• 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.

FSX xtomdl and texture

Confirm that I get an untextured version on your mdl.

In your max I merged the original DC-3 to get a standard FSX texture, got rid of the specular etc files, loaded your texture as diffuse, and exported the original block and a clone (and the DC-3 too). Used MakeMdl.bat as described.

Export settings --

-export as ESP x file
- say Yes to mix
- flag duplicates
- process textures
-use bmp
-use dds
-export animations

The mdl displays fine as an aircraft, so should also as a scenery object. Max file attached FYI.

maxtest.jpg
 

Attachments

Ehh yeah okay, thanks for help.

May I gived you an .mdl file without texture, but normally there should have been one, but wouldn't displayed, so I think that you got an untextured .mdl, yeah confirmed.


It seems like that would work, if it's correct used.
I tried it again, 100% like described by you with YOUR max file.
Choosed Export then ESP 1.0 directX (*.X) exporter, said yes to mix
and all the other options described by you and saved it in my project scenery folder.

This time I didn't get any error messages. A little success.
After export, copied the .x file and the .xanim file to the folder of xtomdl.exe and did use the bat file. Copied the mdl file back to my project scenery folder and added it to a library and compiled it to bgl.

But no textures in fsx AND if I open the mdl file in modelconverter, there's no texture avaible. Only the diffuse color is displayed same by using it with a mdl source tool.

This time I did it with your file and the same configuration of exporter, and it's doesn't work. So I think there is failure in my sdk plugin or in my .bat file, but likelier at my sdk plugin.


XtoMdl /XANIM /DICT:..\..\bin\modeldef.xml /XMLSAMPLE test.X > err.log
pause

Finally we see that it's not working, but you have done everything what you could to help me. So I can only say thanks, but I think I will give up, because I think the last example has shown, that we won't find a solution, which is working at me and I can't explain it.

best regards

comy
 
Hate to see you give up.

Have you tried loading the mdl as an aircraft like I did? You drop test.mdl into a airplanes\xxx\model folder, make a backup of the existing model file, rename your test.mdl to the name of the original model. Then drop your texture dds in the airplanes\XXX\texture folder. Then load the aircraft.

If this works then the scenery error probably lies in the Addon Scenery folder structure you are using.

If it does not work then I agree someting may be wrong with your software setup. But that is not too likely!
 
okay I will try it tomorrow. Don't have time yet. I will call back about the result. Thanks

regards comy
 
Also check this - if you open your test.x in notepad, search for "dach" to see if the texture file name plus its FSX settings is in there. I'd be very surprised if it were not.
 
Hi

Sorry for late answering, I didn't have enough time last days.

Okay I opend my text.x with notepad and searched for "dach"
But I can't find my filename there.

Material dach0 {
1.000000; 0.000000; 0.000000; 1.000000;;
0.000000;
0.900000; 0.900000; 0.900000;;
0.000000; 0.000000; 0.000000;;
FS10Material {
1.000000; 0.000000; 0.000000; 1.000000;; // Diffuse component
0.900000; 0.900000; 0.900000;; // Specular component
0.000000; // Specular power
1.000000; 1.000000; // Detail and bump scales
1.000000; // Scale environment level factor
0; // Do not use global environment
0; // Do not blend env by inv diffuse alpha
0; // Do not blend env by specular map alpha
0; 0; 0; // Fresnel - diffuse = NO, Specular = NO, Env = NO
0; 0; 0.000000; // Precipitation - Use = NO, Offset = NO
64.000000; // Specular Map Power Scale
"One"; "Zero"; // Src/Dest blend
BlendDiffuseByBaseAlpha {
0;
}
BlendDiffuseByInverseSpecularMapAlpha {
0;
}
AllowBloom {
1;
}
SpecularBloomFloor {
0.900000;
}
EmissiveData {
"AdditiveNightOnly"; // Emissive mode
}
AlphaData {
0; // ZTest Alpha
0.000000; // Alpha test threshold
"Never"; // Alpha test function
0; // Perform final alpha write
255.000000; // Final alpha value
}
EnhancedParameters {
0; // Assume vertical normal
0; // Z-Write alpha
0; // No Z-Write
0; // Volume shadow
0; // No shadow
0; // Prelit vertices
}
BaseMaterialSkin {
0; // Skinned
}
DoubleSidedMaterial {
0; // Double sided
}
BlendConstantSetting {
0; // Blend constant
}
ForceTextureAddressWrapSetting {
0; // Force texture address wrap
}
ForceTextureAddressClampSetting {
0; // Force texture address clamp
}
BaseMaterialSpecular {
1; // AllowBaseMaterialSpecular
}
NoSpecularBloom {
1; // AllowSpecularBloom
}
EmissiveBloom {
0; // AllowEmissiveBloom
}
AmbientLightScale {
1.000000;
}
}
// End FS10Material
} // End Material 'dach0'
} // End MaterialList for 'Quader001'


Where should be my filename normally?
 
Yes, apparently you are not exporting your filenames. Should be like so:

Material dach0 {
1.000000; 0.000000; 0.000000; 1.000000;;
0.000000;
0.900000; 0.900000; 0.900000;;
0.000000; 0.000000; 0.000000;;
TextureFileName {
"vorderdach_main.dds";
}
DiffuseTextureFileName {
"vorderdach_main.dds";
}
FS10Material {
1.000000; 0.000000; 0.000000; 1.000000;; // Diffuse component
0.900000; 0.900000; 0.900000;; // Specular component
0.000000; // Specular power
1.000000; 1.000000; // Detail and bump scales
1.000000; // Scale environment level factor
0; // Do not use global environment
0; // Do not blend env by inv diffuse alpha
0; // Do not blend env by specular map alpha
0; 0; 0; // Fresnel - diffuse = NO, Specular = NO, Env = NO
0; 0; 0.000000; // Precipitation - Use = NO, Offset = NO
64.000000; // Specular Map Power Scale
"One"; "Zero"; // Src/Dest blend
 
that means there's a problem with the exporter of 3dsmax?

I did install it like described in the installation manual.
 
Works fine here with Max 2011...

Perhaps start a new simple project from scratch creating and applying a FSX material and then exporting and testing whether the x file gets the filename. This is really mysterious ... the solution, when/if we get it, will be really simple I bet.
 
okay, I tried it with a new created box in a new project.

But nothing, same problem. Now we know, where the problem is located. But what's the reason.

I don't think that it will help, but I can't define a texture path in the FS Shadertool of prepar 3D. I get an error "function undefined".

But he recognizes the path of the used fs materials.


This is really mysterious ... the solution, when/if we get it, will be really simple I bet.

that's good:D
 
okay, I tried it with a new created box in a new project.

But nothing, same problem. Now we know, where the problem is located. But what's the reason.

I don't think that it will help, but I can't define a texture path in the FS Shadertool of prepar 3D. I get an error "function undefined".

Why on earth are you messing with the "FS Shadertool?" You only need to open the "Material Map/Browser" click on "New" and "FlightsimX" to create a new FSX Material...

Once that's done, add the base texture bitmap to the Diffuse Color slot.
 
What about the test.max file I attached in post 21... does that export without textures also?
 
Last edited by a moderator:
Hmmm ... it sounds like this is being more complex than it should be.

I haven't seen the texture on any of the Max pictures but I presume the CORRECT material is actually applied to the correct mesh??

The process should be simple:

Make the Geometry
Make an FltSimX Material
Apply the Material to the Mesh
Unwrap (etc)

Create a GUID and Friendly Name
Export the X file
Parse the X-file to xtomdl.exe

You don't need to touch anything else. xtoMdl doesn;t have any tricks to process textures, but if the materials are not set up properly there will be no textures.

In addition if the correct materials are not applied to the mesh, then they will not be compiled.
 
Why on earth are you messing with the "FS Shadertool?" You only need to open the "Material Map/Browser" click on "New" and "FlightsimX" to create a new FSX Material...

Once that's done, add the base texture bitmap to the Diffuse Color slot.

It was an advice only.

What about the test.max file I attached in post 21... does that export without textures also?

yes, no textures after export.

Make the Geometry
Make an FltSimX Material
Apply the Material to the Mesh
Unwrap (etc)

Create a GUID and Friendly Name
Export the X file
Parse the X-file to xtomdl.exe

That is what I did, but the texture isn't avaible in the x-file. So the problem isn't the mdl.

May I should go back to 3dsmax 2011.
 
Yes, by all means try the 2011 version.

Also, don't know whether we have checked this before, are you running the 64 or the 32 bit Max version? If 64 then switch over to 32, I have heard the exporter isn't compatible with the 64.
 
For what it is worth, I just tested the 3dsMax 2012 ESP exporter.

Created Box
Make GUID and Friendly
Create a TestMaterial (renamed to remove the number from the start) using FlightSimX Material Template
Diffuse Texture specified a normal (specified from the bitmap rollout)
Exported ESP 1.0 X-file
Opened X-file with editor.

Texture references are there.

The exporter works. Perhaps post your Max test file, so we can see what is going on.
 
Sorry for late answering, didn't have enough time last days.

@hcornea
you are scaring me. The idea that there is a software bug seems to me much more easier, than the realization that I doing something wrong for weeks :D

Okay here is it again. It contains the max 2012 file, the x file (no texture aviable) and the dds texture self.

As long as anybody likes to help me, I sent it again and again.

@mjahn

I using 3DS Max 2012 32 bit at OS Win 7 64 bit. But that shouldn't be a problem.

thanks
regards comy
 

Attachments

Your x1 material has "Skinned mesh" checked .... but there is no skin / bones animation.

After removing this checkbox, and exporting the X-file I can see the "vordach" texture name within the Xfile.

There are a lot of other (non-FSX ) materials in the file, and the material editor could do with a cleanup.
 
Yeah sorry, the skinned mesh option wasn't activated normally. It was much more a desperate attempt.

Okay I cleaned up my material editor, deactivated skinned mesh again, exported, but nothing.

I kick it soon out of the window. It can not be true, that you help me again and again, and if I try the same steps like you, that I don't get the same result like you.
okay back to the top ....Last idea....for the moment.....


I did try to find out which external plugins/kits/utilities (sorry don't now how it is called in english) like microsoft net framework 4.0 is needed. At the day when I did install prepar 3d I did see a site where it was described, but I can't find it again, now. It's only an idea, but may I have there an error in installation.

Otherwise, would anybody like to do a remote support via a remote support control tool? I can't imagine that we will find the error here....there are not really many topics in this forum, which attain a long of 2/3 pages without an ultimate solution. And I still think that I make a mistake.....


but thanks to all, who did help until here.....

regards comy
 
Last edited:
As a max 2011 user I cannot open your latest test file. (huh - ?)

Hesitate to suggest this, but you could simply edit the x file ... if all that's missing is the darn file name? Could even write a little prog to do that for you.

Clearly a last resort. But maybe keeps you from going up the walls...
 
Back
Top