Makemdl
Basics
MakeMDL is the primary compiler for objects created for Microsoft's Flight Simulator 9
In its latest iteration, available in the MakeMDL SDK [1] for FS9, it supports input commands via a file named "makemdl.cfg". Normally, this file is located in the same folder in which MakeMDL.exe resides, e.g. "C:\gmax\gamepacks\fs2004\plugins"
Sample MakeMDL.cfg
[Settings]
LastDir=
SaveDir=C:\gmax\GAMEPA~1\FS2004\plugins
[Options]
Debug=1
ViewLog=0
KeepErrorLog=1
Keep=0
I8=1
I=0
FullMat=1
Deffallback=1
WeldPoints=0
Optimize=0
Flatten=0
NoAnimate=0
HasReflectMap=1
HasNightMap=0
- HasLightMap=1
- HasDamageMap=0
- NegateZ=1
- NoLeftToRight=0
- SwapBH=0
- Vis=0
- Crash=0
- XML=1
Installation
Makemdl.cfg entries explained
Of special interest to avid modellers for FS9 are the "Debug", "KeepErrorLog", "WeldPoints", "Optimize" and "Flatten" settings.
- Debug
- Set to "1" (no quote marks) to enable debug functionality
- ViewLog
- Automatically opens the log file after compilation if set to "1"
- KeepErrorLog
- Does not delete the log file if set to "1"; useful for finding erroneous parts or animations
- Keep
- Does not delete temporary files created during compilation if set to "1"
- I8
- ???
- I
- ???
- FullMat
- ???
- Deffallback
- ???
The next three settings can be a cure to the 4mm vertex weld issue otherwise present for FS9 models (very notable and annoying in virtual cockpits)!
- WeldPoints
- Disable vertex welding if set to "1".
- Optimize
- Does not optimize the mesh if set to "0"
- Flatten
- Set to "0"
- NoAnimate
- Does not parse animations during compilation if set to "1"
- HasReflectMap
- Set to "1" to enable reflectivity for the model. Make sure to put a "_t" suffix into the texture's file name, e.g. "fuselage_t.bmp" and make sure "Reflections" is enabled in FS9's "display" menu.
- HasLightMap
- Enables use of self-illumination night textures ("_l" suffix, i.e. "fuselage_l.bmp") if set to "1". You won't need to fill the "self-illumination" slot of the material in GMax.