• 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:

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unable to convert .dae into .mdl file

Check your path. If I see your explorer screenshot above the 3DSM7 XtoMDL is not in a folder called Plugins, like you entered it in the options.
 
You might also consider the possibility that the FSX SDK is still not configured properly after installation and/or moving its location.

In some such cases, one might try to ensure the Windows Registry path entries for the FSX SDK are re-written by manually running:

[FS SDK install path]\SDK\ConfigSDK.exe


Hope this helps ! :)

GaryGB
 
Now that I put my glasses on, it looks like you pointed to D;\... instead of D:\...
Thanks for reminding me of the large polycount stuff.
 
Actually... Updating to the new version generated more problems than I though - mainly with LibraryMaker which was treating new MDL files as sim-incompatible or non-MDL files at all... Reverting to the old backuped version of MCX solved all issues. Seems like new MCX saves MDLs in a slightly different way as I am not able to open MDLs created with the newest version in older versions of MCX.

Guys, 4TB backup-oriented Seagate is priceless! :)
 
Are you sure you're not mixing FSX and P3D v2 MDL files? MCX makes them through XtoMDL as always. P3D v2 MDL files made with the P3D v2 XtoMDL don't work in FSX.
 
Ok - so the "problem" was that the new installation of MCX automatically switched XtoMDL.exe paths to a dedicated simulator... Very logical but this might not be the best idea in case of FSX. Actually the best XtoMDL.exe usable in FSX would be... from P3Dv1.4 - it simply handles perfectly high-poly models while all FSX-native XtoMDLs crash or produce unusable MDL files. Issue solved and in my opinion:

FSX & P3Dv1.4 should use XtoMDL.exe provided with P3Dv1.4 SDK (models are usable with P3Dv2 as well and there are no "maximum polycount exceeded" issue)
P3Dv2 can use XtoMDL.exe from both version of P3D however MDLs created with P3Dv2 SDK can not be used in FSX and are uncompatible with other software like LibraryMaker for example.
 
Hi,

If you enter a valid path yourself MCX will never change it. Only when the entered path doesn't exist it will use the registry to find the sdk location.

I'll check, but I think I look for the P3D v1 SDK first when checking for FSX. But of course it all depends on the registry being ok on the user's machine.

The P3D v2 export function should use the P3D v2 XtoMDL, since else some features are not supported. If the user wants backwards compatibility with FSX he should use the FSX MDL export instead.
 
Hi,

I just double checked in the code and the P3D v1 SDK indeed has priority over the FSX SDK if both are installed correctly.
 
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