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No way to show my custom bgl in FSX

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4
Country
switzerland
Hello,
please forgive my English !

Something is certainly wrong ! But where ?
My texture is correct.

Maybe somebody can help ?

with all my thanks
 

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Hello:

If you presently require extra help with English, Google Translate is especially good at both technical and conversational language translation;

https://www.google.com/search?q=tra...kA6yBwExuAdDwgcDMi0yyAcM&sclient=gws-wiz-serp



When I import your BGL attached above in Arno's ModelConverterX (aka "MCX"):

https://www.fsdeveloper.com/forum/forums/modelconverterx.87/


...the MCX Event LOG shows this :

Corbu_Cube_FSX_MCX_Event_LOG-1.jpg


You need to edit your post above to also attach a "pic_7.dds" texture mapped as a Material onto your cube; without it, that object is invisible in FS.


Generally speaking, all versions of FS require that 3D models be mapped with a texture in order to be visible.

Textures should be in a \Texture sub-folder paired alongside a \Scenery sub-folder, with both of those folders being nested under a 'top' folder.

One then must add a new Area in FSX Scenery Library GUI which links to that top folder and its nested sub-folders.

When FSX re-indexes the Scenery Library, launch a flight at the Geographic coordinates where you placed the 3D model ...to see that 3D model.


PS: In your placement Geographic coordinates, you do not need to enter the preceding "+" and any leading zeroes, as FS is already able to read- and interpret- them as East rather than West.

GaryGB
 
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Hello GaryGB,

thank you very much for your in depth answer.

Please see attached.

It is the way I have setup the all thing.

Corbu
 

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Hi again:

You need to edit your post above to also attach a "pic_7.dds" texture mapped as a Material onto your cube; without it, that object is invisible in FS.

Then we can load your 3D model in FSX to test if / how it displays on our own installation of FSX at the Geographic coordinates where you placed it.


I recommend creating a separate scenery folder chain; you have placed the loose BGL and texture files in those folders under Addon Scenery; that is OK.

Just be certain you:

* Set the FSX Menu > Options > Settings > Scenery slider for scenery complexity at "VERY_DENSE" in the GUI so all objects can be displayed

...or:

* Set the ImageComplexity="NORMAL" instead to "VERY_SPARSE" in your placement XML above before re-compiling it to BGL.

https://www.google.com/search?q=FSX...NbgHjSvCBwcwLjE3LjEyyAdZ&sclient=gws-wiz-serp

GaryGB
 
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if one sets the FSX menu slider to very sparse almost nothing will display in the sim. That slider should be set to extremely dense. The second statement is correct - if you want your object to be always visible, set the placement BGL to very sparse.
 
Indeed, Tom is correct; I was in a rush, not yet having consumed a requisite amount of Caffeine to be fully awake; thus my copy/paste/edit error. :oops:

Thanks for the heads-up, Tom; I have edited my post above to correct my original error. :)

GaryGB
 
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Hi again:

You need to edit your post above to also attach a "pic_7.dds" texture mapped as a Material onto your cube; without it, that object is invisible in FS.

Then we can load your 3D model in FSX to test if / how it displays on our own installation of FSX at the Geographic coordinates where you placed it.


I recommend creating a separate scenery folder chain; you have placed the loose BGL and texture files in those folders under Addon Scenery; that is OK.

Just be certain you:

* Set the FSX Menu > Options > Settings > Scenery slider for scenery complexity at "VERY_DENSE" in the GUI so all objects can be displayed

...or:

* Set the ImageComplexity="NORMAL" instead to "VERY_SPARSE" in your placement XML above before re-compiling it to BGL.

https://www.google.com/search?q=FSX...NbgHjSvCBwcwLjE3LjEyyAdZ&sclient=gws-wiz-serp

GaryGB

Hello GaryGB,

thank you very much for your in depth answer.

Please see attached.

It is the way I have setup the all thing.

Corbu
Hi again,

I succeeded in this cube for fs9 so I don't know why I can't make it for fsx

i'm not sure I caught everything in your explanation

why do you insist on ": You need to edit your post above to also attach a pic_7.dds texture mapped as a Material onto your cube; without it, that object is invisible in FS."
(please see extract from my mdl)

Does my mdl and xml files are correct ?

Did you try to compile them ?
Any 512 x 512 DDS texture can do. It is not a problem.
The goal is that my gbl file can be shown.

I made changes for "very_sparse"


But nevertheless NOTHING appears !

Kind Regards.
 

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It is inappropriate to test your MDL or the BGL that places it without the mapped texture; the test would not be valid.

It is also inappropriate to ask a 3rd party to map "any" texture other than the original "pic_7.dds" onto your 3D model; the test would not be valid.

You need to attach the "pic_7.dds" texture mapped as a Material onto your cube; without it, that object is invisible in FS.

Otherwise:

* Attach a new version of your file set with a different texture you already mapped onto the 3D model ...that you are willing to attach in a public forum.

* IIUC, you mentioned being successful making a version of this 3D model that displayed OK in FS9; if so attach that, and we can convert it for FSX via MCX.

* If you do not submit a file set that is complete and ready to test, it is not likely you will receive further replies to your thread.

GaryGB
 
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It's all about understanding the meaning of the text you're reading.
When you have limited knowledge of a language, like me with English,
it's easy to be mistaken about the meaning of a word.
Especially when that word can have multiple meanings.

There was a misunderstanding regarding the sentence: "You need to attach the "pic_7.dds" texture..."

I was wondering how to "link" this texture.
My understanding of the word "attach" was "to link".
Sorry about that.

I changed from "NORMAL" to "VERY_SPARSE".

Still does not appear.

Thank you for your help and patience.

Corbu
 

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I must be missing something, but I have not yet checked MCX Material Editor Properties for the mapped Pic_7.dds.

The Alpha channel for that channel is Pure White, so, on that basis it should not be transparent (although IIUC, Material Properties can affect this).


I can display the mapped Pic_7.dds in MCX preview, and have re-exported both the texture to a new path, and Cube 3D model as a FSX scenery BGL.

It is not inside Airport wrapper code as a geo-locked object.

There are not Objects, Generic Buildings, or Exclusions at the placement coordinates in FSX according to IS3's "Labels > All BGLs" feature.


I am curious why the OP posted a Hex view of this 3D model to show that the Pic_7.dds was mapped to the MDL.

Has Hex editing been performed on the 3D model ?


But it has been some time since I dealt with some obscure quirks of FSX MDLs, and perhaps someone else sees something I did not yet check ?

Perhaps Arno may see something to explain this MDL's failure to display in FSX, based on his extensive knowledge of FS MDLs ? :wizard:

GaryGB
 
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The only thing I can find is that the cube is 1000 m by 1000 m - perhaps this is too large an object for FSX to display ?
 
That was it, Tom... you nailed it. ;)

When I zoomed way out in Top-Down View, there it was (un-textured on the inside of the 3D model).

Corbu_Cube_FSX_Pic_7_Map_TOP-Down_Zoomed_Out-1.jpg


When I place another copy of the object using IS3, it shows a padlock icon, but the properties are set at 1.00 for scale, both of which is baffling. :scratchch

I wonder if the 3D model BoundingBox was edited, Raditor was used, etc. such that IS3 mis-interprets Scale ? o_O

Does MCX have a fool-proof way to read and report the true scale versus physical size (based on internal 3D model size "units" currently assigned) ?

As most of us that do 3D modeling may know, in many- if not all- 3D modeling applications, and in FS SDK, default 3D model "units" are 1 Meter each.

[EDITED]

I was mistaken due to my vision having issues with a small IS3 Font / small, all-white (non-Dark mode capable) dialog box design issue. :banghead:

IS3 reported a scale of 100 (I could not see if a 'period' was used for 1.00); when I set scale to 0.01, I see this near the ground placement site in FSX:

Corbu_Cube_FSX_Pic_7_Map_Locked_Spot_Scaled_Down_100x-1.jpg


COMMENT:

When 3D models are (created at 100 or more time their size compared to real world size, one "should" scale them back down before use in FS.

By that I mean, 'scale it back down' before creating a scenery object library and/or placing it inside a hybrid BGL such as we are discussing here.


By default 3D models are not textured on the inside (aka "Reverse") Face of the 3D model depending on what 3D modeling application used.

I use Sketchup, which by default, creates double-sided Faces, and applies a (different) place-holder texture on each side ...to avoid confusion when working on 3D models.


Thus, if one spawns the user aircraft inside an up-scaled GMAX / 3DSMAX 3D model placed as a scenery library object, we will see no inner Face texture.

And thus, until we zoom quite far out, we will see no 3D model in FSX. :pushpin:

[END_EDIT]

GaryGB
 
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Glad that was it. I couldn't get it to display no matter how far I moved away from it - I didn't think about top down view. I think FSX does indeed have issues displaying objects this large. That's why IS3 cannot display it either (I couldn't get it to display as well). When I reduced the size in MCX to 10 m and created a new MDL object, IS3 could display that just fine.

Why shouldn't the scale be 1.00? That means to display it at the scale at which is was created (which is 1000 m on a side). I did try to reduce the scale in IS3 but it still wouldn't display. MCX shows the cube having a proper bounding box, 1000 m on each side.

Interesting - once I made it visible in Top Down view, it became visible in other views.

fsx_cube.jpg
 
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The clue that the OP up-scaled his 3D model is seen here in the TXT of his placement XML:

<?xml version="1.0" encoding="UTF-8"?>
<FSData
version="9.0"
xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
xsi:noNamespaceSchemaLocation="bglcomp.xsd">

<SceneryObject
lat="+46.27692569"
lon="+006.96157426"
alt="0.000"
pitch="0.000"
bank="0.000"
heading="000.000"
altitudeIsAgl="TRUE"
imageComplexity="NORMAL">
<LibraryObject name="{28e78ebc-ba1c-4fd1-920f-20e6069f48ed}"
scale="1.000"/>
</SceneryObject>

<ModelData sourceFile="C:\Users\aim3d\Desktop\Essai\Dossier_FSX\Cube\Cube_0.mdl" />

</FSData>

GaryGB
 
Indeed, that is what had me baffled at first, until you nailed the possibility of a "size" factor.

Based on this 3D model render size within FSX at XML Scale=1.000, it appears to have been 'scaled-up' when created in the 3D modeling application.


Many developers used to do this, especially in older 3D modeling applications:

Scale up by 100 to 1,000 times; then scale back down when done modeling.


IIUC, MCX reads / obeys any assigned 3D model size and works with its current assigned size; I suppose MCX 'may' be able to detect / report 'up-scaling'.

IIRC, Sketchup- via a plugin by TIG- has a way to detect this and scale it back to its original size.

https://sketchucation.com/pluginstore?pln=TIG_Descaler


https://www.google.com/search?q=Ske...Ti4B5AUwgcJMC4xLjYuOS4yyAe_AQ&sclient=gws-wiz

GaryGB
 
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