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Adding Objects

I have added the xml import function now as well.
 
The only way to view all materials is in the object report at the moment.

It's on the to-do list to have material optimize on multiple objects at once.
 
Hi,

Is there a way to swap a new MDL for an existing one, keeping the same GUID? I'd like to update some MDL files that have too many polygons. The only way I can see to do it is add the new MDL file, copy and paste the name and GUID entries from the old object to the new one, and then delete the old one.

Thanks,
 
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Hi,

I added an MDL object to an FS9 library BGL file. I had used MDL Tweaker to remove the shadow from the object, but when displayed in FS it appears to still have the shadow.

When I decompile the library BGL file, replace the MDL file manually, and recompile, the shadow is gone.

Perhaps MCX is removing the no shadow code?
 
Is there a way to swap a new MDL for an existing one, keeping the same GUID? I'd like to update some MDL files that have too many polygons. The only way I can see to do it is add the new MDL file, copy and paste the name and GUID entries from the old object to the new one, and then delete the old one.

That's correct, at the moment there is no replace function. Might be a good idea to add that as well.
 
I added an MDL object to an FS9 library BGL file. I had used MDL Tweaker to remove the shadow from the object, but when displayed in FS it appears to still have the shadow.

When I decompile the library BGL file, replace the MDL file manually, and recompile, the shadow is gone.

Perhaps MCX is removing the no shadow code?

That is right. The MDL Tweaker tweaks are not supported by ModelConverterX. So if you want to keep them, you should not use ModelConverterX to edit your library. Use Library Creator XML instead.

The difference is that ModelConverterX will import the object and when saving export it again using MakeMDL. The MDL Tweaker tweaks are not supported by MakeMDL and therefore lost.
 
Hi,

OK, got it. That's what I ended up doing, creating the library BGL file manually. I hope that the MDLTweaker functions will eventually make it into MCX, and a batch function would be wonderful. :)

Thanks,
 
That's correct, at the moment there is no replace function. Might be a good idea to add that as well.

I d second that definitely a good idea. Currently, I am doing this by adding the new model as a new LOD and then remove the older one, which is temporarily good, but if the model already has LODs in it it can get rather complicated.
 
Arno,

Currently, I seem to lose placement information of scenery (.bgl) files when I am trying to add them on top. Is this a 'bug' or not implemented so far?

I only have the placement info of the actual scenery file that is originally opened. If I try to add (+add object command) another scenery file, the placement info of the latter is lost.


*on another note: is there any benefit (other than tidying up :)) in having 2-3 big scenery BGL (with multiple scenery files within as described above) compared to having let's say 20-30 individual BGL files?
 
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There is probably a tiny decrease in initial loading time, but after that I wouldn't think so.
 
Hi,

In general I prefer to to have one library per project with all specific objects and then one other file with all the placement. Performance wise fewer files will be better, not not a huge difference. I think the main difference is that it is easier to manage for yourself which object is placed in which file.

Modelconverterx is not supposed to drop placement information. But I think when importing another file I only import the model now. Is the placement missing from the object you just imported?
 
Correct, the placement info is lost in the newly imported scenery object.


Sent from my iPhone using Tapatalk
 
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Ok, let me check that. I can probably import everything.
 
I have made the change now. So in the version of tomorrow it should work.
 
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