• Which the release of FS2020 we see an explosition of activity on the forun and of course we are very happy to see this. But having all questions about FS2020 in one forum becomes a bit messy. So therefore we would like to ask you all to use the following guidelines when posting your questions:

    • Tag FS2020 specific questions with the MSFS2020 tag.
    • Questions about making 3D assets can be posted in the 3D asset design forum. Either post them in the subforum of the modelling tool you use or in the general forum if they are general.
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    • Questions about SimConnect can be posted in the SimConnect forum.

    Any other question that is not specific to an aspect of development or tool can be posted in the General chat forum.

    By following these guidelines we make sure that the forums remain easy to read for everybody and also that the right people can find your post to answer it.

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

I assume that was c_tire_blurred, etc. I just use c_tire, l_tire, and r_tire. You can also use c_tire_still, etc.

I assume they might have used the rudder for the front gear, try that.
 
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?.

Creating animations in GMax.

Here's a tutorial for FS9, but save from having to tag animations with the Animation Manager instead of simply naming them "right", it also applies to FSX.
http://www.gjsmith.net/Milton_Shupe/C162/anim/index.htm


  • 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?

1) Rudder_pct_key (or so)?

2) Tire_slow?
 
This is very interesting. Please write a Wiki about this if you are done.
Cheer!
 
Well, if 2918 views do not motivate you enough, please let us know although I can't figure out what else you may need to get motivated that we can offer you, stronger than that :)

But in the mean time, let me post another question...

If I import an FS9 mdl model file and I start working on it (finding the right animations and so on...) but I do not finish it completely, is there any way I can save that work to keep going at a later time?

When I import a model as "FS MDL object (*.MDL)" and do just some work on it, if I try to export it as "FS2004 MDL aircraft object (*.MDL)" it simply won't happen no matter the name I give it or the place I try to save it to, it simply won't happen.

It would be great to be able to do some work and "save it" (even in the form of a new file) to be able to resume working at a later time. Now unless I do the whole thing from start to finish and export it as "FSX MDL object (*.MDL)" I lose anything that I have done.

It will also help enormously to play trial and error.

Cheers
 
You can't save it as an FSX MDL object and then Import that again?
 
You can't save it as an FSX MDL object and then Import that again?
What I want to do and I can't is to import a FS9 model as usual,, address lets say half of the unknown animations, be able to export (save it) as FS9 again and reopen the new saved one later on to finish sorting out the unknowns and eventually, when all is fixed, then expert it finally as fsx, but not before... if this makes sense...
 
Why? If an FSX format works as a temporary holding place for your work, why not? FS9 texture formats can remain in an FSX object, AFAIK. Import the FSX object and continue your work.
 
Well, if 2918 views do not motivate you enough, please let us know although I can't figure out what else you may need to get motivated that we can offer you, stronger than that :)

Yeah well, I bet everyone's expecting a "stupid idiot's guide to converting aircraft with MCX"...not going to happen.
 
...... that's why it would be fantastic if Arno could automate this process so we're not making demands on Heretic's time :rolleyes:
Cheers
Jont
 
...... that's why it would be fantastic if Arno could automate this process so we're not making demands on Heretic's time :rolleyes:

Or just y'know...have other people start to write something up. A wiki is a collaborative thing and most of the information was already there anyway.
 
Why? If an FSX format works as a temporary holding place for your work, why not? FS9 texture formats can remain in an FSX object, AFAIK. Import the FSX object and continue your work.
Tom, my problem is mainly with the animations. As soon as I export the fs9 file I am working on (and on which I haven't sort out all the animations) in a fsx format, the animations are altered by MCX, so if at a later time I import it again into MCX, the animations that were still un-worked have changed, are different than the ones I left when I exported the file into a fsx format. That is why I tried to export it in a fs2004 format, to avoid MCX "converting the ones I have not addressed.
 
Too bad. I assume by the FS2004 export "just won't happen" that you are getting a compiler error? I guess you can't export planes with incorrect animations - the compiler won't accept them, so there would be nothing that Arno can do with MCX if it is a compiler problem.
 
I know what you mean, I didn't think that way but you are most probably right... fs2004 export mode may not accept the changes I've done using the animation code from the new fsx modeldef ... I have to get on with it, more time consuming but worth anyway... :)

Thanks for your help anyway
 
In theory it should be possible to have MCX running in a virtual machine eg VirtualBox. I believe it would then be possible to save the whole VM in a set state to return to later. MCX would of course run slower in a VM.
 
...... that's why it would be fantastic if Arno could automate this process so we're not making demands on Heretic's time :rolleyes:
Cheers
Jont

I'm keeping an eye on this discussion and will for sure use the information here when I continue with improving the aircraft import and export functions. Just at the moment I'm too busy with scenproc.
 
I'm keeping an eye on this discussion and will for sure use the information here when I continue with improving the aircraft import and export functions. Just at the moment I'm too busy with scenproc.
Arno

That's very kind of you.

One thing that it seems to m it would be handy in the process of arranging animation would be to be able to leave the LOD layer you are working on fixed. MCX reverts back to the highest LOD level any time you make a change in the manger editor.

I don't know what others may think, and for sure this is just a nice to have, something to make the work a bit easier so not to worry Arno...

This is tool is fantastic! and is pushing me so much to learn that I don't know if I want it more automated!!!:)

Cheers
 
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