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FSXA FS9 -> FSX aircraft model conversion (an experiment)

I must apologize... sorry, really embarrass... I was using version 1.3 instead of the development release... what a cock up... sorry.

I'll now see how far can I progress. This is really interesting.

Heretic sorry for waste your time. Hi1pie if you read this, ensure you are using the development release and then Heretic editing of the Modeldef will work.

Thanks a lot and of course, thanks a lot to Arno, genius!

Cheers

a
 
Well, stating the program version is fairly useful.



So, for everyone:

ONLY USE THE MCX DEVELOPMENT RELEASES!
 
OK, I've only tried these briefly, but they seem to work.

Old style rudder.
Code:
<Animation name="usrvar" guid="8BBB026A-3CC5-4E96-9B18-48F574CF97A8" type="Sim" typeParam2="usrvar" length="100" typeParam="AutoPlay" />
<PartInfo>
        <Name>usrvar</Name>
        <AnimLength>100</AnimLength>
        <Animation>
            <Parameter>
                <Code>
                    (A:RUDDER DEFLECTION, grads) 0 &gt; if{ (A:RUDDER DEFLECTION, grads) 0.25 * } els{ (A:RUDDER DEFLECTION, grads) 0.25 * 100 + }
                </Code>
            </Parameter>
        </Animation>
    </PartInfo>

Old style c_wheel, will need to be manually assigned.
Code:
<Animation name="c_wheel100-200" guid="C2F63812-C927-48D5-9951-EDCF8C3CC1B6" length="200" type="Sim" typeparam2="c_wheel100-200" typeparam="AutoPlay" />
<PartInfo>
        <Name>c_wheel100-200</Name>
        <AnimLength>200</AnimLength>
        <Animation>
            <Parameter>
          <Code>
            (A:GEAR CENTER STEER ANGLE, grads) 0 &gt; if{ (A:GEAR CENTER STEER ANGLE, grads) 0.25 * 100 + } els{ (A:GEAR CENTER STEER ANGLE, grads) 0.25 * 200 + }
          </Code>
            </Parameter>
        </Animation>
    </PartInfo>

Or as an alternative to cloning, no customisation possible.
Code:
<Animation name="l_pct_lead_edge_flap0" guid="6AB70FB5-6060-4464-8D44-2FBF7FD4AF58" length="100" type="Sim" typeparam2="l_lead_edge_flap_percent_key" typeparam="AutoPlay" />
<Animation name="r_pct_lead_edge_flap0" guid="2E890EC1-79FF-412F-BE38-40F4CF7E8F2E" length="100" type="Sim" typeparam2="r_lead_edge_flap_percent_key" typeparam="AutoPlay" />
 
Heretic

This is working like a charm, I'm delighted. I have converted 35 or so (I got lots!). So far I am converting the jets...

There is quite a few questions already... if I may:

  • Where could we find a list of what each animation tag does exactly meant? Some are intuitive, but for instance, what is the difference between l_aileron_key and l_aileron_percentage_key, or between l_flap_key and l_flap_negative_key and so on... like what l_pct_trail_edge_flap0 (what pct stands for) or what is the different between thrust_rev_1, 2, 3...
  • Is it worth to conver both reflective and non_reflective models, if not am I right thinking that only the non-reflective mode is worth as FSX is always "reflective"?
  • I do not have the intention to share any conversion, only to use them to see what is the benefit for my sim, but the warning seems to imply that I cannot even convert them for myself, should I go and try contacting all the designers to ask for permission, even when my conversions are only going to be used by me?

This one is not a question but a piece of advice for anyone that ends up with the problem of not finding the action of an unknown animation:

Try with the "wire frame mode" view
Check that the animation is on a different LOD layer (be aware that any time you click on a new tag the view will revert to the default LOD!)

Thanks a lot

Antonio
 
  • Where could we find a list of what each animation tag does exactly meant? Some are intuitive, but for instance, what is the difference between l_aileron_key and l_aileron_percentage_key, or between l_flap_key and l_flap_negative_key and so on... like what l_pct_trail_edge_flap0 (what pct stands for) or what is the different between thrust_rev_1, 2, 3...
That's not my department, but take a look into the modeldef. The simulation variables used for each of these animations should be self-explanatory.

  • Is it worth to conver both reflective and non_reflective models, if not am I right thinking that only the non-reflective mode is worth as FSX is always "reflective"?
*Shrug*
Only did the non-reflective ones because I'm lazy.

  • I do not have the intention to share any conversion, only to use them to see what is the benefit for my sim, but the warning seems to imply that I cannot even convert them for myself, should I go and try contacting all the designers to ask for permission, even when my conversions are only going to be used by me?

Consider your hard drive a mad scientist's laboratory. Anything goes, but folk should better be warned if something's about to slip outside.
 
Hi,

The place to get the information about the animation tags is the SDK, which lists and describes them.

Regarding your direct questions, the aileron_key variable has different numeric limits (typically between 0 and 1 or -1 and 1) than the aileron_percentage_key (which typically goes between 0 and 100 or -100 and 100). The pct stands for percentage. In FS9, l_flap was for the stock animations, while l_pct_trail_edge_flap0 was a keyframe animation (no longer true for FSX). I assume that thrust_rev_1 is for engine #1, etc.
 
Hi

thank you for the answers.

I've read that all fsx models are reflective models. When MCX converts a non-reflective fs9 model, does it make it the new fsx model reflective?

And what is the difference between tire_still and tire_blure animations?

Cheers

Antonio
 
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Hi,

tire_still is displayed when the wheel is rotating slowly, while tire_blurred is displayed when it is rotating quickly. Most people use a blurred texture for tire_blurred.
 
Prop disks, I suppose. Exporting visibility conditions can't be done (yet) (to my knowledge), hence you will lose the prop disks. Plus any other visibility coded stuff.

The animation for the low-speed prop might look weird in FSX, but eh, my screenshot camera just has a really high shutter speed.
 
Hi,

I don't think there is anything you can do about it if you are exporting the FSX MDL directly from MCX. But if you are not trying to export directly (i.e. moving the model into GMAX, FSDS, or similar), you can usually manage to get them. What I do for FS9 models is once the variables box comes up while you are importing the plane I change them all to large values, which usually displays the prop disks. Then I Export that model as a separate version, then in GMAX merge the propdisks into my main model, which is exported with the variables box left at their default values.
 
What I do for FS9 models is once the variables box comes up while you are importing the plane I change them all to large values, which usually displays the prop disks.

Woah, I didn't know that!

But the merging stuff is a wee bit too much if you have to deal with something like 200 AI models.
 
Tom
Thank you, really interesting, I'll give it a go although I'm new to all of this, in particular to gmax ( a bit overwhelming but never mind, I'll give gmax a go anyway).

Why when I open an fs9 model in MCX and I change the animations I can't expert it to fs9 format? I try that to leave unfinished conversions to resume at a later time...

Cheers
 
My generic procedure for MCX to GMAX - this is for scenery objects, but for aircraft objects the only addition is that you need to create all of the animations again. There are several animation tutorials already out there.

1. Import the BGL or MDL file into ModelConverterX. If a BGL with multiple objects, press the green arrows until the correct object is displayed.
2. Export model as a 3DS file.
3. Copy any textures used and place into folder with 3DS file. Convert those copied textures to 24 bit BMP with DXTBmp. You can get a list of textures used by that model in ModelConverterX's Material Editor.
4. In GMAX, File/Import/3DS, browse to your new 3DS file.
5. Open Material Navigator (3 colored balls button up top).
6. Choose From Entire
7. Double click each material with a texture, click each Map (texture) that starts with ~ and browse to the real one, and click the blue and white checkerboard box (displays texture on model). Close Navigator with red X. Your model should appear fully textured.
8. Select all objects using the parts list (h key, Select All)
9. Add an Edit Mesh modifier to the stack on the right from the drop down box, open it (black +) and choose Vertices mode.
10. Edit/Select All
11. From the stack, scroll down and press Weld Selected, with setting to the right at 0.005
12. Right click the stack, and choose Collapse All, click Yes at the warning
13. For any objects that need to be smooth (cylinders, spheres, etc.):
a. Select them in the parts list (press h) or Ctrl Click on each one in Select mode (arrow button up top).
b. Add an Edit Mesh modifier to the stack
c. Click black + and choose Polygon mode
d. Edit/Select All
e. From the stack, scroll down and choose AutoSmooth (or smooth manually if you need to).
f. Right click the stack and choose Collapse All, say yes at the warning.
14. Save the object as a GMAX file.
15. Edit the model as you like. Do not use the Mirror button at the top - instead add a Mirror modifier to the stack (use of button displays incorrectly in FS).
16. Save any changes with a new incremental number (GMAX can do this automatically in Settings) - it has a bad habit of corrupting files.
17. Now your object should be ready to export as a Scenery MDL file, using the MS SDK of your choice.

Hope this helps,
 
Hi,

I don't think there is anything you can do about it if you are exporting the FSX MDL directly from MCX. But if you are not trying to export directly (i.e. moving the model into GMAX, FSDS, or similar), you can usually manage to get them. What I do for FS9 models is once the variables box comes up while you are importing the plane I change them all to large values, which usually displays the prop disks. Done Then I Export that model as a separate version what format? I can't export as fs9 mdl file, then in GMAX merge the propdisks into my main model how do you do that?, which is exported with the variables box left at their default values.


Thanks a lot, really appreciate you help, I'm learning lots!

cheers
 
My generic procedure for MCX to GMAX - this is for scenery objects, but for aircraft objects the only addition is that you need to create all of the animations again. There are several animation tutorials already out there (could you please point out some of them?).

1. Import the BGL or MDL file into ModelConverterX. If a BGL with multiple objects, press the green arrows until the correct object is displayed.
2. Export model as a 3DS file.
3. Copy any textures used and place into folder with 3DS file. Convert those copied textures to 24 bit BMP with DXTBmp. You can get a list of textures used by that model in ModelConverterX's Material Editor.
4. In GMAX, File/Import/3DS, browse to your new 3DS file.
5. Open Material Navigator (3 colored balls button up top).
6. Choose From Entire
7. Double click each material with a texture, click each Map (texture) that starts with ~ and browse to the real one (how do I know which is each? All come up with the same name!), and click the blue and white checkerboard box (displays texture on model). Close Navigator with red X. Your model should appear fully textured.
8. Select all objects using the parts list (h key, Select All)
9. Add an Edit Mesh modifier to the stack on the right from the drop down box, open it (black +) and choose Vertices (I guess you mean vertex...) mode.
10. Edit/Select All
11. From the stack, scroll down and press Weld Selected, with setting to the right at 0.005
12. Right click the stack, and choose Collapse All, click Yes at the warning (I only have close all and no warning comes up)
13. For any objects that need to be smooth (cylinders, spheres, etc.):
a. Select them in the parts list (press h) or Ctrl Click on each one in Select mode (arrow button up top).
b. Add an Edit Mesh modifier to the stack
c. Click black + and choose Polygon mode
d. Edit/Select All
e. From the stack, scroll down and choose AutoSmooth (or smooth manually if you need to).
f. Right click the stack and choose Collapse All, say yes at the warning.
14. Save the object as a GMAX file.
15. Edit the model as you like. Do not use the Mirror button at the top - instead add a Mirror modifier to the stack (use of button displays incorrectly in FS).
16. Save any changes with a new incremental number (GMAX can do this automatically in Settings) - it has a bad habit of corrupting files.
17. Now your object should be ready to export as a Scenery MDL file, using the MS SDK of your choice (lost in here....).

Hope this helps,


Please see in red above.

Thanks a lot
 
Last edited:
Umm...this goes right into GMax territory. Can't you open a thread in the "Modeling" subforum for that? Or, better, just use the forum search or Google as this is a subject which has been discussed endlessly before.
 
Umm...this goes right into GMax territory. Can't you open a thread in the "Modeling" subforum for that? Or, better, just use the forum search or Google as this is a subject which has been discussed endlessly before.

I'll do, but what exactly you mean has been discussed endlessly? I made few different question in my two previous posts, which subject are you referring to related with gmax?.

Going on with the experiment (which is working very well despite all fine tuning still required) there are two things in the conversion that I'm struggling to get right. I manage to always find what any unknown animation actually moves, so I can always try to figure out which one to assign to. However there are two that I have not figured out yet how to handle:
  • The turning of the front gear. If I use c_wheel the aircraft will park with the gear twisted to one side. I've opted for fixing it with the fix option, but then no turning when taxing. Any suggestions?
  • The spinning of the tires. I use tire_blured but the wheels do not spin when taxing. Again, any suggestion?
Cheers
 
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