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Attachpt Dialog - Y & Z axis swapped

Discussion in 'ModelConverterX' started by BASys, 20/11/09.

  1. BASys

    BASys

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    Hi Folks

    Arno -
    Mean't to raise previously. :eek:

    The attachpoint dialog coordinates entry box
    has y and z axis swapped,
    and also fsx axis non-compliant.



    Initially placing the attachpoint by observation
    places marker at chosen position.

    After exporting and then reloading
    the attachpoints are displaced by y/z swap.

    Most obvious working with a very big object. :D



    EDIT -
    May be related to -
    - On initial load model displays in correct orientation.
    - On adding any attachpoint, model is displayed vertically



    EDIT 2 -
    Workaround for the monment.

    After exporting and then reloading
    the attachpoints are displaced by y/z swap.

    These can then be corrected by editing by observation.

    Effectively its only the creation that actually causes the error.



    HTH
    ATB
    Paul
    Last edited: 20/11/09
  2. arno

    arno Administrator Staff Member FSDevConf team Resource contributor

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    Paul,

    I will take a better look at this over the weekend. I did a quick test now and my results are:

    • When importing a FSX MDL, adding an effects results in the building being flipped
    • When loading a API macro this does not happen
    • After exporting, it seems there are some issues opening the FSX MDL with the attached effect

    It is obvious something is wrong here, I will take a look at that. Adding attachpoints should not affect the geometry at all.

    About the axes. ModelConverterX is designed to work in other axes that FS uses internally. So it is not the Y but the Z axis pointing upwards. This means that in ModelConverterX you specify the height as the Z coordinate. Is that part of the Y - Z swap you are mentioning? In that case it is by design to be easier to use.
  3. BASys

    BASys

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    Hi Folks

    Cheers Arno.



    re: Y/Z swap
    No

    Issue is -
    - Add & position light attachpt by visual observation
    - Compile
    - Reload into MCX
    - Lights are displaced, (longitudinal displacement is now vertical displacement).

    e.g.
    Take a supertanker model
    Add lights to bridge and foremast locations.
    Compile
    Reload into MCX
    Bridge lights are now 80m below model centre
    Foremast light is 80 m above model centre



    Other info -
    X axis is also reversed,
    i.e. Port light appears on Stbd.



    HTH
    ATB
    Paul
  4. arno

    arno Administrator Staff Member FSDevConf team Resource contributor

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    Thanks Paul, will look into it tomorrow.

    Are the objects you are importing API or FSX MDL? I assume you are exporting to FSX MDL?
  5. BASys

    BASys

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    Hi Folks

    Arno -
    They're imported FSX default models
    and exported FSX models.

    PS
    May also explain wrong axis translations on moving parts.
    e.g. EH101 external model's doors.

    HTH
    ATB
    Paul
  6. arno

    arno Administrator Staff Member FSDevConf team Resource contributor

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    I think those animation issues are different, since that only happens a very few objects. But I'll see, going to dive into it now.
  7. arno

    arno Administrator Staff Member FSDevConf team Resource contributor

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    Hi Paul,

    I found a few little bugs and now I can't reproduce your problem anymore. On my PC it seems to work as expected. Could you try the latest development release that I just put ready?
  8. BASys

    BASys

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    Hi Folks

    Arno -
    For simple un-animated models, (*_sm.mdl), everything works ok.

    However,
    for any animated models there's a serious problem. :D

    On adding any attachpt, (even without entering values),
    every component is exploded from the main model,
    and remains disassociated after compilation.

    Try adding an attachpt, (any type),
    to any FSX default aircraft,
    or vessel with animated gulls,
    and you'll see what I mean.



    Previous versions
    Some recent versions appear to have had a problem with rendering,
    displaying extended triangles of textures,
    which I'd attributed to an issue with my video card.

    Though also had that previously fixed CTD
    after opening, generally 3, consecutive models.

    Latest version
    Appears to have addressed these issues,
    and for the same model,
    now loads substantially faster. :D



    Other Issues -
    Can you please investigate the following -

    Attached Object Editor

    Dialog Box Size
    Make the dialog box resizable,
    or at least 50% wider.

    Active Attachpoint
    When creating or editing attachpoints,
    could you make the active attachpoint a different colour, e.g. yellow.



    Texture Loading - Related to above
    For me,
    the last couple of versions, (including latest),
    haven't been rendering textures onto the displayed model,
    but only if the textures are sourced from either -
    Code:
    [FSXPATH]\texture;[FSXPATH]\scenery\global\texture
    Material Editor displays these correctly.

    My texture loading path is -
    Code:
    texture;..\texture;..\..\texture;[FSXPATH]\texture;[FSXPATH]\scenery\global\texture
    I've noticed that when the icon bar's - Display attached objects

    - Is inactive - The model is rendered as white all-over.

    - Is active - The model's texture displays correctly,
    but only after having edited an attachpoint,
    or reloading a previously exported model.


    This occurs even when both
    the original and exported models are in the same folder.



    EDIT -
    Attachpt Numbering
    Can you explain please how you've implemented these ?

    I'd named mine appropriately,
    yet additional, apparently unrelated, digit(s) were appended.



    Attachpt & LODs
    Would it be possible to -

    When initially creating -
    - work as currently
    - apply same effect to all LODs
    - but create different attachpt for each LOD, (number to match).

    When editing -
    - only allow repositioning in top LOD, (reposition others to match).
    - allow different effects for each LOD, (allows realisitic distance visibility).



    Attached Object Editor
    List of attachpts is not refreshed on renaming an attachpt,
    unless an additional attachpt is added or removed,
    or the dialog is closed and reopened.

    Please refresh on changes.



    Selected Attachpt
    Can the currently selected attachpt
    appear as higlighted in the attachpt listing.

    When making complex edits
    or trying to Port/Stbd match locations,
    it's awkward to remember which one you're working with.



    HTH
    ATB
    Paul
    Last edited: 21/11/09
  9. arno

    arno Administrator Staff Member FSDevConf team Resource contributor

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    Hi,

    OK, will test tomorrow for an animated object. All tests where done with non-animated ones today indeed.

    OK, should probably be easy to do. I'll put it on the list.

    Good idea, will put that on the list as well.

    It is weird that they do work in the material editor, since the same code is used to locate them. But it sounds like something might be wrong with the FSXPATH value on your machine. I'll try tomorrow to see if I can find traces of this in the code or if I can reproduce it on my machine.

    I will have to dig in the code for this, might be a bug with the graphics state or so. I have not seen this on my machine before.

    I'll check the source code tomorrow, but by default the name contains a number (probably the index into the attachpoint list). If you rename they should not appear I think, but I have to check that.

    I have to check this, I think currently the attachpoints have no LOD at all and are visible always. I will check this.
  10. BASys

    BASys

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    Hi Folks

    Cheers Arno.

    For clarity/ensuring all issues are addressed -

    I was possibly further editing
    whilst you composed you response.

    Confirmation/followup of latter issues appreciated.

    ATB
    Paul
  11. arno

    arno Administrator Staff Member FSDevConf team Resource contributor

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    Hi Paul,

    The only new item I see that you probably added while I was typing my reply is the list of attachpoints not refreshing. I'l take a look at that one as well.
  12. arno

    arno Administrator Staff Member FSDevConf team Resource contributor

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    Paul,

    I think I have fixed most of your issues.
    • Attachpoint editor can be resized
    • Problems with attaching to animated objects fixed
    • The list is updated when the names are changed
    • No more unexpected numbers in the name after exporting
    • Selected object rendered in a different colour

    There are also a few things that I could not (yet) fix:

    • Levels of details for attachpoints, I have to check how this can be stored in the MDL file
    • I could not reproduce your problem with the textures from the global\texture folder. When they do not load do you see the checkerboard pattern or something else?
    • Same for the problem with the textures not showing correct when the attachpoints are not shown, I could not reproduce that here. Do you have some more information?

    PS. I put a new development release ready, so you don't have to wait for tonight's build.
  13. BASys

    BASys

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    Hi Folks

    Arno -
    Cheers for the update.
    My apologies,
    I'd forgotten to mention -
    Checkerboard does not display.
    Model is displayed as white all over.

    Possibly related -
    When the texture is displayed, (after adding an attachpt or an exported model),
    it shows on all LODs, except LOD10.
    NB
    If I then add an attchpt, texture shows in LOD10.
    But is missing again from LOD10 after an export/import cycle.



    EDIT 2 -
    Issue still exists in Current latest version.

    However
    now incorporates a new aspect
    when toggling on the menu icon - Display grid
    it will display the texture immediately, (without any attachpt editing).
    Toggling off Display grid model then shows as white.



    EDIT -


    EDIT 3 -
    Further info
    issue appears to be model related
    SimObjects\Boats\VEH_water_cruiseship1_sm - always renders as white
    SimObjects\Boats\VEH_water_cruiseship2_sm - renders texture correctly

    Which may explain why after exporting they render correctly.

    Mean't to mention, MCX event log contains no errors.



    EDIT 4 -
    Ability to toggle texture on/off is actually useful,
    and should be available as a menu icon. :D



    HTH
    ATB
    Paul
    Last edited: 22/11/09
  14. arno

    arno Administrator Staff Member FSDevConf team Resource contributor

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    Hi Paul,

    Also with those cruise ships I can not reproduce the error here. I toggled the grid and attachpoint display, but not difference. If this only happens for you with those models and other models work OK it might be something specific to the model. Let me know if you see it with more models, since then it might indicate a more structural bug.

    Toggling display of the texture is a nice idea. Showing wireframe is already on my wishlist, I will add this one as well.

    I have fixed the highlighting of the attachpoint, before it was disabled when the focus was lost.
  15. BASys

    BASys

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    Hi Folks

    Arno -
    It happens with every [FSXPATH]\scenery\global\texture model
    which I've looked at to date,
    except VEH_water_cruiseship2_sm.mdl

    I'd only quoted those 2 vessels
    so you could comparisson test/investigate.

    As previously,
    it's only a fairly recent version issue, (since summer).

    HTH
    ATB
    Paul
    Last edited: 22/11/09
  16. BASys

    BASys

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    Hi Folks

    Arno -
    Realised I'd forgotten to mention -

    Although the main section of the model is white,
    anything that uses the transparent texture
    is rendered correctly.

    Not particularly obvious
    as on the vessel models
    it's generally only the guard rails that use these,
    and they're usually grey,
    and very small components c/f the vessel. :D



    EDIT -
    Further info
    Getting closer. :D

    If a model only uses a single texture,
    e.g. SimObjects\Boats\Veh_Istanbul_CarFerry_Sm

    The components that utilise transparent bits
    are rendered as textured
    but the main part is stil white.



    HTH
    ATB
    Paul
    Last edited: 22/11/09
  17. arno

    arno Administrator Staff Member FSDevConf team Resource contributor

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    Hi Paul,

    Thanks for the additional information, I'll try again to reproduce it here.

    In the event log, do you see the messages that the textures have been loaded successfully or not?
  18. BASys

    BASys

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    Hi Folks

    Arno -
    Textures are listed as loading ok.

    HTH
    ATB
    Paul
  19. arno

    arno Administrator Staff Member FSDevConf team Resource contributor

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    Hi Paul,

    I have made available a new development release where I optimized the loading of textures a bit. Maybe this will help with your issue?

    I still can't reproduce it on my machine here, so that makes things more difficult.
  20. arno

    arno Administrator Staff Member FSDevConf team Resource contributor

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    Hi Paul,

    For the materials/colours, could you check this thread and try it out? Thanks.

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