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expat
March 31st, 2016, 07:33
Hiroshi, the very talented modeler of POSKY, SkySpirit and now TDS made a nice FS9 model of the 767-100 series, a plane that was initially ordered by an airline but was then cancelled. Not a huge tube liner fan but I like the model and think it would make a great ultra long range BBJ that could also access medium length fields. I tried using Model Converter X to change it to a native FSX model, so it can be merged with a decent VC (default 737 or JF Freemium 757 vc) however I am not sure what to do and the output I exported did not appear in the sim. I have successfully created a scenery bgl from the USS Oriskany model, but that is a different process. I see Lazarus and other members here have started converting a growing number of freeware FS9 models successfully. Any suggestions?

Model (with winglets) is here: http://ssp.cyber-ninja.jp/

http://s18.postimg.org/dq7r7thzt/12377779_10208706415000604_529768099333572846_o.jp g (http://postimg.org/image/sm6afeted/full/)

lazarus
March 31st, 2016, 10:34
OK, I'll bite- bearing in mind I don't know what I'm doing on a good day...:stupid:
I also don't know what you're doing, so...

I'm presuming you've Henk's mdl definitions installed? That's first off, you have to have the updated animation definitions, or your're dead in the water at the jetty. The other utility needed is RADitor to re-set the model radius.
If you've got the animation definitions updated, and a export with functioning animations showing up in MDLX but no model in sim, you've probably missed re-setting the model radius, and the model viewing distance is ten miles plus, you won't see it in the selection window.

http://www.fsdeveloper.com/forum/resources/raditor.120/


Radius being the external eye point distance from centroid...I suppose
X, Y and Z radius- X being span left/right from centroid, Y being length fore/aft from centroid, Z being height below/above the model center.
Typically in a converted FS9 model, you will see a radius like 1845.235, or some huge number, similar values in the X,Y,Z.
I'm bloody lazy, so I'll grab a rough eye-ball radius of 8-15 for a small-medium fighter sized model, 20+ for larger models. Check Mitre 10 Catalogue (https://www.ladysavings.com/publix-weekly-ad/?mitre-10/) and Officeworks Catalogue (https://www.ladysavings.com/publix-weekly-ad/?officeworks/). I suppose the X,Y,Z should conform to the dimensions of the aircraft, plus some fudge factor. I usually just blork in the radius number for X and Y, half the value for Z, 70% of the value on the up side, 30% below.
A Essex pointed out, the interior model radius should be the same as the external model radius.
For a 767 try a radius of 33, X= -33+33, Y= -33, +33, Z= -10, +23

That seems to work for radius, and nobody's complaining...yet.

I'm down for a C check and a TX'd fan, so I'll keep an eye on the thread, get some turn around on this.

expat
April 1st, 2016, 01:10
Lazarus, appreciate very much your taking the time to respond and explain what is involved in detail. Sadly, this is going to be way above my skill level!
Regards,
expat

lazarus
April 1st, 2016, 07:25
No, it's not. It's just poking buttons. Though I'm almost violently opposed to riding in the back of a tube - a dreadful chore, as uncomfortable and un-enjoyable as an iron maiden, sans whimsy- I'm going to load that one up and were going to go through it step by step. Like the fat kid from north korea, building a bomb is easy if somebody else has done the skull sweat first!
36597

Mach3DS
April 1st, 2016, 07:50
Lazarus, could be so kind as to point out where to obtain the new mdl defs? I would be super interested....I'm like you just poking around, but I would love to understand a bit more how to use MCX as well. I thought I understood it well enough, but recently started getting animation linkage errors during export....so obviously I'm missing something!

lazarus
April 1st, 2016, 08:06
Let me set up a few things and top off the generator. We'll do a tutorial, provided the model doesn't have some weird ground equipment on visibility conditions- still have not been able to wrap the skullbone around that...see monkey picture.
Ed: http://simviation.com/1/download-file?file=767200GUAJIRAairlnes.zip&fileId=49696

This is native TDS 767, but a -200. I guess the difference is tube length?

expat
April 1st, 2016, 10:46
Monkey looks super-glued to one of the 1960's Estes Rockets kits I used to drool over in their catalogue!

OK, will try to keep up widge ya but some of it sounds a bit out of my band width.

falcon409
April 1st, 2016, 11:05
Gonna follow along with this as well. I have a low-level working knowledge of MCX as I use it for converting 3D scenery objects for use in my scenery. I would enjoy being able to "Nativize" some aircraft of my own too, so we'll see how long it takes me to cry "Uncle", lol

lazarus
April 1st, 2016, 13:52
36613
Everybody has model converter installed and pointed at the SDK? Henk's mdl def XML there, it goes in the SDK, just as the file structure of the nested folders.
Back up your existing XML, or move it to a spare folder, as you wish.
Fire up mdl converter.
36614

Lets try something simple that most folks here can get into, the Alphasim A-3B. One is floating in the library, but it's a bit of a mess.
Click the import button top left...
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Should look like this.
Open the A-3B model, the converter will grind and smoke for a moment, and a dialogue window pops up and asks for your wallet...kidding.
36616
the variables need to be set. The 'gen model' number tells the converter which model in the file to read. 1= reads the VC, 2= reads the external model. I don't know what difference 8000 makes, it still reads the external model (see monkey picture) Leave 'gen model' at 2.
g_light_states tells the converter which attached lights and presumably, effects to read. For this model, 0=none, 1=nav lights, 2=VC landing light (?) 3= landing light, 4= I don't know (see monkey picture), 5= all attached lights. This one still goes by me- you have to set the conditions for the lights and I don't know how, so the damned things stay on all the time...Maybe we can smoke out a solution.
Hit the 'set' button
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The converter spins round like a fruit machine, some smoke comes out, don't be alarmed....then you should see this.
36618

lazarus
April 1st, 2016, 14:34
I forgot to mention, the little paper clip icon shows attached objects...
By now you have noticed the opaque glass. A couple of the materials need editing in FS9 models.
Click the material editor, the button highlighted in blue...
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A window will come up...scroll down on the left and click on glass_t. You may have to edit the alpha channel of the bitmap or DDS in DXTBMP.
36620
At the top right of the material editor is a selection window, pull that down and select 'default transparent'. There's a bunch of other stuff for all the reflections and this and that that needs a bunch of fiddling...that can be done latter. Lets keep it simple and leave it the way it was, the glass texture assigned as spec. On this one, it comes out nice and shiny.
36621
One reason for using the A-3B is, I've already found most of the un-features. One odd one on some of the old Alpha-sims is the interiors read transparent through FSX glass, so you'll have to click on each of the interior textures for the cockpit and assign 'default opaque' to them, otherwise, you have a glass-bottom plane. (see monkey picture)
36622
So you should end up here, clicking on the little clapper-board icon, highlighted in blue. This is where the new mdl def XML file comes in.
I'm going to take a break for a few, let folks catch up a bit, make the Dog some breakfast (before his gut caves in on his backbone, from the expression he's giving me)

lazarus
April 1st, 2016, 15:27
We've clicked on the animation editor icon (the clapper board), and a menu window comes up
36624
The long list at the top is the list of animations in the model. Now we have to go down the list, and change the FS9 animation definitions to the new MDL X definitions.
First, you have to isolate the animations. We'll start at the top of the list with 'c_gear'. Beside the 'select name containing' button is a window with 'gear' in it. double left click to highlight that, and type in 'c_gear', then hit the 'select name containing' button. onlt the boxes for 'c_gear' should be checked. You can wiggle the slider or hit the 'play' button to see the animation.
36625
To the right of the 'assign animation type' button is a window that says 'action 1'. Click the arrow to expand the list. These are the new animation definitions. Scroll down, and click on 'c_gear'- that's the nose gear retract and suspension sequence, bty. Now the window should read 'c_gear'.
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Now click the 'assign animation type' button.
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The converter does it's fruit machine thing, and the list comes back with 'c_gear' checked. Then to the next item on the list, 'lever_stick_l-r'. Type 'lever_stick_l-r' beside the'select name containing' button, hit the button to check off 'lever_stick_l-r', scroll down the list beside the 'assign animation button', select 'lever_stick_l-r', and assign.
Always check you have the animations you want-watch the syntax. If you mess up, the yellow arrow icon pointing left will undo the last action once. A second goof will usually mean starting over, or sorting through animations by hand to unsnarl any untended changes.
36628
And so on down the list. Another reason for using the Alpha A-3 is most of the animations are one for one swaps, with no guessing at which animation goes where.
Usually, it goes like this. Some times, it's guess and test until it works. Some models have 600 listings of 'unknown', and you are going to go through one box at a time and wiggle the slider to identify which 'unknown' belongs to which part and animation.

lazarus
April 1st, 2016, 15:42
In this case, there are 3 'unknowns' in the external model, all for the nose gear steering. Select these, and assign 'Rudder_pct_25_reversed'.
36629
the other guessing game tag is 'usrvar', or user variable- the rudder. Assign 'Rudder_FS9_360' to this one.
The C_tire, l_tire and r_tire are assigned the C, l or r_tire_blurred_key.
elevators and aileron seem to like elevator_pct_25 and l_ or r_aileron_percent_25.
F-canopy is the crew door, 'door_0'. Bomb bay is 'visor', I changed it to 'door_1'
Spoilers, tailhook , wing fold, leading and trailing flaps are apparent.
When you get to the end of the list, check over the animations, make sure you have everything changed over.

lazarus
April 1st, 2016, 16:56
OK. Almost ready to export. Next, we need to assign a new name and guid number to the model- you can skip this part, and the model will keep the original name and guid- possibly causing confusion latter.
36630
Click on the magnifying glass icon, 'model information'.
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Click 'edit', amend the file name, click the 'assign new guid' button, the converter does its thing, and a new guid pops up. The new name is now set, and the model reads as such.
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Select the 'close' button in the 'model information' window. Now it's time to export. The export button top left, next to the import button. Hit it.
36633
You get a window with the model name and type, all self explanatory. We want to export as an FSX MDL object. (*.MDL)
36633
The converter grinds away, the little whirly thing in the lower left corner spin-cycles. When it stops, you should have a happy little light bulb down there (not there!)
36630
Before you exit, manually go to the model folder and make sure you got a model file with something in it, but you should not have gotten any error messages. Should be about 5.4Mb. Then open the new model in the converter and see how it looks.
Now, the VC...

lazarus
April 1st, 2016, 18:01
Now we need to set the radius with RADitor. Dead easy. I guess everybody has RADitor installed- see top of thread, D/L and install. Run it, and a window comes up.
36646
Point it to the newly converted file, hit the small select button, then the read button. You will see some huge number in the radius window and bounding box window. Double left click on each in turn and change to match the picture values. You can increase or decrease to suit your tastes, but the VC model should have the same radius and bounding box latter. Hit the the 'write' button. That's it. You should now have a basic MDL X A-3B ready to go.
Now, the VC. Hit the import button on MDL converter,
36647
select the FS9 A-3B. The model dialogue window will pop up.
36648
You will want to set 'gen model' to 1, lights state to 5 for the VC landing light. (You can use the converter to remove or edit those latter by hitting the wrench icon for the attached object editor.) Select set, the converter fruit machines for a moment, and...
36649
The VC come up. Select the material editor. Each of the $VPANEL place holders is selected and assigned 'default transparent' in turn.
After those are adjusted, select the animation editor (clapper board) icon.
36650
This is a short list, so start at the top again, you can manually select these. These are going to be changed to the lever commands. There is the lever stick fore and aft, lever stick left and right. The tail hook lever is on the left side of the pedestal- pilots right hand. The 'unknowns' are the throttles- left lever becomes 'lever_throttle_0', right becomes 'lever_throttle_1'. Two 'unknowns' are the rudder pedals, those have 'lever_pedals_l_r' assigned to both. The last two are 'lever_landing_gear' on the right pedestal, the lever that looks like a gear leg and wheel, and 'lever_flap' on the left corner of the pedestal, f_canopy -s 'door_0'. Select one at a time and wiggle the slider. This one is easy. A cockpit with zillions of switches is a major PTA.
Select the 'object information' icon (magnifying glass) hit edit, change the name to A-3_interior_X or something, hit the 'set new guid' button, close the window, and export.
Run RADitor again, set the radius and bounding box to the same values as the external model, hit the write button.
Now, amend the model config file as you would for any FSX model- eg:
normal=A-3B_X
interior=A-3B_int_X.
Load up the sim, see if it works.
This is the tedious part. Find any miss features, note those, exit, go back to model converter, adjust animation definitions, export a new model. Note. Export with a new name so you don't overwrite and loose your original. You must also reset the radius every time you export a new model.
Test again.
I'll save you some time. The one un-feature I found is the left main wheel refuses to rotate. It could be a contact point glitch, I'll have to look, or I might have screwed up. If not, try 'tire animation' assignment, or assign it to the 'right tire blurred'.

36644

:encouragement:


Addendum-de-dum-dum. I ran the 767-100 through the gizmo, just to have a look at it. As I thought, its got all this yellow stuff glommed around it on visibility conditions. That can be done, Henk seems to have that by the face. It's just a bit more complicated. Say, like tying your outflow valve to your uvula the long way 'round.
The nasty, lazy way I favour is to sand off the offending bit's with the material editor and hierarchy editor. You can isolate (sometimes!) parts, highlighted in red, and remove them.36655 Easy.
Then...
36656

So. This would be a (Sisyphean) labour of love(?). Then hope you don't get an aptly named 'main ARG string error' - which is when you scream ARRRRRRRRGGGGG!... And unload eight rounds of .45 ACP into the laptop...

lazarus
April 2nd, 2016, 01:55
The A3D_X in the demo zip works nicely.
366573665836659

gavinc
April 2nd, 2016, 09:27
Thanks for this tutorial Lazarus.

I often wondered what the steps were, I have dabbled a bit with MDLX but never managed to get the animations working.

Looks like I need to go thru your tutorial in detail to help me understand.

Gavin

Roger
April 2nd, 2016, 11:48
This is a great tutorial. When the present subject is complete I'll add it to tutorials:applause:

hschuit
April 3rd, 2016, 04:56
"We'll do a tutorial, provided the model doesn't have some weird ground equipment on visibility conditions- still have not been able to wrap the skullbone around that..."

OK, let me explain how visibility conditions work. Any part of the model (or attached object like a light effect) can have a visibility condition tag which controls the visibility of the part in the sim. The conditions under which the part is visible or hidden are xml coded in a similar way as animations. Visibility conditions types are also stored in the ModelDef.xml file, you can recognize them in the ModelDef.xml file by the tag "Visibility<visibility></visibility>" (vs. animations which are tagged "Animation"). The possibilities are endless, let me just mention a few:

- Show drop tanks, missiles or bombs only when the correct weight is entered in the FSX Payload Mgr (see 2nd screenshot example).
- Show/hide modeled vapor streaks or drag chute
- Switch an aircraft light on/off
- Hide AI aircraft crew figures when the engine is not running
- Show/hide ground equipment

This is how you assign a visibility condition - assuming you already have the MDL file opened in MCX:
1. Click the Hierarchy Editor button on the top menu, this opens up the window as in the screenshots below.
2. Find the ModelPart or AttachedEffect which you want to assign a visibility condition to and click on it. In the 1st screenshot example I chose a beacon light AttachedEffect, in the right pane you will see it's properties. If the ModelPart/AttachedEffect does not yet have a visibility condition, the condition type under the "Visibility Condition" node has value "None".
3. Click on the "Visibility Condition" value to open the list box which shows all visibility condition types which are stored in your ModelDef.xml file.
4. For the beacon light, I selected condition type "light_beacon_vis" (this links the beacon light effect to the FSX beacon light key command).
5. Close the Hierarchy Editor.
6. You now can export the MDL as FSX MDL object.
7. Set the radius/boundaries with the MCX MDL Tweaker which is under menu item "Special tools" > "MDL Tweaker" (works the same as the Raditor tool).

lazarus
April 3rd, 2016, 20:50
Excellent! Thanks Henk, that made sense. I've just sorted out glass and reflections, and am making up the next set of flashcards for that, then we'll tackle lights. Give me a year or so, I'll catch up!

lazarus
April 3rd, 2016, 21:08
than before....366943669536696

expat
April 4th, 2016, 01:01
Well, it all is way above my skill level - but cool stuff! Think the Vertigo Panther VC will merge nicely with that Cougar . .

padburgess
April 4th, 2016, 03:19
Hi lazarus
I have been following this and have a question for you. I have tried this on a couple of older models (Ju_Attacker, Fw200c6) and they export fine but the animations for ailerons and rudder are backwards. Both ailerons move in the same direction and the rudder moves in the opposite direction to anticipated but when in Model converter the animations appeared to be fine. Can you explain this for me and do you know how I fix it?

thanks in advance
Paul

lazarus
April 4th, 2016, 10:22
Hi, Paul. Sometimes you just have to keep trying different animation definitions, export it, load it up, run the sim and try it. It can be time consuming, and frustrating.
Expat, you're selling yourself short-it's just tedious digging through lists- in the case of the 767-100, it's a long, dull job, but doable. As you wish. Many times, I note 'how do I do this?' questions are semantically equal to 'would somebody else do this for me?'. It's not hard.

lazarus
April 4th, 2016, 10:50
We want shiny glass, and reflections! I sat down with the box, a jumbo tin of Kirin, a combat hookah and a colt series 70, one of Henks explanations, and forced myself to figure out the material settings.
So. Open up the A-3B in MDl converter, then open material editor, we'll start with glass from where we left it.
36711
On the right side of that window, roll down to the bottom, and work your way up the list-it's easier. You will have to do some fiddling with some textures. Lets save some time.
36712 Dump these in your A-3B texture folder. Starting at the bottom of the list, you are going to change these values and make some new texture assignments.

recipe for shiny glass, reflections and environment maps enabled.
-----------------------------------------------------------------------------

alpha test function never
alpha test level 1
Z-test alpha false




allow bloom true
specular bloom floor 0.89999997615814209


ambient colour 255, 255, 255
diffuse colour 64, 255, 255, 255
specular colour 255, 255, 255



no shadow true

source blend SrcColor

fresnel ramp
diffuse true
reflection true
specular true

blend environment
by inverse diffuse alpha true

reflection scale 0.800000011920929

specular map scale 128
use global environment map true


diffuse texture GLASS_T.DDS

fresnel texture CANOPY_FRESNEL_RAMP.DDS

specular texture GLASS_S.DDS

--------------------------------------------------------------------------------------------

Now we're going to do the same thing for the external textures, a basic shine and enable reflections. Select one of the exterior textures. You'll want to do the same thing for glare panel, engine bullet and oleo. scroll down the right hand side list, make the following changes.
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Remove the specular texture assignment- we'll cope with spec and bumps later. Change these values.

recipe for shiny surfaces-reflections and environment maps enabled
--------------------------------------------------------------------------------------------------

allow bloom true
specular bloom floor 0.89999997615814209


ambient colour 149, 149, 149
diffuse colour 149, 149, 149
specular colour 49, 49, 49

reflection scale 0.10000000149011612
specular map power scale 0
use global environment map true
-------------------------------------------------------------------------------------

Do this for all the external textures, update the model name in the object information editor and export.
If faced with a long list of animations and textures to convert, you may want to export a back up X file periodically as you go along. If the converter eats all your memory and derps, you wont loose all your work.

Now your A-3B has nice fsx glass and textures interacting with the environment. I forgot to grab a cap, so the B-66 will be illustrative.
36714

I ran these processes on a selection of different models with consistent results.

Next, those dastardly coded lights

morpheusfz
April 4th, 2016, 11:41
Hi,
are you planning to release the B-66 fsx conversion?

lazarus
April 4th, 2016, 17:39
I should mention most of my problem with the lights and whatnot was due to sto0pidity. I didn't have the latest model converter X installed. If you don't have the latest

http://www.fsdeveloper.com/forum/forums/modelconverterx.87/

Do that first, it has the new bits for this.

Now, you open up your trusty A-3 with it's sparkly glass and hide, click the paperclip icon, then click the wrench icon.
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We are going to assign a light to the attach points in the model. I used default to keep things simple. Red left, green right.
36730

Now, klick the green 'add' icon top left, select add effect, assign what ever landing light you like,
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the location co-ordinates are bottom right.
position ( -0.15, 9.88, -1.07)
Close the attached object editor. Now we have to set conditions. Click the org chart icon for the hierarchy editor,
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look down the list on the left of the dialog window for 'attached effect'. There is one for the landing light, and two pairs for the nav lights.
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Find the first attached effect, click on it. On the right, find and click on visibility conditions. It's just like running the animation editor.
36733

This looks right, allowing the light to come on after the gear is down.
36734

Now we hunt down the pairs of nav lights
36735

Set one pair

36736
Then the other


Now, close the hierarchy editor, open the object information, update the name, save, set the radius with special tools/model tweaker, or with raditor, do your final export.
Now you have a nice A-3, and the basics for a FSX conversion.:jump:
https://drive.google.com/file/d/0Bymd7iALx2FoNE1VYS16WkszcGc/view?usp=sharing


3673736738

All the lights turn on and off, and gosh, she's real purty for a big blue whale.

lazarus
April 4th, 2016, 17:46
Shortly. Just finished building and installing some whiskey compass and heads up horizon that went missing in the conversion, still have to assign all the switches, too. Then convert the EB and RB...and B-52's. Migs. Sukhoi's. And update the catalog...and...Soon, with the F-100C.

morpheusfz
April 4th, 2016, 22:30
Thx for the info and the great Tutorial, i try to convert the BAC TSR.2 from Alphasim. This Tutorial is a Big Help for that.

I tried to add the Glass effect to your Starlifter Package from Simviation but when i save the model the Converter stops with an error?!

When i'm back from office i write the Error in this Thread.

gavinc
April 5th, 2016, 06:47
Ignore this - I hadn't read the text closely enough.

Thanks
Gavin

Hi,
I started working thru the tutorial and have a question.

One of the animations in the Skywarrior is the bomb bay doors. These appear to be assigned to the Visor key in FS2004 and there isn't an equivalent animation in FSX (or at least in the mdldef version I have).
I have assigned it to the tailhook animation but I was wondering if I missed something.

thanks
Gavin

gavinc
April 5th, 2016, 08:39
Hi,
Much as I appreciate all the work that lazarus, henk et al are putting into this tutorial thread can I make a small request for those of us with eyes of a 50 something year old.

Would you be able to make the graphics that illustrate the instructions a bit larger? Even with my glasses I have trouble seeing some of the info.

thanks
Gavin

morpheusfz
April 5th, 2016, 09:13
http://www.sim-outhouse.com/sohforums/attachment.php?attachmentid=36749&stc=1

I have only a problem with the Front gear Animation, it does not turn. and Landing light nada.

try to make the jdam's visible with load and dissapear pilots with waterrudder, but for the first time thumbs up! it works and its easy.

https://drive.google.com/file/d/0B5kx6bSnvk6veHRSZ3ptUXVUeHM/view?usp=sharing

lazarus
April 5th, 2016, 09:39
Good show! I don't know what type of animation is used for the nlg steering on that B-2, so you might have to keep trying things. If it looks like it moves in opposition, try one of the rudder reversed.If it spins in a 360, try C_wheel, or c_wheel_100_200. Some times you go through 20 exports before you get lucky.

Sprinkled through the posts above are a couple of zips and a drive download, those have all the screen grabs at full size, glass textures, and the demo A-3 with the blue skin.

Some of us have eyes pushing 70:blind: Gone all farsigted, and the flight surgeon keeps asking if my glasses are bird strike rated.

lazarus
April 5th, 2016, 10:12
If you put the bomb bay on tailhook, you'll interfere with the tailhook. You have four door commands that work fine- put the crew door on door0, and the bomb doors on door2. It'll save you some fiddling. Make sure that the config file has appropriate entries for tail hook-also dependent on hydraulic power and hydraulic pump engine map, make sure you have enough doors assigned in the exits section, that you have a water rudder line in the contact points, that you have a wing fold section added in,thrust reverser enabled; you might need a new Air file. All this stuff has dependencies

gavinc
April 6th, 2016, 03:22
If you put the bomb bay on tailhook, you'll interfere with the tailhook. You have four door commands that work fine- put the crew door on door0, and the bomb doors on door2. It'll save you some fiddling. Make sure that the config file has appropriate entries for tail hook-also dependent on hydraulic power and hydraulic pump engine map, make sure you have enough doors assigned in the exits section, that you have a water rudder line in the contact points, that you have a wing fold section added in,thrust reverser enabled; you might need a new Air file. All this stuff has dependencies

Hi lazarus
thanks yes I figured that out about 2 minutes after I posted,
Working thru a couple of other issues but getting there.

Thanks again for all your info and help.

Gavin

gavinc
April 8th, 2016, 07:46
Hi,
I have found one way to get the correct parameters for the Bounding Boxes.

MDLX can read the co-ordinates of the original FS9 model, so you need to record those somewhere and then use MDL Tweaker or RADitor to fix the FSX model.

Start by pulling the original model into MDLX and click the Object Information button (looks like a piece of paper with a magnify glass - it is the same one you use to change the model name and the guid)

In the pop up window you can see the bounding box co-ordinates
http://fsfiles.org/flightsimshotsv2/images/2016/04/09/ObjectInformation.jpg
Record those 6 numbers somewhere safe.

Now do all the adjustments and fixes that you need to do to the model and export it as an FSX native.

Import this FSX model back into MDL Tweaker (Which you can find in the Special Tools menu) or Raditor
http://fsfiles.org/flightsimshotsv2/images/2016/04/09/MDLTweaker.jpg

Note that the numbers are wildly wrong but this can be easily fixed back to the values that you wrote down earlier. The Radius I just picked as the most reasonable value based on the X and Y co-ordinates.

http://fsfiles.org/flightsimshotsv2/images/2016/04/09/MDLTweakerfixed.jpg

Now export the model, fire up FSX and hopefully everything works first time:biggrin-new:

Thanks
Gavin

morpheusfz
April 11th, 2016, 01:02
Any idea about the rotor or prop animation? I have found nothing that seems right. 😞

padburgess
April 13th, 2016, 03:23
Hi

Here is my first successful attempt at converting an aircraft. And yes I know the cockpit is not true to life, but it is the best approximation I had in my library and I am happy that it is a close enough representation of the general wing and engine layout to be "good enough".
Aircraft Hs129B
Cockpit Milton's F7F Tigercat
Sounds Twin P&W's for fast cats
Gauges, a mixture from the gauges folder.

All animations work satisfactory with exception of prop spinning. I get a windmilling effect and so far no animation I try corrects this.
http://www.sim-outhouse.com/sohforums/attachment.php?attachmentid=37078&stc=1

Cheers
Paul

morpheusfz
April 14th, 2016, 12:36
Just for fun. ;-) Oldie but goldie... Mig-37B Ferret-E by ITO

https://drive.google.com/open?id=0B5kx6bSnvk6vb2xxX283T196cDA

http://www.sim-outhouse.com/sohforums/attachment.php?attachmentid=37132&stc=1

falcon409
April 14th, 2016, 16:52
Everybody has model converter installed and pointed at the SDK? Henk's mdl def XML there, it goes in the SDK, just as the file structure of the nested folders.
Back up your existing XML, or move it to a spare folder, as you wish.
Ok, so I must be the only lame one here as no one else has asked this question.

First, I didn't have a modeldef.xml file to begin with so there was no need to overwrite.
Henks download shows the sub_folder to be "3DSM7", but the SDK has three other folders inside that one. Where does the modeldef file go? (Plugins? Scripts? Samples? or by itself inside the 3DSM7 folder?)

hschuit
April 14th, 2016, 22:28
Ok, so I must be the only lame one here as no one else has asked this question.

First, I didn't have a modeldef.xml file to begin with so there was no need to overwrite.
Henks download shows the sub_folder to be "3DSM7", but the SDK has three other folders inside that one. Where does the modeldef file go? (Plugins? Scripts? Samples? or by itself inside the 3DSM7 folder?)

Ed, I have the ModelDef.xml file in the "bin" folder: .\Microsoft Flight Simulator X SDK\SDK\Environment Kit\Modeling SDK\bin

gavinc
April 15th, 2016, 00:02
Any idea about the rotor or prop animation? I have found nothing that seems right. 

Hi,
I found the following instructions in a thread over on FSDeveloper
http://www.fsdeveloper.com/forum/threads/fs9-fsx-aircraft-model-conversion-an-experiment.427512/page-6

I haven't had a chance to play with it yet myself so don't know how clear/easy/painful it might be.


1. Import your fs9 plane into MCX, delete everything except the prop. Export as prop0still.X

2. Export again as prop0slow.X

3. Import your fs9 plane again into MCX but get the prop disc to show by entering high numbers in the condition variables. Delete everything except the prop. Export as prop0blur.X




4. Import a simple FSX native single prop plane into MCX. Delete everything except the prop. Export FSX mdl.

5. There should be 3 animations for the prop. Delete the slow and the blurred prop. Export as FSXprop0still.X.

6. Import the mdl from step 4. Delete still and blurred prop. Export as FSXprop0slow.X.

7. Import the mdl from step 4. Delete still and slow prop. Export as FSXprop0blur.X.




8. The fsx X files will contain the magic visibility conditions needed for your fs9 prop. Open the 2 "still" X files in notepad and copy over the PartData code from between

'Frame frm_partX {'

and

'FrameTransformMatrix {'

Don't change the filename.

9. Import the edited prop0still.X into MCX, make sure it's assigned the prop0still animation, export as FSX mdl.

10. Repeat for slow and blurred prop.

11. In MCX delete the prop from your previously converted plane. Merge in the 3 new mdls, export. Done.




It's critical that you insert the relevant visibility condition into each version of the prop.

Gavin

Essex
April 15th, 2016, 09:58
1. Import your fs9 plane into MCX, delete everything except the prop. Export as prop0still.X

2. Export again as prop0slow.X

3. Import your fs9 plane again into MCX but get the prop disc to show by entering high numbers in the condition variables. Delete everything except the prop. Export as prop0blur.X




4. Import a simple FSX native single prop plane into MCX. Delete everything except the prop. Export FSX mdl.

5. There should be 3 animations for the prop. Delete the slow and the blurred prop. Export as FSXprop0still.X.

6. Import the mdl from step 4. Delete still and blurred prop. Export as FSXprop0slow.X.

7. Import the mdl from step 4. Delete still and slow prop. Export as FSXprop0blur.X.




8. The fsx X files will contain the magic visibility conditions needed for your fs9 prop. Open the 2 "still" X files in notepad and copy over the PartData code from between

'Frame frm_partX {'

and

'FrameTransformMatrix {'

Don't change the filename.

9. Import the edited prop0still.X into MCX, make sure it's assigned the prop0still animation, export as FSX mdl.

10. Repeat for slow and blurred prop.

11. In MCX delete the prop from your previously converted plane. Merge in the 3 new mdls, export. Done.




It's critical that you insert the relevant visibility condition into each version of the prop.



It should no longer be necessary to edit .X files, save as MDL instead.
Then add the visibility conditions with MCX
http://www.scenerydesign.org/2015/10/hierarchy-viewer-becomes-hierarchy-editor/

However, I haven't yet tested this myself.

kanoasurf
April 17th, 2016, 01:59
It should no longer be necessary to edit .X files, save as MDL instead.
Then add the visibility conditions with MCX
http://www.scenerydesign.org/2015/10/hierarchy-viewer-becomes-hierarchy-editor/

However, I haven't yet tested this myself.

But I did... :untroubled: and it works as you said Essex.

So there is no need to do any .x tweak. It was a cool way around until Arno made the improvement in MCX and definitively helped me a lot to learn, but today is not needed.

However props are not as straight as it looks like, because you need the same part 2-3 times (depends on how accurate you want it) to show the props at least on a static (still) mode or rotating (blurred) mode. The set of parts need different animations and different visibility conditions.

I'll try to put it in a way that make sense and I'll posted. (It works like a charm by the way, well worth the fuss)

Antonio

Essex
April 17th, 2016, 09:52
I think if a custom animation/visibility condition is used, only 2 parts should be required per prop/rotor/fan.

I had to look up the word for the opposite of Blurred.37215

kanoasurf
April 20th, 2016, 13:41
As promised. Please let me know if the guide is clear enough or how can be improved.

Antonio

gavinc
April 21st, 2016, 00:14
As promised. Please let me know if the guide is clear enough or how can be improved.

Antonio

Hi,
Just read thru this and it looks very clear
Except 2 minor queries.

1) your instructions say
29. Find the discs.
30. Change the “visibility condition” to N1_0_blurred in all of the parts.
Why is the visibility condition N1_0_blurred rather than prop_blurred?

2) Do you need to change the GUID for each of prop models that get exported or do you just change the GUID once for the whole model after it has been completed (Assuming you even want to change the GUID, I tend to change them just so there is no problem comparison testing the FS9 version and the FSX version)

Thanks
Gavin

kanoasurf
April 21st, 2016, 02:22
N1_0_blured I think it may have to do with the level of throttle that will be involved, but I'm just guessing. That is what I found in other models, instead of using prop_0_blured. To be honest I had tried prop_0_blured in the past with very limited success, so when I found this other option, and worked from the beginning, I stuck with it. Welcome more experimenting and reporting of course.

At the beginning, I used to change the GUIDs until I noticed that did not make any difference therefore I don't change the GUID anymore. I do not have fs9 installed, so I always check on FSX or P3D, and I always keep one and only one model at a time, so no conflicts. I fact all my models are now converted, I just fine tune them with new tips.

However, my quickest check is on AI Aircraft editor, before I go to the simulator.

Now we are talking, two questions:

1 Has anybody customized an animation to ensure flaps are deploy at engine start up in props? I have some for jets, but the do not work for props, I guess because some references of the code that are not present on props.

2 Has anybody learnt how to add the light halo that reflects on the ground? After conversion, that is lost. I know is an effect but I have not manged to get it attached again.

Cheers

a

roger-wilco-66
April 21st, 2016, 05:32
N1_0_blured

[...]

2 Has anybody learnt how to add the light halo that reflects on the ground? After conversion, that is lost. I know is an effect but I have not manged to get it attached again.

Cheers
a


You can attach any effect to a 3d model in MCX. It's a bit of a pain though. When you define a new one, it sits in the center of the model at 0,0,0 and might not be visible. It is represented by a little red cube with a direction indicator. By entering meter values in the xyz (or xzy, not sure) coordinate fields, you can move the attachpoint around until it sits in the right spot.

HTH,
Mark

kanoasurf
April 21st, 2016, 10:39
Thank you Mark

I explored that route in the past (a bit of development has been done in the tool since then, so I don't know if anything has improved) and got no success. I'll try it again.

By the way, someone in this thread mention about objects attached being a sort of a pain... well I recently managed with the help of quite a few in FSDeveloper (http://www.fsdeveloper.com/forum/threads/visibility-condition-in-ai-model.436487/)to write a visibility condition that take objects away right before pushback (like blocks for instance):


**** I can't paste code without loosing bits... but the link above takes you to the thread
<name>custom_part_vis_blocks</name>
<visibility>


<code>
(A:GROUND VELOCITY,knots) 0 !=
(A:LIGHT BEACON,bool) or
if{ 0 } els{ 1 }
</code>

</visibility>


This will evaluate the entire visibility code with a zero ("false") (meaning the part won't be seen) when ground velocity is not zero or the beacon light is on. If none of these conditions are true (if one or the other condition is not true), therefore the plane is not moving and the beacon light is off, the visibility will be set to "1" ("true") so the part will be visible.

Remember, it is a visibility condition, not an animation. Has to be added to the Modeldef and the applied with MCX to the part we want disappearing.

gavinc
April 22nd, 2016, 00:07
Thank you Mark

I explored that route in the past (a bit of development has been done in the tool since then, so I don't know if anything has improved) and got no success. I'll try it again.

By the way, someone in this thread mention about objects attached being a sort of a pain... well I recently managed with the help of quite a few in FSDeveloper (http://www.fsdeveloper.com/forum/threads/visibility-condition-in-ai-model.436487/)to write a visibility condition that take objects away right before pushback (like blocks for instance):


**** I can't paste code without loosing bits... but the link above takes you to the thread
<name>custom_part_vis_blocks</name>
<visibility>


<code>
(A:GROUND VELOCITY,knots) 0 !=
(A:LIGHT BEACON,bool) or
if{ 0 } els{ 1 }
</code>

</visibility>


This will evaluate the entire visibility code with a zero ("false") (meaning the part won't be seen) when ground velocity is not zero or the beacon light is on. If none of these conditions are true (if one or the other condition is not true), therefore the plane is not moving and the beacon light is off, the visibility will be set to "1" ("true") so the part will be visible.

Remember, it is a visibility condition, not an animation. Has to be added to the Modeldef and the applied with MCX to the part we want disappearing.

This is great, I was thinking about trying something similar by testing whether engine0 was on or off but you have saved me all that frustration :-)
Thanks

Gavin

kanoasurf
April 22nd, 2016, 13:29
Very good success with the lights, got them working beautifully for the first time :smile:.

A bit of home work to get them done in al the models though.

Now the last bit is how to make the model use only the right part of the night texture, i.e the landing reflection ligh on the fuselage, only used when the landing light are on...?

Cheers

a

roger-wilco-66
April 22nd, 2016, 15:02
Night textures depend on the right parameters. Set the emissive mode to "blend" in MCX and provide a real dark night _LM texture. I use a value of around 98% darkening black PS Layer.

HTH
Mark

kanoasurf
April 23rd, 2016, 09:41
Mark, thank you, but I'm afraid it didn't work. Here is a pic of the issue:

The aircraft is asleep but the night texture is showed in full. I would like that the reflection of the landing lights on the fuselage were only visible when the landing lights are on and so on.

Cheers

Antonio

roger-wilco-66
April 23rd, 2016, 12:23
As far as my understanding goes:

That would require a separate texture that is mapped onto the part of the aircraft that should have that illuminated look.
I'm afraid that this is part of the 3d model, and if it's not there, the _LM way is the only way to go.


Cheers,
Mark

kanoasurf
April 24th, 2016, 06:25
I am getting frustrated, I've tried so many things now that I can't remember... I think this is for one of those gurus in painting to unblock my path... until then, watch the space. I'm seeking for help in several forums already, but if someone has a clear definitive step by step process, please share!:untroubled:

gavinc
April 25th, 2016, 09:16
HI,
I have been banging my head against this for the last few days. Has anyone managed to get landing lights working correctly on FSX conversions?

I have been playing with the HTAI Learjet 24 and 31. Managed to get all the animations working (including the turbofans by using the same technique as for props) but can't get my head around the landing lights.

When I import the FS9 model i set the g_light_states to 5 (tried it with 4 as well and got the same results). This generates the attach points. I can see them in the model viewer and can see the landing gear attach point moving with the gear.

Export the model and them bring it back into MDLX.
Now I go back into the Attached Object Editor and assign the fx_landing effect to each of the lights.
Then go into Hierarchy Editor and assign a visibility condition. I have tried Custom_light_landing_vis_gear and general_light with no success.

I am probably missing something simple but can't see what it is.

Any thoughts?

thanks
Gavin

lazarus
April 25th, 2016, 13:07
Good to see this taking off.
Re: landinglights- it's trial and error, sometimes. I have a couple projects where the LL's aren't doing their thing, I don't know why. All I can suggest is keep at it.
The stores visibility conditions give fits, too. Some times it works, other times...it's an inexact science.
The fishing was great, the weather was fine, quiet nights on the boat conducive to all kinds of fun, and even a bit of time for fiddling with modelling.
Good news! Got propellers beaten, at last. 37434 3743537436
It does take some modelling for discs, hubs and spinners, not quite a straight ahead proposition, but it's not difficult.
I've still to do some boat maintenance, get unloaded and squared away before I can sit down, do some testing and fine tuning, and write up a couple last demo's.
The basic process is to use the n1-0 conditions- N1-0 still for the model prop, N1-0 slow and N1-0 blurred for the rotating disc- I'll package up a set of discs, hubs and other bits that'll be useful. Eventually, this stuff will get released- due diligence, you know.

kanoasurf
April 26th, 2016, 12:51
Lazarus

Have you managed to read my guide attached to one of my previous posts? I have described a detailed process about propellers and discs. I have a more comprehensive tutorial but it is base in one of a TFS model, for which I have no permission from the author to modify, so I did not want to make it public. On both guides I describe the animations and visibility conditions that should be used, at least based on my experience. Having said that, it is pretty much as you said. I wonder if we can work all together in making a full total pdf tutorial covering the entire conversion...??

Gavin

I have no problems with the landing lights anymore, you can see here (http://www.alpha-india.net/forums/index.php?topic=19150.15) a few pics that I uploaded during the weekend.

I'll review the process and I'll post some assistance. In the interim you may want to play with the orientation of the axes. When I started, I also couldn't see the lights, it happens to be that the axes, for a reason that I don't know, are not always the same: sometimes you need to rotate them... change their orientation...

Cheers

a

gavinc
April 28th, 2016, 03:02
I have no problems with the landing lights anymore, you can see here (http://www.alpha-india.net/forums/index.php?topic=19150.15) a few pics that I uploaded during the weekend.

I'll review the process and I'll post some assistance. In the interim you may want to play with the orientation of the axes. When I started, I also couldn't see the lights, it happens to be that the axes, for a reason that I don't know, are not always the same: sometimes you need to rotate them... change their orientation...

a

Thanks for this,
Been on the road for work (hate when real world interferes with my flight sim time) but am back so will start with playing around with the light orientation (just left them at the default 0, 0, 0)

thanks
Gavin

kanoasurf
April 28th, 2016, 13:12
Probably worth to note that I do not import them from the FS9. I create them from scratch on the newly converted FSX model. Actually I also take the chance to check all the lights.

Worth to mention that the new cfg editor in MCX is a great tool for lights and contact points.


As I said I'll try to put something together during the weekend, in the mean time, bear in mind the following :


Always use Add "effect"

Under effect name I use the following (both in the FSX Effects folder): fx_landing for the reflection/splash on the ground, and fsx_navwhi for the litght spot on the aircraft (the one that simulates the actual light on the aircraft).

That is for the lights; once added/created you need to go to the material editor and add the visibility condition for the new Objects Attached: light_landing_vis will bring the effect up on the RWY and light_taxi_vis from the platform to the RWY.

If you want any of the new created Attached Objects (let's say the central gear splash light) to be visible during taxi and take off, you need to create two different Attached Objects, both with the same Position parameters and EffectName but different AttchePointName and then in the material editor you also have to change the visibility condition of course .

I have coded a variation of the landing visibility condition to use with the centre gear because the objects attached do not stick to a specific part (i.e the landing gear) so when the landing gear retracts, the spot light will disappear with the new visibility condition; with the old one it would remain as a bright spot a foot form the fuselage hanging on the void until whatever altitude they disappear, which is not really realistic. I'll put the code when I put all together.

I hope this makes sense and helps, the results are so rewarding!

Cheers

a

lazarus
April 29th, 2016, 22:29
It's turned into a model converter lucub, everybody's working on a different problem and things are happening. I've found that turboprops use a prop 0 still, prop 0 slow and prop 0 blurred progression instead of the counter intuitive piston animation sequence of engine 0, n1_0 slow, n1_0 blurred. Turboprops also seem to be heavily dependent on the aircraft cfg entry's for engine, prop, turbine engine and turboprop sections- the FS9 entry's do not work. I'm just ironing out some bugs, and I have to look at helio's next, then I'll nail together the next DIY guide.
I could sure use some FDE elves on this heavy stuff...anyone interested in lending a hand?
3755337554

Test pilot's lounge:

Scrubby's SeaFire FR.47 https://drive.google.com/file/d/0Bymd7iALx2FoaHdyWUd3allkQm8/view?usp=sharing
Zh Tu-95MS Bear-H https://drive.google.com/file/d/0Bymd7iALx2FoU1B5N3d0S2RnUmc/view?usp=sharing

Piglets C-133B Weenie Wagon https://drive.google.com/file/d/0Bymd7iALx2FoRXpGZ25ZWU1HaHM/view?usp=sharing

kanoasurf
May 1st, 2016, 00:13
I better clarify... I only work with AI aircraft. My knowledge is very limited.

My biggest problem is the night textures. You can see in the first pic the problem: the lights effects on the fuselage are always on; once the plane is taxing and taking off or landing, fine, realistic, but in flight, again, they are on all the time although the landing and taxi lights are off. If someone can help with that...

I would like to have a sort of paintkit for the models converted but I am simply useless at painting, a total ignorant.

By the way, I have written permission from Henry Tomkiewicz to convert all his freeware (that exclude the single engine Cessnas) so I am working towards them and its publication, but my biggest problem now are the night textures as mentioned. Below is his Beechcraft 1900D already FSX converted.

Cheers

ahttp://www.sim-outhouse.com/sohforums/attachment.php?attachmentid=37571&stc=1http://www.sim-outhouse.com/sohforums/attachment.php?attachmentid=37572&stc=1http://www.sim-outhouse.com/sohforums/attachment.php?attachmentid=37573&stc=1

Shane Strong CYHZ
May 1st, 2016, 06:45
Night lighting between landing lights and normal lights is done through the alpha layer of the texture for night here is a page that describes this
http://www.calclassic.com/repaint5.htm
If you need someone to do a paint kit for your night lights for each aircraft shoot me a email
strong@eastlink.ca
hope this helps
Shane

gavinc
May 1st, 2016, 08:12
Probably worth to note that I do not import them from the FS9. I create them from scratch on the newly converted FSX model. Actually I also take the chance to check all the lights.


Hi
I have been doing a bit more work and have FS9 modified lights working (on AI aircraft) sort of. The plus of using the FS9 imported attach points is that they are actually attached to landing gear etc.

Should point out that if you enter 4 or 5 into the g_light_state field when you import the model you wil get the light configs.

I have found that if the orientation of landing lights is set to (00.0, 0.00, -180.00) the lights are pointed forward and light up the runway.

The problem i have is editing the orientation parameters. You modify one field, click out of the edit box and everything changes. Type -180 into the roll field and exit, heading changes to 90 and roll changes to 90. Only by randomly entering values did I manage to find something that set roll to -180.

I'll keep plugging away.

Gavin

kanoasurf
May 1st, 2016, 14:07
Night lighting between landing lights and normal lights is done through the alpha layer of the texture for night here is a page that describes this
http://www.calclassic.com/repaint5.htm
If you need someone to do a paint kit for your night lights for each aircraft shoot me a email
strong@eastlink.ca
hope this helps
Shane
Shane

Thank you for your reply. I came across with that tutorial already but I also read that FSX night textures work in a different way than for FS9 (for which that tutorial is written down). Please advice

Cheers

a

Bjoern
May 2nd, 2016, 06:36
The "always on" cabin/logo lights is a FSX limitation/feature.

AI Aardvark explained the issue and workarounds pretty well in the readme for their AI model upgrade package.

kanoasurf
May 4th, 2016, 07:23
The "always on" cabin/logo lights is a FSX limitation/feature.

AI Aardvark explained the issue and workarounds pretty well in the readme for their AI model upgrade package.

Thank you Bjoern

I have used the AI Aardvark guide and I managed to get rid of the splashes "always on" editing the night texture (light map) as they mention at the beginning. But what I want to achieve now is to have the splashes working with the lights (showing up when the lights are on and switch back off when the lights are off).Like the native models do.

Any clues?

gavinc
May 5th, 2016, 02:10
Thank you Bjoern

I have used the AI Aardvark guide and I managed to get rid of the splashes "always on" editing the night texture (light map) as they mention at the beginning. But what I want to achieve now is to have the splashes working with the lights (showing up when the lights are on and switch back off when the lights are off).Like the native models do.

Any clues?

Hi,
don't know if this is part of the answer or not but ...
in Material Editor what Emissive Property are you using? I have set it to AdditiveNightOnlyUserControlled and the splash turns on and off when i turn on or off landing lights. But that is with user aircraft and I don't know that it will work for AI.

Just a thought.

Gavin

kanoasurf
May 7th, 2016, 00:02
Hi,
don't know if this is part of the answer or not but ...
in Material Editor what Emissive Property are you using? I have set it to AdditiveNightOnlyUserControlled and the splash turns on and off when i turn on or off landing lights. But that is with user aircraft and I don't know that it will work for AI.

Just a thought.

Gavin

I've tried them all!!! lol that will work with flyable but not for AI... I keep seeking for a solution.

Going back to one of your question a few posts above regarding orientation, I got it (I also had the same problem time ago). You can only modify the orientation when you create the attached point. You cannot edit it at later stage once you reload the model and try to Solutions:


Ensure you get the right orientation first time.:smile-new:
If point 1 is no longer possible, duplicate that object, alter the orientation, give it the name of the original and delete the original (don forget to go to the editor to assign the relevant visibility condition).


And the orientation parameters are, in this order: heading, pitch and roll

Cheers

CG_1976
May 7th, 2016, 00:41
Umm yum a Bear, thank you Lazarus. Now I'd love to have the TU114. Jafo did several paints for her and a Canadian North Paint that I love to cruise Havana to Iqaluit to Moscow.

gavinc
May 14th, 2016, 08:28
Hi,
I am still plugging away at this with (limited) success.

Just come across a new wrinkle and hopefully someone has already seen it and fixed it.

I am still working with AI aircraft.

I have been looking to convert the AI float planes that came with the Tongass Fjord scenery (strictly for my own use), converted the Twin Otter fine and went to try the single engine Otter.

Imported the model into MDLX and fixed the animations (except prop). Exported to FSX, tried it out and everything looked great. Extracted the prop & blurred prop models from the FS9 model and imported them into the FSX model. Now all the animations are gone when I export the model. I can see them in MDLX but no matter what animation keys I use they are gone in the sim.

Anyone have any ideas?

Thanks
Gavin

Bjoern
May 14th, 2016, 10:42
Are they properly tagged for visibility?



P.S: The abbreviation for ModelConverter is MCX. MDLX is the file format.

gavinc
May 15th, 2016, 08:38
HI,
Yes, the props are tagged for visibility.

I guess I should have been clearer. When I said all the animations are gone I meant all, flaps, ailerons etc (the only animation that still works is the water rudder, which is tagged to landing gear). Animations that worked perfectly fine before I inserted the blurred prop no longer work. The animation tags are still there and if I use the undo function in MCX to roll back to before the insertion and re-export the model the animations work again.

Thanks
Gavin

hschuit
May 15th, 2016, 08:53
This may be a long shot but did you merge the prop disk modelparts including visibility conditions? I have experienced corrupted MCX exports doing that. The solution was to:
1. Reset the new modelpart visibility condition = none
2. Merge the new modelpart with the model
3. Export the model
4. Import it again
5. Add the visibility condition back into the newly added modelpart.

gavinc
May 15th, 2016, 09:24
This may be a long shot but did you merge the prop disk modelparts including visibility conditions? I have experienced corrupted MCX exports doing that.

And here was me thinking I was being clever by pre-defining the visibility condition. That is exactly what I was doing.

Let me re-try the merge without any visibility conditions defined.

thanks for the suggestion.

Gavin

Mach3DS
May 30th, 2016, 01:33
How do I set the weight for the custom visibility tags once I've assigned them the tag in MCX? Meaning, I've got the pylons and objects set...but I need to be able to set a weight?

hschuit
May 30th, 2016, 03:12
How do I set the weight for the custom visibility tags once I've assigned them the tag in MCX? Meaning, I've got the pylons and objects set...but I need to be able to set a weight?

1. Open the MDL file with Notepad++ or a hex editor
2. Search for entry: PAYLOAD STATION
3. These entries look like: (A:PAYLOAD STATION WEIGHT:3, pounds) 1000 ==
This is the 3rd station_load entry in the aircraft.cfg file (station_load.2), set at 1000 Lbs.
4. Let's change that to the 2nd station entry in the aircraft.cfg file and set weight at 200 Lbs: (A:PAYLOAD STATION WEIGHT:2, pounds) 200 ==

Important: Make sure you overwrite the old characters (incl spaces), if you delete or insert a character the MDL file will have less/more characters than before and will be corrupted. Another challenge is to edit the right station entry in case of having multiple stations with the same sequence no.

Mach3DS
May 31st, 2016, 09:37
Thanks hschuit! One more question since I'm really flying by the seat of my pants here...lots of this is way above my pay grade...but im trying to understand...for some reason it seemed like I needed xyz station coordinates but no?

hschuit
May 31st, 2016, 11:10
Thanks hschuit! One more question since I'm really flying by the seat of my pants here...lots of this is way above my pay grade...but im trying to understand...for some reason it seemed like I needed xyz station coordinates but no?

Rick, You do not need the position coordinates for a payload item with visibility condition. Just make sure the station index no. in the mdl file is in sync with the station index no. in the aircraft.cfg file model:

Model PAYLOAD STATION WEIGHT:1 applies to aircraft.cfg station_load.0 etc.

Mach3DS
May 31st, 2016, 12:51
Do I need any special plugin to do this? When I try to open the mdl in Notepad++ it's all just symbolic jibberish?

Mach3DS
May 31st, 2016, 13:23
Ok I've sorted the editor out...however. Before I proceed, How do I determine the station coordinates for the aircraft.cfg? Is there a way to get this info? seems like I'd want to be editing both at the same time to keep things correlated.

hschuit
May 31st, 2016, 13:49
Not sure if this is the smartest way but it works for me: Add a test light (like fx_navred) to the aircraft.cfg [lights] section, then open the model in MCX to see the position of the test light and adjust the [lights] xyz coordinates till you get it right.

Note: To make aircraft.cfg lights coordinates visible in MCX, you need to enable the "Show CFG points" button (with the airplane icon). The lights will appear as small orange squares.

Mach3DS
May 31st, 2016, 14:15
Cool. Perhaps a simple decoding of the cfg station annotation might help me? What are the unit's in? I could swag a lot better by simply using the actual dimensions to get it pretty close...

Bjoern
May 31st, 2016, 17:54
All coordinates and dimensions are in feet.
https://msdn.microsoft.com/en-us/library/cc526949.aspx

Mach3DS
May 31st, 2016, 18:51
Thanks Bjoern. Yes I discovered the sdk and have the info now. The only thing I'm confused about is that in opening the mdl in the heX editor there are only 4 payload stations listed and the first one is labeled 2. And some are duplicates...im not sure what to do....

Mach3DS
May 31st, 2016, 19:00
Basically what I'm trying to do is make the weapon pylons selectable as well as the weapons, independently. I need 12 payload stations in cfg correct? 6 hardpoints. 4 missiles 2 ext tanks....But ive no clue how or what do in the mdl opened via hex...

Mach3DS
May 31st, 2016, 20:07
Important: Make sure you overwrite the old characters (incl spaces), if you delete or insert a character the MDL file will have less/more characters than before and will be corrupted. Another challenge is to edit the right station entry in case of having multiple stations with the same sequence no.

here's how mine looks right out of the hexeditor:

..(A:PAYLOAD STATION WEIGHT:2, pounds) 2000 >=..
..(A:PAYLOAD STATION WEIGHT:3, pounds) 3000 >=..
..(A:PAYLOAD STATION WEIGHT:3, pounds) 3000 >=..
..(A:PAYLOAD STATION WEIGHT:2, pounds) 2000 >=..
..(A:PAYLOAD STATION WEIGHT:4, pounds) 4000 >=..


I don't understand how I would edit these. basically I want the Pylons to be whatever a pylon weighs (say, 180 lbs) and the AAM's to be their weight ~200 lbs, and the External tanks (x2) to be about ~2000 lbs. I have the visibility tags set (and I had no choice as each pylon is not a seperate part in MCX, but all the same part. So all 6 show at once, and all 4 missiles show, but the individual tanks are 2 serperate parts). So each set has a "Custome_station weight vis. condition tag". I'm so out of my comfort zone here....I'm really not sure what I'm supposed to do next. I appreciate all the hand holding as I muddle through this! LOL I'm not sure how to edit the weighs without reducing the number of characters since the AAM's and the pylons are not the same weight factor as what's there currently.

hschuit
June 1st, 2016, 03:54
What I tried to say with "overwrite" is replace each character you want to change with another one, the total amount of characters in the file MUST NOT CHANGE. A space is also a character.

So, your code which makes the 2nd payload station item visible when the weight is greater or equal 2000 lbs :

..(A:PAYLOAD STATION WEIGHT:2, pounds) 2000 >=..


Could be changed for example to this which makes the 2nd payload station item visible when the weight is exactly equal 180 lbs:

..(A:PAYLOAD STATION WEIGHT:2, pounds) 180 ==..

Now, you can add 180 lbs in the payload screen or write it as a preset value into the aircraft.cfg file like this:


station_load.0 = 0, 0.0, -4.0, 0.0, station 1
station_load.1 = 180, 0.0, 4.0, 0.0, station 2

BTW: If several loadout items are welded together in 1 modelpart, you can only assign them to 1 station with 1 visibility tag. If you want to control visibility for each separate loadout item you need to export the welded modelpart to Sketchup or 3dmax, split it into separate parts there, then import those back into MCX. From experience I can tell you this is a cumbersome time consuming process...

Bjoern
June 1st, 2016, 08:27
Amen on the model splitting part. The 1-11 is a simple model, but developing the conversion procedure was REALLY time-consuming. Not going to do that again anytime soon. :dizzy:

Mach3DS
June 1st, 2016, 14:09
Success!!! Now I just need to sort out the fact that what I have labled where isn't what it is....LOL...easy enough...change that in the aircraft.cfg....I'm not picky. Thanks guys!! I would be highly interested in making each hard point its own individual part...but I really am not familiar with how to use 3D modeling software apart from some very basic things....I have Blender with FSX stuff installed...however, if it's possible to create a step by step process....if not, then no worries! Much appreciated what you both have helped me with already! Thank you!

Bjoern
June 1st, 2016, 14:40
For the 1-11 and 3ds Max , the procedure basically contained of:
1. Export model from MCX as OBJ
2. Delete parts to be split from model in MCX
3. Tag animations and export model in .x format
4. Import .obj into 3ds Max
5. Trial & error until you find the right importer settings
6. Find part of interest in object list
7. Weld vertices on part with 0.001m treshold
8. Split part on element level into multiple separate parts, each with a unique name
9. Assign visibility tags to each part
10. Export selected, edited parts as FSX .x file
11. Crash exporter because no GUID and friendly name was assigned
12. Curse ACES, assign GUID and name to file
13. Repeat export process and succeed
14. Find edited parts in stub .x file exported from 3ds Max
15. Find right parent part in actual aircraft .x file and copy and paste your new split parts from the stub .x file
16. Compile model .x file with XToMDL

Sounds simple enough, but there are 34203258345893 other things that can go wrong in the process.


If you want to practice injecting parts and visibility conditions and fixing animations in .x and .xanim files, try to convert the 1-11. I've included a written procedure (sans splitting parts) in the archive. You need to get comfy with compiling models with XToMdl first though.

unc1rlm
November 5th, 2018, 11:11
I have the latest mcx and the modeldefxml.... I have an fsx or fs9 model of a M404. If I load the mdl from the FSX version...the cabin door/lower door are open. In the animation manager there is nothing to select..its blank so I can't pick the "unknown" item and assign a tag to it or the lower stairway on the bottom. Is there a way to do this.

Or I can go to the FS9 model and put 10000 in every box and it will show the propellers and I can pick and play till I figure out how to close the doors...etc but one problem....There is no landing gear coming door when I hit the play button.
I managed in one model (have been thru this upteen times.. One time in p3d, the door were closed..the props don't move and when it took off the landing gears were locked open, another time I would start p3dv4 and the landing gears would be gone.

Now today I tried to isolate the propellers and I was saving them as p3dv4 "x" and no anim was being written.. may be an incorrect option settings...I updated direct x yesterday and MSMX 6.0 for windows 10. I was isolating the propellers, assigning animation tags by the drop down..(nothing in the window)...assign the prop dds which MCX couldn't find and assigning visibility for the two props (6 items) slow..blurred and still... export as a "x" but I am at a loss. when you merge and you click on select because nothing is in the box..what do you point to? and merge and after you merge everything...you have to create some kind of mdl for p3dv4 to use.

I have talked to a few at MCX but I don't think anybody cares or has the time to help out somebody or stuff is written which I have read and none of it makes sense because you got 50 people going at the same thing and everyone has an idea and the poor guy that trying to learn is "left out in the cold". Been at this for DAYS.....

I have learned how to find everything I think in MCX but haven't got it to work for me yet.

Thanks ever so much is anyone wants to take a stab at it. I will even set up team if you want to do it....lol... I have MCX on a separate computer from the p3dv4 machine untill I get this right.

Warmest Regards,:monkies:​
Bob M.