472008, 0.024000, 576.472046, 0.000000, 1.000000, 0.000000, -3.202188,0.468651 ; 15 part= 1 prim=2
VERTEX_DEF -75.632004, 0.024000, 577.960022, 0.000000, 1.000000, 0.000000, -3.176132,0.408168 ; 16 part= 1 prim=2
VERTEX_DEF -73.856003, 0.024000, 579.544006, 0.000000, 1.000000, 0.000000, -3.147058,0.348845 ; 17 part= 1 prim=2
VERTEX_DEF -72.184006, 0.024000, 581.216064, 0.000000, 1.000000, 0.000000, -3.114967,0.291640 ; 18 part= 1 prim=2
VERTEX_DEF -71.992004, 0.016000, 252.008011, 0.000000, 1.000000, 0.000000, -11.924132,2.745834 ; 19 part= 1 prim=2
VERTEX_DEF -70.640007, 0.024000, 582.952026, 0.000000, 1.000000, 0.000000, -3.079861,0.237509 ; 20 part= 1 prim=2
VERTEX_DEF -69.272003, 0.024000, 584.760010, 0.000000, 1.000000, 0.000000, -3.041740,0.187408 ; 21 part= 1 prim=2
VERTEX_DEF -68.056007, 0.024000, 586.632019, 0.000000, 1.000000, 0.000000, -3.000853,0.140830 ; 22 part= 1 prim=2
VERTEX_DEF -66.944008, 0.024000, 588.560059, 0.000000, 1.000000, 0.000000, -2.957518,0.096687 ; 23 part= 1 prim=2
VERTEX_DEF -65.944000, 0.024000, 590.544006, 0.000000, 1.000000, 0.000000, -2.911848,0.055070 ; 24 part= 1 prim=2
VERTEX_DEF -65.056007, 0.024000, 592.584045, 0.000000, 1.000000, 0.000000, -2.863952,0.016070 ; 25 part= 1 prim=2
VERTEX_DEF -64.280006, 0.024000, 594.672058, 0.000000, 1.000000, 0.000000, -2.813946,-0.020222 ; 26 part= 1 prim=2
VERTEX_DEF -63.624004, 0.024000, 596.800049, 0.000000, 1.000000, 0.000000, -2.761939,-0.053715 ; 27 part= 1 prim=2
VERTEX_DEF -63.144005, 0.016000, 614.952026, 0.000000, 1.000000, 0.000000, -2.279813,-0.202059 ; 28 part= 1 prim=2
VERTEX_DEF -63.080006, 0.024000, 598.960022, 0.000000, 1.000000, 0.000000, -2.708042,-0.084318 ; 29 part= 1 prim=2
VERTEX_DEF -62.800003, 0.016000, 612.712036, 0.000000, 1.000000, 0.000000, -2.342199,-0.194606 ; 30 part= 1 prim=2
VERTEX_DEF -62.688004, 0.024000, 601.184021, 0.000000, 1.000000, 0.000000, -2.651620,-0.111491 ; 31 part= 1 prim=2
VERTEX_DEF -62.544003, 0.016000, 610.424011, 0.000000, 1.000000, 0.000000, -2.405363,-0.184359 ; 32 part= 1 prim=2
VERTEX_DEF -62.448006, 0.024000, 603.464050, 0.000000, 1.000000, 0.000000, -2.592431,-0.134884 ; 33 part= 1 prim=2
VERTEX_DEF -62.392002, 0.016000, 608.104065, 0.000000, 1.000000, 0.000000, -2.468594,-0.171122 ; 34 part= 1 prim=2
VERTEX_DEF -62.352005, 0.024000, 605.776062, 0.000000, 1.000000, 0.000000, -2.531188,-0.154695 ; 35 part= 1 prim=2
VERTEX_DEF -6.256001, 0.016000, 305.248016, 0.000000, 1.000000, 0.000000, -10.990687,0.589276 ; 36 part= 1 prim=2
VERTEX_DEF -3.984000, 0.016000, 305.136017, 0.000000, 1.000000, 0.000000, -11.010747,0.529341 ; 37 part= 1 prim=2
VERTEX_DEF -1.656000, 0.016000, 304.920013, 0.000000, 1.000000, 0.000000, -11.033893,0.468653 ; 38 part= 1 prim=2
VERTEX_DEF 0.696000, 0.016000, 304.600006, 0.000000, 1.000000, 0.000000, -11.060098,0.408169 ; 39 part= 1 prim=2
VERTEX_DEF 3.040000, 0.016000, 304.160004, 0.000000, 1.000000, 0.000000, -11.089334,0.348847 ; 40 part= 1 prim=2
VERTEX_DEF 5.336000, 0.016000, 303.592010, 0.000000, 1.000000, 0.000000, -11.121573,0.291641 ; 41 part= 1 prim=2
VERTEX_DEF 7.552001, 0.016000, 302.896027, 0.000000, 1.000000, 0.000000, -11.156788,0.237510 ; 42 part= 1 prim=2
VERTEX_DEF 9.656000, 0.016000, 302.056030, 0.000000, 1.000000, 0.000000, -11.194950,0.187410 ; 43 part= 1 prim=2
VERTEX_DEF 11.672001, 0.016000, 301.088013, 0.000000, 1.000000, 0.000000, -11.235838,0.140832 ; 44 part= 1 prim=2
VERTEX_DEF 13.616001, 0.016000, 300.016022, 0.000000, 1.000000, 0.000000, -11.279173,0.096689 ; 45 part= 1 prim=2
VERTEX_DEF 15.504001, 0.016000, 298.832031, 0.000000, 1.000000, 0.000000, -11.324843,0.055072 ; 46 part= 1 prim=2
VERTEX_DEF 17.320002, 0.016000, 297.552032, 0.000000, 1.000000, 0.000000, -11.372738,0.016072 ; 47 part= 1 prim=2
VERTEX_DEF 19.064001, 0.016000, 296.168030, 0.000000, 1.000000, 0.000000, -11.422746,-0.020220 ; 48 part= 1 prim=2
VERTEX_DEF 20.728001, 0.016000, 294.688019, 0.000000, 1.000000, 0.000000, -11.474752,-0.053713 ; 49 part= 1 prim=2
VERTEX_DEF 22.312002, 0.016000, 293.120026, 0.000000, 1.000000, 0.000000, -11.528649,-0.084316 ; 50 part= 1 prim=2
VERTEX_DEF 23.792002, 0.016000, 291.440033, 0.000000, 1.000000, 0.000000, -11.584632,-0.111488 ; 51 part= 1 prim=2
VERTEX_DEF 25.168001, 0.016000, 289.656006, 0.000000, 1.000000, 0.000000, -11.642688,-0.134882 ; 52 part= 1 prim=2
VERTEX_DEF 26.432001, 0.016000, 287.776031, 0.000000, 1.000000, 0.000000, -11.702384,-0.154693 ; 53 part= 1 prim=2
VERTEX_DEF 27.592001, 0.016000, 285.824005, 0.000000, 1.000000, 0.000000, -11.763289,-0.171119 ; 54 part= 1 prim=2
VERTEX_DEF 28.648003, 0.016000, 283.808014, 0.000000, 1.000000, 0.000000, -11.824973,-0.184357 ; 55 part= 1 prim=2
VERTEX_DEF 29.600002, 0.016000, 281.760010, 0.000000, 1.000000, 0.000000, -11.887005,-0.194604 ; 56 part= 1 prim=2
VERTEX_DEF 30.464003, 0.016000, 279.680023, -0.000001, 1.000000, 0.000000, -11.948951,-0.202056 ; 57 part= 1 prim=2
VERTEX_DEF 405.368011, 0.016000,-1063.080078, 0.000000, 1.000000, 0.000000, -50.674599,-0.202048 ; 58 part= 1 prim=2
VERTEX_DEF 503.160034, 0.016000,-1035.776123, 0.000000, 1.000000, 0.000000, -50.674599,-3.022381 ; 59 part= 1 prim=2
VERTEX_DEF -180.448013, 0.016000, 429.896027, 0.000000, 1.000000, 0.000000, 3.249643,1.225107 ; 60 part= 1 prim=4
VERTEX_DEF -137.856003, 0.016000, 277.336029, 0.000000, 1.000000, 0.000000, -2.257101,1.225108 ; 61 part= 1 prim=4
VERTEX_DEF -122.480011, 0.016000, 446.080017, 0.000000, 1.000000, 0.000000, 3.249643,-0.699505 ; 62 part= 1 prim=4
VERTEX_DEF -79.880005, 0.016000, 293.520020, 0.000000, 1.000000, 0.000000, -2.257102,-0.699504 ; 63 part= 1 prim=4
VERTEX_LIST_END


; NonAlpha
SVSA_Ground1_NonAlpha label BGLCODE
MATERIAL 0,0 ; <255,255,255,255> CESPED.BMP;;;
DRAW_TRI_BEGIN 0, 4
DRAW_TRI 2, 3, 0 ; poly=57 part=1
DRAW_TRI 1, 0, 3 ; poly=58 part=1
DRAW_TRI_END
MATERIAL 0,1 ; <255,255,255,255> TIERRA1.BMP;;;
DRAW_TRI_BEGIN 4, 56
DRAW_TRI 52, 53, 12 ; poly=29 part=1
DRAW_TRI 4, 6, 8 ; poly=4 part=1
DRAW_TRI 9, 4, 8 ; poly=5 part=1
DRAW_TRI 9, 8, 32 ; poly=6 part=1
DRAW_TRI 1, 0, 24 ; poly=7 part=1
DRAW_TRI 55, 1, 24 ; poly=8 part=1
DRAW_TRI 55, 24, 26 ; poly=9 part=1
DRAW_TRI 55, 26, 28 ; poly=10 part=1
DRAW_TRI 55, 28, 30 ; poly=11 part=1
DRAW_TRI 55, 30, 31 ; poly=12 part=1
DRAW_TRI 55, 31, 29 ; poly=13 part=1
DRAW_TRI 55, 29, 27 ; poly=14 part=1
DRAW_TRI 55, 27, 25 ; poly=15 part=1
DRAW_TRI 55, 25, 23 ; poly=16 part=1
DRAW_TRI 55, 23, 22 ; poly=17 part=1
DRAW_TRI 55, 22, 21 ; poly=18 part=1
DRAW_TRI 55, 21, 20 ; poly=19 part=1
DRAW_TRI 55, 20, 19 ; poly=20 part=1
DRAW_TRI 55, 19, 18 ; poly=21 part=1
DRAW_TRI 55, 18, 17 ; poly=22 part=1
DRAW_TRI 55, 17, 16 ; poly=23 part=1
DRAW_TRI 55, 16, 14 ; poly=24 part=1
DRAW_TRI 55, 14, 13 ; poly=25 part=1
DRAW_TRI 55, 13, 12 ; poly=26 part=1
DRAW_TRI 53, 54, 55 ; poly=27 part=1
DRAW_TRI 7, 3, 5 ; poly=2 part=1
DRAW_TRI 6, 15, 8 ; poly=3 part=1
DRAW_TRI 7, 2, 3 ; poly=1 part=1
DRAW_TRI 50, 51, 12 ; poly=31 part=1
DRAW_TRI 49, 50, 12 ; poly=32 part=1
DRAW_TRI 48, 49, 12 ; poly=33 part=1
DRAW_TRI 47, 48, 12 ; poly=34 part=1
DRAW_TRI 46, 47, 12 ; poly=35 part=1
DRAW_TRI 45, 46, 12 ; poly=36 part=1
DRAW_TRI 44, 45, 12 ; poly=37 part=1
DRAW_TRI 43, 44, 12 ; poly=38 part=1
DRAW_TRI 42, 43, 12 ; poly=39 part=1
DRAW_TRI 41, 42, 12 ; poly=40 part=1
DRAW_TRI 40, 41, 12 ; poly=41 part=1
DRAW_TRI 39, 40, 12 ; poly=42 part=1
DRAW_TRI 38, 39, 12 ; poly=43 part=1
DRAW_TRI 37, 38, 12 ; poly=44 part=1
DRAW_TRI 36, 37, 12 ; poly=45 part=1
DRAW_TRI 35, 36, 12 ; poly=46 part=1
DRAW_TRI 34, 35, 12 ; poly=47 part=1
DRAW_TRI 34, 12, 11 ; poly=48 part=1
DRAW_TRI 33, 34, 11 ; poly=49 part=1
DRAW_TRI 33, 11, 10 ; poly=50 part=1
DRAW_TRI 32, 33, 10 ; poly=51 part=1
DRAW_TRI 32, 10, 7 ; poly=52 part=1
DRAW_TRI 32, 7, 5 ; poly=53 part=1
DRAW_TRI 32, 5, 9 ; poly=54 part=1
DRAW_TRI 53, 55, 12 ; poly=28 part=1
DRAW_TRI 51, 52, 12 ; poly=30 part=1
DRAW_TRI_END
MATERIAL 0,2 ; <255,255,255,255> TIERRA2.BMP;;;
DRAW_TRI_BEGIN 60, 4
DRAW_TRI 2, 0, 1 ; poly=55 part=1
DRAW_TRI 3, 2, 1 ; poly=56 part=1
DRAW_TRI_END
BGL_END
BGL_RETURN



;--------- WARNING - WARNING - WARNING - WARNING - WARNING - WARNING ---------
;
; This file was automatically generated from G:\gmax\gamepacks\fs2002\Escenarios\SVSA\SVSA_Ground1
; using the MakeMDL tool. Do not edit by hand, re-run the
; tool instead.
;
; generated on 03/19/11 22:03:12
;
;--------- WARNING - WARNING - WARNING - WARNING - WARNING - WARNING ---------
 
Nevermind, Already solved it, All I have to do was remove a ground polygon (the photoreal made with the FS2004 gmax gamepack) and voilá :D

Thank you guys :cool:
 
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