• 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.

FS2004 Prop disapear when engine start on FS9 model

Can you point out where to set "unlimited export tweak enabled" change to disabled ?
Sorry found it was on the export menu .. was looking at a option menu.
Is it possible to set those default off ?
 
Last edited:
I decided to set it on by default since else you might loose small details on export to FS2004. What is the downside of having it on by default?
 
Using Unlimited is not a standard use.
Also won't make people ask like me about the .x file.
unlimited export is one type of option for a model creator.
It's a choice not must , for example AI planes needs to be light.
So thinking from model creating side I think better not be on at default.

Also loose detail or not is from Weld points and optimize on makeMDL.exe
If put that check off , will get the exact shape.
I think I posted in the forum here about that.
 
Last edited:
Using Unlimited is not a standard use.
Also won't make people ask like me about the .x file.
unlimited export is one type of option for a model creator.
It's a choice not must , for example AI planes needs to be light.
So thinking from model creating side I think better not be on at default.
Doing that tweak or not does not make a model light or not. The MDL file has the same size. So therefore I didn't think it hurts to have it on.

If you want a X file to manually compile you can export a X file (the unlimited export tweak is only available for MDL files).
Also loose detail or not is from Weld points and optimize on makeMDL.exe
If put that check off , will get the exact shape.
I tried to disable the optimize and weld option with command line arguments, but that did not work.
 
"Doing that tweak or not does not make a model light or not. The MDL file has the same size. So therefore I didn't think it hurts to have it on."

What is Unlimited polygon model?
As you already know that it's just showing multiple LOD model at once.
Standard is show on 1 level of LOD is 1 exterior and interior.
You can know whats going on at the last part of the root ASM file.

Do those unlimited polygon export is always needed for everyone everytime?
Answer is NO.
For just remove 1 part , change the effects , many people uses at many ways.
How tools are used is not limited.
So keeping a standard and provide as a option is better.

I won't say more about this since you are saying will put a switch on the export menu .
 
Hi,

Let me clarify a few things. As explained in this post below, at the moment I have only implemented the ULE tweaks to get around the 4 mm size limit. I have not yet implemented the tweaks that are related to the 65k limit. Both these tweaks are explained in the ULE tutorial.


The trick is indeed to export the additional details as LOD model and then apply tweaks so that these different LOD models show at the same time (basically become one big LOD). In your post above you seem to suggest that applying this tweak makes an AI model less lightweight, but that is not true of course. When applied to a model that does not go over 65k vertices, basically nothing happens. It's not that applying the tweak will add addition details that are not in your model.

That's also why I think it does not hurt to have this tweak enabled by default. For a simple model it has no impact and when a users exports a more complex model he will directly benefit from the advantage of applying the tweak.

But let me first finish implementing of the 65k limit tweak and once that is working and more users have tested it we can always see if it makes sense to modify the default settings.
 
Back
Top