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MCX xtomdl error when using LODs

Rotornut44

Resource contributor
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us-florida
@arno

For some strange reason, in the latest (and previous) dev version of MCX, if I add a LOD to an object, I get the below error when attempting to compile a FSX (or P3D) MDL file.

At first I thought it had something to do with the model, but if I remove all LODs, my model will compile correctly. If I even add as much as an empty LOD, I get the below error on MDL compile.

Further adding to the confusion, I just added LODs to a building model a day or two ago without any problems. Could this just be a bug or likely still something with my model?

mcx_lod_error.PNG



Edit: When attempting to compile a BGL from my MDL, Library Creator XML threw an error as well. So, something is messed up on my model, but I'm not sure what it could be. This isn't the first vegetation grouping I've made. I even have a texture setting preset setup for my vegetation models..
 
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Do you have the decimal separator set to a comma (,) in your Windows Regional Settings? Sometimes this can be a problem. Try setting it to a period (.).
 
Looking at the MCX errors in the event log, one of the first lines states:
1:32 PM XtoMDL Error (0): error : System.Xml.XmlException: An error occurred while parsing EntityName. Line 2767, position 126.

Looking that line up in the generated XML file, I see:
<AnimationFileRef File = "F:\scenery\Emerald Object Library 2.0\LIBRARY PROJECT FILES\Vegetation\New Grass\Weeds&Wildflowers\fsx\_MCX_temp.xANIM">


Edit: The issue was hiding in plain sight. I used an "&" as a separator in one of the directories in the path. Replacing this character cleaned everything up.
 
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Glad you found it. In all FS work, avoid any odd characters except the underline. Many compilers will crash.
 
XtoMDL is indeed very picky for special characters in the path, this is often the reason of weird crashes. Glad to hear you have solved it.
 
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