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MDL export

Messages
458
Would it be possible to allow mass export of all MDL models files in a BGL to a specific directory? Right now we have to do it one by one, unless I am missing something?

Shez
 
You can use the batch convert wizard for that.
 
Hi Arno,

I am lost with MCX. I am trying to convert 2 mdl files that Tankguy was kind enough to make for me in 3DMax, to bgl objects to use in ADE for the airport I'm trying to bring up-to-date. The objects are a maintenance hangar and a flight school building. I read the manual and initially was going to try using the wizard - Convert and place, but I realized that I didn't want them placed into the scenery, I just want them converted and the bgl files stored with the original mdl files. So I tried a futile attempt using the batch conversion. I added the 2 mdl files to the Input section, then I set the Operator to Add New GUID, Then I made sure the Output Folder was set to the location of the original mdl and bmp texture files were being stored, on an external ssd drive. I set the Writer to FSX BGL file (BGL). Finally I clicked on Process and all that happened was the 2 mdl files listed in the Input section, just disappeared from the Input section list. I went to the folder that I set the Output to go to, to see if the BGL files were there, but only the 2 mdl and 2 bmp files were there. No BGL files.

So I went back to the manual and made certain I was doing this correctly. I figured I'd go to the support thread and see if there was a post that could help me, before bugging you about something that is probably simple as hell. I found myself reading a post that had invalid YouTube bbc code. So I went to the channel itself, but could not locate the videos that were being referred to in the posting.

So alas, I am here.... What the hell do I have to do to convert 2 MDL objlect files to FSX BGL files that will work in ADE for future placement?

I can provide, upon request, the mdl (and texture bmp) files if you need to inspect them. As I said I am completely new to the design side of FSX.
All I ask is that you don't do it for me.... I really need to learn how to do this stuff. I'm starting to feel like a leech.

Note: I am using the stable 1.3 since I am new to all this. Only because the Dev release 1.4 said it may contain bugs, and I figured the last thing my already confused mind needed was bugs popping up to scramble my brain even more.

Thank you in advance

~WEB~
 
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Hi,

If you just want to place two objects in a library BGL, I would suggest that you use the Library Creator XML tool. ModelConverterX is not really designed for that.

If you want to do it in MCX the workflow would be like this:
  1. Import the first object using the Import button.
  2. Go to the Object information form and change the GUID if needed
  3. Go to the Scenery object editor form and use the Add object button to load the second object into into the scenery
  4. Use the Export scenery button to write both objects to a BGL file
P.S. I would advice you to use the development release (1.4), since the stable release is quite old and has many already solved bugs. But since I can't find the time to update the manual, there is no new stable release yet.
 
Thanks Arno,

I was only trying MCX because that's what Tank said I could use to convert with. I know nothing about modeling, so I'm just taking the tips and suggestions of those that are far more experienced than I, at this kind of stuff. So I will give Library Creator XML a try, to convert with, since all I am after is placing the objects into a library BGL.

Thank you again for the help.

~WEB~
 
Hi,

If you need to convert the objects between different FS versions using MCX makes sense. But else it would be quicker to make the library with Library Creator XML.
 
BTW, ADE allows you to use the MDL files directly - no need to create a Library BGL file. The only time you would want a library file is when these objects were going to be used at multiple airports.

In ADE:

1. Lists/Models - Add button. Browse to the location of the MDL files.
2. Add both MDL files to the list.
3. Back at the airport display, right click Add.../Model
4. Set Scale, Elevation, and Image Complexity if needed, click Add. The MDL file has been added to the ADE file.
5. Move and rotate the object as desired.
6. If you want the objects in a separate BGL file (not required), during Compile go to More Options and check the Compile Separate Airport and Object Bgl Files box.
7. Don't forget to include the textures for the objects in the texture folder adjoining the scenery folder where the ADE BGL file is located.

Hope this helps,
 
Thanks Tom,

I tried that just now and this was the result upon compiling the airport.

Code:
Compiler Errors Found. These were not identified by the Issue Manager. Please let us know
what the compiler error is so that we can improve the Issue Manager.

The compiler message is shown below

ScruffyDuck Scenery Design Engine Compiling
Using BglComp....


Parsing document: C:\MSFS\FS Design Tools\Airport Design Editor 178\!AdeTempWorkOnly\KPLU_ADEX_WEB.xml

INTERNAL COMPILER ERROR:  #C2014: Failed to load model data in file: F:\Flight Sim Stuff\FSX Installed Downloads\Scenery\Airport Scenery Objects for ADE\Object Library\KPLU buildings\Scenery\KPLU_CPTC.mdl
INTERNAL COMPILER ERROR:  #C2149: Failed to load model data!  Does the file exist?
INTERNAL COMPILER ERROR:  #C2340: Failed to finalize MODEL_DATA!
INTERNAL COMPILER ERROR:  #C2032: XML Parse Error!  Element tree follows:

ERROR: <FSData
ERROR:     version = 9.0
ERROR: >
ERROR:     <ModelData
ERROR:         sourceFile = F:\Flight Sim Stuff\FSX Installed Downloads\Scenery\Airport Scenery Objects for ADE\Object Library\KPLU buildings\Scenery\KPLU_CPTC.mdl
ERROR:         fileOffset = 0
ERROR:     >
ERROR:
INTERNAL COMPILER ERROR:  #C2024: Failed to process closing element tag <ModelData> near line 1025!
INTERNAL COMPILER ERROR:  #C2014: Failed to load model data in file: F:\Flight Sim Stuff\FSX Installed Downloads\Scenery\Airport Scenery Objects for ADE\Object Library\KPLU buildings\Scenery\KPLU_Spencer.mdl
INTERNAL COMPILER ERROR:  #C2149: Failed to load model data!  Does the file exist?
INTERNAL COMPILER ERROR:  #C2340: Failed to finalize MODEL_DATA!
INTERNAL COMPILER ERROR:  #C2032: XML Parse Error!  Element tree follows:

ERROR: <FSData
ERROR:     version = 9.0
ERROR: >
ERROR:     <ModelData
ERROR:         sourceFile = F:\Flight Sim Stuff\FSX Installed Downloads\Scenery\Airport Scenery Objects for ADE\Object Library\KPLU buildings\Scenery\KPLU_Spencer.mdl
ERROR:         fileOffset = 0
ERROR:     >
ERROR:
INTERNAL COMPILER ERROR:  #C2024: Failed to process closing element tag <ModelData> near line 1029!
INTERNAL COMPILER ERROR:  #C2607: Compilation errors detected, compilation failed!


Parse complete!


I tried Library Creator XML as well and it didn't work, it reported that the Model (MDL) files were not valid Model files. I didn't create these model files, I was offered to have them created by another member and the only thing I was told was to convert them with MCX. But I cannot seem to get it to work with them either.

What would be the next best step I can take to fixing this problem?

I really don't want to have to ask the creator to do everything for me. It's bad enough I have no clue what I'm doing when it comes to Model object creation. If I had to guess by looking at the error from ADE. It looks like the mdl files need to be converted to an xml so the lines in question can be corrected. But again, I am blindly throwing darts at it, since this is all WAY out of my comfort zone...

Any help is greatly appreciated. I have attached the Model files that were sent to me from Tankguy. I don't blame any errors on him, he was so gracious to help me out. I'm almost certain this is due to my inexperience with all this.

Here is a link to the Texture files. https://drive.google.com/open?id=1Hhtvw0hPW55humqIpWrZcKowi5yHbP3C ( thank you Gary for your help with this.)



Any ideas would really help.

Thanks again
~WEB~
 

Attachments

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Hi ~WEB~:

A free MediaFire account can link to images and other files that exceed attachment file size limits for thread posts at FSDeveloper forums. ;)

http://www.mediafire.com


Also, you can link to texture files inside a *.ZIP, *.RAR, or *.7z via one of these other free storage web sites:





IMHO, it would help with learning (and help your would-be helper) if you provide the texture images. ;)

GaryGB
 
Hi ~WEB~:

A free MediaFire account can link to images and other files that exceed attachment file size limits for thread posts at FSDeveloper forums. ;)

http://www.mediafire.com


Also, you can link to texture files inside a *.ZIP, *.RAR, or *.7z via one of these other free storage web sites:





IMHO, it would help with learning (and help your would-be helper) if you provide the texture images. ;)

GaryGB


Thanks Gary, this was a big help. I edited my post to add the link to my Google Drive account I never use.... go figure!

~WEB~
 
Hi,

Those MDL files are not strictly correct. Do this to correct them.

1. Import into MCX.
2. Export Object (FSX MDL format), overwrite the original (back it up first).
3. Delete them from your ADE airport display.
4. Delete them from ADE Lists/Model.
5. Add them back to Lists./Model (the modified MDLs)
6. Now place them again into your airport.
7. Compile as described above.

Hope this helps,
 
Hi,

Those MDL files are not strictly correct. Do this to correct them.

1. Import into MCX.
2. Export Object (FSX MDL format), overwrite the original (back it up first).
3. Delete them from your ADE airport display.
4. Delete them from ADE Lists/Model.
5. Add them back to Lists./Model (the modified MDLs)
6. Now place them again into your airport.
7. Compile as described above.

Hope this helps,

When I try to import the MDL files, the file selection window closes after clicking on open, but nothing appears in the MCX window. It's just a blue screen. Same as it was when I started MCX. See Thumbnail.

MCX Import.jpg

Also the Export button stays grayed out.

~WEB~
 
Check the event log.

Also, please use the development release, not the old stable release.
 
Thanks Arno,

The event log was blank, but that was because I was using v1.3 - I knew I forgot to do something.

I installed the development release v1.4 and upon trying to import one of the MDL files, I got a warning message about Visual C++ 2015. So I went and checked my list of installed distributions and noticed I only had up to 2010. I downloaded and installed 2015 and the model loaded into MCX upon import.

I had to move the texture file from the texture folder to the same folder as the MDL file.
Now I will follow the rest of Tom's steps and see if the option to export as BGL shows up, right now it does not appear in the list.

Slowly but surely I'll get it there... Just wish I was not so damn exhausted from work, I'd be able to focus on this proper like. I'll be so glad when this Covid craps gone!

~WEB~
 
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Hello all,

Ok I continued onto Tom's step #2:
2. Export Object (FSX MDL format), overwrite the original (back it up first).
and a yellow box popped up really quick then disappeared. It had some message in it, that was not on the screen long enough for me to read.
There does not appear to be any BGL option in the list of file formats to export to.
I am hoping the event log will help figure out what is wrong.

Thanks for helping me work through this...

~WEB~
 

Attachments

Hi,

That yellow box contains a text that reminds you to respect copyrights.

To export to bgl you need to use export scenery, not export object.
 
Are you going to use these buildings at more than one airport? If not, saving as an FSX MDL file is fine, then use the method I posted above for adding them to ADE.

If you are going to create a library BGL instead, use LibraryCreatorXML (or the MCX method Arno details above), add the BGL file to the Library Object Manager in ADE, and place the objects using Add.../Library Object. In this case don't forget to place the BGL and textures into an active scenery folder.
 
Hi,

That yellow box contains a text that reminds you to respect copyrights.

To export to bgl you need to use export scenery, not export object.

Ahhh... Thanks Arno, I'll give that a try.


Are you going to use these buildings at more than one airport? If not, saving as an FSX MDL file is fine, then use the method I posted above for adding them to ADE.

If you are going to create a library BGL instead, use LibraryCreatorXML (or the MCX method Arno details above), add the BGL file to the Library Object Manager in ADE, and place the objects using Add.../Library Object. In this case don't forget to place the BGL and textures into an active scenery folder.


I might use the Flight School building in other airport scenery, since it is basically a standard EOR (End of Runway) building. It has no identifiable markings.
The hangar is labeled for Spencer Aviation, which to my knowledge only has one locale and that's at KPLU (formerly 1S0). So it will only be used there.

As for scenery activation, I put all my objects into one core scenery folder (i.e. Scenery Objects/Scenery) and the texture files in one core texture folder (i.e. Scenery Objects/Texture). I place all scenery packages, like cities, airports, mesh, etc into their own individual folders. And all these folders are under Add-on Scenery/Scenery.

I can try the LibraryCreatorXML on the newly converted FSX MDL's, and see if it'll work now.

I'm going to try Arno's suggestion as well, only because I need to be pro-active and learn this software and all it's capable of. Same as I do with all software.

Again, thank you for all your help.

~WEB~
 
Quick update: I was able to successfully convert the MDL files to FSX mdl. I was then able to successfully export the new MDL files to BGL by exporting as Scenery.
I then added the new BGL files into ADE's LOM. They displayed fine in the library with the provided thumbnails I made from screenshots via GE. They placed fine in the scenery of the KPLU airport. I got no errors when saving the airport Project file. But when I tried to compile the airport, I got this:

Compiler Errors Found. You may be able to fix these by clicking the Fix Errors button below.
When you have done this, close this dialog and try to compiler again.

The compiler message is shown below

ScruffyDuck Scenery Design Engine Compiling
Using BglComp....


Parsing document: C:\MSFS\FS Design Tools\Airport Design Editor 178\!AdeTempWorkOnly\KPLU_ADEX_WEB.xml

INTERNAL COMPILER ERROR: #C2014: Failed to load model data in file: F:\Flight Sim Stuff\FSX Installed Downloads\Scenery\Airport Scenery Objects for ADE\Object Library\KPLU buildings\Scenery\KPLU_CPTC.mdl
INTERNAL COMPILER ERROR: #C2149: Failed to load model data! Does the file exist?
INTERNAL COMPILER ERROR: #C2340: Failed to finalize MODEL_DATA!
INTERNAL COMPILER ERROR: #C2032: XML Parse Error! Element tree follows:

ERROR: <FSData
ERROR: version = 9.0
ERROR: >
ERROR: <ModelData
ERROR: sourceFile = F:\Flight Sim Stuff\FSX Installed Downloads\Scenery\Airport Scenery Objects for ADE\Object Library\KPLU buildings\Scenery\KPLU_CPTC.mdl
ERROR: fileOffset = 0
ERROR: >
ERROR:
INTERNAL COMPILER ERROR: #C2024: Failed to process closing element tag <ModelData> near line 1086!
INTERNAL COMPILER ERROR: #C2607: Compilation errors detected, compilation failed!


Parse complete!

So I'm at another issue.

Update #2: I fixed the compiling issue in ADE. I had to rename the mdl files back to what TankerGuy had them at. I had renamed them so I knew what mdl was what building. I was not aware the xml part had a strict filename set in it. After the renaming of the mdl files, the airport compiled successfully. Now to see how it looks in FSX!

Update #3: I copied the newly compiled airport files into their respective folders for FSX along with the texture files. Unfortunately, when I launch FSX @ 1S0 (KPLU) the new objects do not show. I'm not sure why I am having such struggle to get these to work.

I know that I saw a post somewhere on here that someone started, about objects not appearing in FSX. Don't know if it relates at all to my issue, but I'm at wits end almost.


Thanks for all your assistance.

~WEB~
 
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