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

Yes, I do understand that. Fact is however, that the plane works flawlessly without conversion in FSX, with all the animations, propdisc and removing of the ropes. Takeoff works, taxi works, other planes can not float through, everything fine in FSX with this model when not converted. That is the reason why I think I do something wrong within MCX. And that is the reason why I did not look further into the "AI traffic stalling at the runway" issue you mentioned, as I am pretty sure that "my" issue is not related to something like that (as the unconverted model works perfectly). Maybe I should stop here and accept the fact that the FS9 model versions are invisible on some airports due to the ground shadow option. I thought it would be easier to convert some simple GA AI models :banghead:

Anyway, thanks for your help so far, I will try the few things regarding the ropes etc., maybe I can get a "light" version of the converted model to work properly...
 
Your motivation would carry you a long way toward creating your own models. Retrospectively - and possibly myopically - it is very easy to learn. SketchUp is free and readily converts to .mdl through Arno's fantastic tool. There are many GA planes in the .skp and .kmz format available for free experimentation and modeling. Some better, some worse; but simple skill with the easy software will provide you incredible freedom and flexibility to improve and customize your simulation experience, imo.
 
The AI symptom you describe is usually due to a missing red hold short node at that entrance to the runway, or one that is further away from the runway surface than 200 ft or so. Blast pads (yellow chevrons) do not count as runway surface.
 
.....and just to confirm - all the ai I have converted have worked just as they should in FSX. You could try substituting a known working aircraft.cfg and / or a known working .air file - of course you'll need to rename various bits of them to get them to work - but that's what all the fun is about and it's never ending!!! Anyone tried the aia B747-400rr yet? (re my earlier post)
Cheers
Jont
 
BTW - are there any visual differences between tfs A380-800 EA and RR mdls. I have merged the two in MCX and can't see anything - will save a heck of a lot of time if there isn't!!
Cheers
Jont
 
Please see below

Cheers

antonio

You can use the hierarchy viewer to replace the prop disc I can't see the prop disc when I import the model, I only see the propeller but without 3d software editing ability, it becomes arduous. With the 3d software, you simply export the model to .3ds and create a proper prop disc in the exact location of the original model's disc. Save only the new disc, export to .dae and import and merge in MCX. The slow way is to again use the Hierarchy Viewer does it mean not using the 3d software at all?, delete everything except the disc again, I only see in MCX the propeller, not the disc (or leave what suits you) then find an adequate disc where? in another model? different MCX instance?, possibly the same way (by deleting the rest of the host model). Using the Merge Objects window, the "insert model offsets" and much trial and error, you can place the new disc exactly over the one you deleted. You can even scale and tilt your new disc, but that has to be performed in a separate MCX session. The reason you can not simply assign a new texture to the prop disc that you want to change is because you have no way of telling MCX how to scale, stretch, or orient the image onto the model, instead you have to find a model that already has been assigned.
If you are unable to see the ropes in the render window, you should try what Arno wrote above and set a different visibility state until you do.
 
Hello. I am not certain, but it appears you ask for clarification about technique using red font to highlight uncertainties. I'll will construct a reply accordingly:
You can use the hierarchy viewer to replace the prop disc I can't see the prop disc when I import the model, I only see the propeller
The exact nature of the item to be replaced is not critical, you need it for position and size. Propellers and prop disks are easy to separate from a model in the hierarchy viewer because the included animation creates a category that can be deleted or exported.
The slow way is to again use the Hierarchy Viewer does it mean not using the 3d software at all?
The 3d software is far more efficient for manipulating models than is the MCX window, even if one has to learn the software. Consider that you are trying to compose a correspondence letter using either an unfamiliar word processor, or a photocopy machine. Either will likely accomplish the goal and the photocopy machine, although physically easy to cover letters and cut them out and move them around on the page, will probably take far longer to make a composition then learning how to use the word processor. Arno's ModelConverterX is fantastically capable but just does not have the built-in capacity to edit models.
then find an adequate disc where? in another model? different MCX instance?
Yes and yes. MCX supports multiple instances simultaneously, although that isn't necessary.
 
For me the easiest way to resolve the prop/rotor issue is to extract the prop/rotor animation and the prop/rotor disc animation, then paste the relevant visibility condition into their .X files (insert between 'Frame frm_partX {' and 'FrameTransformMatrix {') , for this I've created a custom animation "rotor_nonblurred" the exact opposite of "rotor_blurred".
It's very easy to create a .X file with the necessary visibility condition by using Blender2FSX, just add the visibility condition to the default cube, then export.
Merge the rotors/props back together then merge back with the main MDL.
I've only done one helicopter so far, but I don't see why it wouldn't work with props.
A bit time consuming, but nothing difficult.
 
That is fantastic! Hacking the X file, so awesome, such potential..
 
http://www.fsdeveloper.com/wiki/index.php?title=Converting_AI_aircraft_to_FSX_with_Model_Converter_X

There.

If you find typos or inconsistencies: Everyone can edit wiki articles, so just do it!

Also, if motivated enough, someone can test the possible fix for the night textures.
Very grateful for this Björn.

Your guide enabled me to convert the HTAI F-16's to FSX models, so they don't crash P3D in top view anymore.

Thank you! :)

Also a big thank you to Arno, without whose tools this would have been a Herculean task. :)
 
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Thanks for writing the procedure down. Later when I have time again to work on exporting aircraft that will be useful for me as well to see where I can improve things further.
 
I'm in the process of testing P3D V2.3 and I'm pleased to say all the issues with FS9 AI aircraft seem to have been resolved. All are showing shadows but not on the props (great outcome there), no crashing with HTAI aircraft and I am seeing no performance difference between my FSX converted models and my original FS9 ones. Losing some of the niceties such as tie down ropes and chocks etc plus the ongoing issues with slow spinning props was a real turn off for me but it would seem that is now well and truly sorted thanks to this update.

I think there will be a lot of very happy simmers once this update is released.

Graham
 
Very grateful for this Björn.

Your guide enabled me to convert the HTAI F-16's to FSX models, so they don't crash P3D in top view anymore.

Thank you! :)

Also a big thank you to Arno, without whose tools this would have been a Herculean task. :)

JP the HTAI F-16 is one of the common problem models out there -- as it the HTAI C-130 series... I wonder if it would be possible to contact Henry T and obtain his persmission to just POST these models someplace where the community can use them?

I'm in the process of testing P3D V2.3 and I'm pleased to say all the issues with FS9 AI aircraft seem to have been resolved. All are showing shadows but not on the props (great outcome there), no crashing with HTAI aircraft and I am seeing no performance difference between my FSX converted models and my original FS9 ones. Losing some of the niceties such as tie down ropes and chocks etc plus the ongoing issues with slow spinning props was a real turn off for me but it would seem that is now well and truly sorted thanks to this update.

I think there will be a lot of very happy simmers once this update is released.

Graham

Graham, is this a function of your work in terms of editing/adapting AI models, or was there something in version 2.3 that solved some issues....?

Either way, thanks for all your efforts.
 
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JP the HTAI F-16 is one of the common problem models out there -- as it the HTAI C-130 series... I wonder if it would be possible to contact Henry T and obtain his persmission to just POST these models someplace where the community can use them?
The modifications were only 85% good, so I wouldn't do that. Anyway the problems with the HTAI F-16's are gone in P3D 2.3 so I'm back to using the originals. :)
 
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I suspect the AlphaSim Vulcan wont work in P3D2.3 as it wont even display in FSX, but an easy conversion.
Anything else worth resurrecting?
 
Hi Essex

I'm sorry to be a pain, but I'm not an expert in 3d at all, I'm trying to learn but I guess it takes time...

Could you please elaborate this a bit further? are the following steps correct and in the right sequence?:

  1. Import .mdl into MCX.
  2. Convert it to FSX.
  3. Open the new FSX .mdl in MCX.
  4. Export it as .3ds
  5. Import it into blender.
  6. Create a prop/rotor disc.
  7. Create animations for the prop/rotor and the prop/rotor disc.
  8. Export it as .X file using Blender2FSX
  9. Open the .x file with notepad.
  10. ....now I'm lost... see in red below

For me the easiest way to resolve the prop/rotor issue is to extract the prop/rotor animation and the prop/rotor disc animation, then paste the relevant visibility condition into their .X files how many? (insert between 'Frame frm_partX {' and 'FrameTransformMatrix {') what exactly do I have to insert and where do I get it from? , for this I've created a custom animation "rotor_nonblurred" the exact opposite of "rotor_blurred" where did you created them and how?.
It's very easy to create a .X file with the necessary visibility condition by using Blender2FSX, just add the visibility condition to the default cube, then export.
Merge the rotors/props back together where? in MCX? do I have to import the .X file back into MCX? then merge back with the main MDL again, how? exporting it as .mdl from MCX?.
I've only done one helicopter so far, but I don't see why it wouldn't work with props.
A bit time consuming, but nothing difficult.

And last, is there any way to import .mdl files directly into blender 2.72? I have written permission from Henry Tomkiewicz to convert any of his freeware models and that facility would help a lot.

Thanks

Kano
 
Hi Kano
Thinking about it I think it's probably easier to not use blender at all (before I just used it to create a .X file with a visibility condition).

This method is even more time consuming and untested by myself. Probably best to start with a simple single prop plane. You'll see why I stick to jets.

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.
12 Report back how you got on.

Good luck.
 
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