• Which the release of FS2020 we see an explosition of activity on the forun and of course we are very happy to see this. But having all questions about FS2020 in one forum becomes a bit messy. So therefore we would like to ask you all to use the following guidelines when posting your questions:

    • Tag FS2020 specific questions with the MSFS2020 tag.
    • Questions about making 3D assets can be posted in the 3D asset design forum. Either post them in the subforum of the modelling tool you use or in the general forum if they are general.
    • Questions about aircraft design can be posted in the Aircraft design forum
    • Questions about airport design can be posted in the FS2020 airport design forum. Once airport development tools have been updated for FS2020 you can post tool speciifc questions in the subforums of those tools as well of course.
    • Questions about terrain design can be posted in the FS2020 terrain design forum.
    • Questions about SimConnect can be posted in the SimConnect forum.

    Any other question that is not specific to an aspect of development or tool can be posted in the General chat forum.

    By following these guidelines we make sure that the forums remain easy to read for everybody and also that the right people can find your post to answer it.

Prepar3D V2.3 Beta SDK issue with ModelDef

Messages
10,158
Country
us-arizona
Just in case you are using the latest P3D V2.3 SDK (beta), note that the Bin folder/ModelDef that Max is using might be wrong. To check this, add a new animation to the ModelDef and check in Max to see if its there. If not, you will need to place the proper ModelDef in the V2 SDK folder system. I have several SDK folders. I refuse to delete them, so that might be what is causing this. So if you also have all of your various SDK folders, like 1.4, V2, V2.1, V2.2, etc, then note, this will apply to you.

Ive let Clifton know. I havent had this issue happen before.
 
Bill, that is the single most annoying thing about having multiple SDK versions. I use the same .x and .xanim files to compile for both FSX and P3Dv2.x...

Obviously, the modeldef.xml scripts for both versions is identical, but having to maintain two synchronized copies of the same file in two totally different paths is a major PITA.

Well, actually having a new SDK for each dot release of P3D is a PITA as well, given that there is absolutely no difference between them!

Now, all that said...

Er, um...
Bill, did you change the entry in Max2012 to point to the v2.3 plugins folder? That is how Max2012 and the Tools will know where to find the modeldef.xml file...

Customize/Configure System Paths/3rd Party Plug-ins... Add or Modify the path to point to the P3D SDK v2.3 ..\plugins folder.
 
Last edited:
Bill, that is the single most annoying thing about having multiple SDK versions. I use the same .x and .xanim files to compile for both FSX and P3Dv2.x...
Padre, greetings!

I take it that you are an active P3D user, so I wonder if you would mind taking a quick look at my options file for MCX, because I cannot for the life of me get my 10 year old models seen here in v1.4, up into my P3dv2.2 or Instant Scenery 3(IS3).

If you go direct to Youtube, it will be available with my comments in Hi-Rez;for some reason it's presented without comments and lo-res here.



My goal is to leave FSX entirely and continue to use P3D exclusively, with GMAX with the FSX game plug-in as my model development tool.

I would then convert my models, as needed, with MCX, for P3dv2.2 and IS3, and eventually 2.3, as soon as I understand the foibles of upgrading to 2.3 .

I would like to ask you the same question regarding MCX path options, that I did Gabriel. Rather then repeating myself, please see http://www.fsdeveloper.com/forum/posts/680772/

Thanks in advance for your speedy reply,

Chas
 
Last edited:
Chas, in all honesty I know next to nothing about MCX since I have only ever used it to create .3DS mesh files from existing .mdl files so I can them port them into Max2012...
 
Back
Top