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ModelConverterX

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ca-ontario
I just tried ModelConverterX, and I have a question.

It creates the model, but there is no XML file. How is it possible to specify the GUID and location etc?
 

tgibson

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Hi,

If you use Library Creator XML to create the library BGL, it will do that job.

Hope this helps,
 

rhumbaflappy

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In the latest build, you can go to the options menu, and set SampleXML to True, and it will output an FSX XML file.

Dick
 

arno

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Hi,

You should see ModelConverterX a bit like GMax, it produces your model, but in the end you will have to use a placement tool to position it.

As Dick mentioned there is an option now to produce a XML sample when you are exporting for FSX, if you are exporting for FS2004 the sample XML file is made by default.

As Tom mentioned the common approach is to put the MDL in a library BGL file, after which you can use all of the common placement tools to position your object. On my wishlist for ModelConverterX I have a function that will allow you to enter the placement from within the tool as well, but that might take some time to implement.
 
Messages
259
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ca-ontario
I am trying to export in FS-2004 format, but when I do, I get the mdl, a log, and two asm files. There is no XML. Can I just use another one and generate a GUID using the guid generator? I always assumed that the guid was special to each model.

Another question, the program says it can import Google Earth KMZ objects. I'm finding the objects are all .skp.

Am I misunderstanding?
 
Last edited:

rhumbaflappy

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In the Options menu, check where the MakeMDL path leads. Then go there in Windows explorer. Do you have a Makemdl.cfg file?

It's a text file and should look something like this:

Code:
[Settings]
LastDir=
SaveDir=

[Options]
Debug=1
ViewLog=0
ViewBGL=0
View=0
KeepErrorLog=0
Keep=1
Il=0
I8=0
In=0
I=0
TexPage=0
SoftMat=0
FullMat=0
Deffallback=0
Specularcanopy=0
WeldPoints=1
DLL=0
Info=0
Optimize=0
Flatten=0
NoAnimate=0
HasReflectMap=0
HasNightMap=0
HasLightMap=0
HasDamageMap=0
NegateZ=1
NoLeftToRight=0
SwapBH=0
Vis=0
Vistest=0
Crash=0
XML=1

XML=1 will save the XML sample.

Keep=1 will save the ASM files.

You can create this cfg file if you don't already have one.

Dick
 
Messages
259
Country
ca-ontario
Thank you, it works.

But I don't think it's possible to actually use these objects in flight sim is it? The textures are all odd sizes, and they all have the same names, is it possible to rename them so you could have multiple objects in one folder?
 

rhumbaflappy

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We don't have a clue what your MDL or textures are. I would first try the object. If that doesn't work, zip the MDL and textures and attach them to a post.

Dick
 

Pyscen

Resource contributor
Messages
2,993
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us-texas
I'm really stumped, I don't have a button for Mass Texture Editor. It goes right from Material Editor to Attached Object Editor.

I believe you have release version 1.1,... try the development release it has the mass texture editor.
 

tgibson

Resource contributor
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11,327
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Right, get the latest development release from the thread at the top of this forum (also linked in my tutorial).

Hope this helps,
 
Messages
259
Country
ca-ontario
Thanks for all your help.

I've gotten some cool stuff imported into flightsim, now I just need to finish off finding out how much I can get permission to distribute :)
 
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