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Cannot get my FSX scenery object to show up at all

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us-iowa
Ok, so I'm trying to get some scenery objects into the simulator. Upon discovering that they were not showing up, I figured I'd simplify things by just getting a simple untextured cube to show up at KSEA, the default location in the sample XML file for bglcomp. However, the cube is not showing up.

I'm using 3ds Max 2015 with the current prepar3d SDK, and I have it set to "1 unit = 1 meter" under "Units Setup"

Here is exactly what I did:

1. Created a 90 x 90 x 90 meter cube near the origin.

2. Created a dummy object centered at the origin.

3. Saved the file as "testbox.max". Named the dummy object "testbox"

4. Linked the cube to the dummy object.

5. Went into the LOD and export tool and generated a GUID and gave the friendlyname of "testbox"

6. Checked "choose export file" and then "export this Max file!". Saved the file as "testbox.x"

7. Used XtoMdl to convert testbox.x to testbox.mdl, and used the /XMLSAMPLE command to create the XML file.

8. I deleted the comments from the XML file and renamed it to "testbox.xml". I then dragged it over "bglcomp.exe" and then pasted the resulting bgl file into my airport's addon scenery folder (I know that folder is working in-game because other bgls in that folder work)

9. I opened up FSX and it loaded the new scenery libraries. I then go to KSEA and find nothing.

Where am I going wrong?
 
Hello:

I don't use 3DSMAX or GMAX, and thus I'm not very familiar with their work-flow; but I must ask, based your description above:

* Did you map a 'visible' texture image or color as a "diffuse" material onto the "testbox" 3D model above ? :scratchch

GaryGB
 
Hello:

I don't use 3DSMAX or GMAX, and thus I'm not very familiar with their work-flow; but I must ask, based your description above:

* Did you map a 'visible' texture image or color as a "diffuse" material onto the "testbox" 3D model above ? :scratchch

GaryGB

I was operating under the assumption that an untextured object would still appear in the simulator, but just to be sure I've now added a pink diffuse texture to the box and rebuilt the BGL and sadly I still don't see anything at KSEA.

Also, this is testbox.XML. To simplify things I've placed the MDL file in the same folder as bglcomp.exe:

Code:
<?xml version="1.0" encoding="ISO-8859-1"?>
<FSData version="9.0" xmlns:xsi='http://www.w3.org/2001/XMLSchema-instance' xsi:noNamespaceSchemaLocation="bglcomp.xsd">


    <SceneryObject instanceId="{1ff9bd5d-b544-4f48-9fb9-e81197d75a7b}" lat="47 25.89" lon="-122 18.43" alt="0" pitch="0" bank="0" heading="0" altitudeIsAgl="TRUE" imageComplexity="NORMAL">
        <LibraryObject name="{4826b57d-9ea2-4231-8715-05e2680519ab}" scale="1.0" />
    </SceneryObject>

    <ModelData sourceFile="testbox.MDL" />
</FSData>
 
Better to place any object with and OPT (object placement tool) like the one of the fsx SDK it's a litlle buggy but in this way you can check if the object is there and working. there are tutorials in the net , look for "Making scenery with object Placement Tool".
 
I've now added a pink diffuse texture to the box and rebuilt the BGL and sadly I still don't see anything at KSEA.
Is the texture in an FSX compatible format and placed in the texture folder paired with the scenery folder that contains your new .bgl?

Also, this is testbox.XML. To simplify things I've placed the MDL file in the same folder as bglcomp.exe
When compiling, the .mdl file must be in the same folder as the .XML file.

cheers,
Lane
 
Hi again:

I suggest you import the *.X file and/or compiled MDL file and all mapped textures into ModelConverterX (aka "MCX") to inspect it. :idea:

Then use MCX to "place" the 90x90 Meter cube scenery object.

Next, using BGL2XML, de-compile the placement BGL written out by MCX into XML code, and compare it to the XML code in your example posted above.


FYI
: Even if the texture attributes of the 'Pink' material applied to the "testbox" dummy object 'linked' to the 90x90 Meter cube is opaque, you may not see that "testbox" dummy object if it was not properly "attached" to the 90x90 Meter cube using a "AttachPoint" within the MDL. ;)


PS: "Hmmm... Slavemason": < A 'slave' in Mason City, Iowa ? > :D

Reminds me of what Jake Johannsen, an American comedian from Iowa said on stage:

It took me a long time to realize that we were free to go. I was like twenty-one before I was like, ‘We can just leave?:laughing:

https://en.wikipedia.org/wiki/Jake_Johannsen


GaryGB
 
Last edited:
Better to place any object with and OPT (object placement tool) like the one of the fsx SDK it's a litlle buggy but in this way you can check if the object is there and working.

You're probably right, though my plan has been to get this basic object into FSX, then get LOD's to work, and then start making an object library using Library Creator XML. I assume (though correct me if I'm wrong) that the tags in the XML file are correct, and thus the problem I am having is occuring before the XML file is used.

Is the texture in an FSX compatible format and placed in the texture folder paired with the scenery folder that contains your new .bgl?

When I made my second post, I was using a "standard" material (not a "flightsimx" material) and just set the diffuse color to a bright pink. However, just to check that this isn't the source of the issue, I ran the following test:

1. Deleted the old "standard" material and added a "flightsimx" material

2. Created a 4x4 bitmap of solid pink, then created mipmaps and saved as a .dds with imagetool

3. Added the new .dds as the diffuse texture for the testbox cube

4. Recompiled the BGL (from the new .mdl file which came from the new .x file), and still saw nothing at KSEA.

When compiling, the .mdl file must be in the same folder as the .XML file.

Oh, well I'm doing that now just to remove it as a possible variable, though initially I had the .mdl file elsewhere and just put its complete path ("C:\Documents\..." etc.) under "sourceFile=". Does that not work?

Hi again:

I suggest you import the *.X file and/or compiled MDL file and all mapped textures into ModelConverterX (aka "MCX")to inspect it. :idea:

Just as a test I downloaded ModelConverterX and opened up my "testbox.x" file, and the box itself showed up, but with a black-and-white checkered texture, which I assume means that my problem has something to do with the way I am applying textures.

FYI: Even if the texture attributes of the 'Pink' material applied to the "testbox" dummy object 'linked' to the 90x90 Meter cube is opaque

The texture was applied to the cube itself, as far as I know 3ds Max doesn't allow you to add textures to a dummy object.

you may not see that "testbox" dummy object if it was not properly "attached" to the 90x90 Meter cube using a "AttachPoint" within the MDL. ;)

I'm not sure what you mean here, is there a special attachpoint that needs to be added for each texture?

PS: "Hmmm... Slavemason": < A 'slave' in Mason City, Iowa ? > :D

Reminds me of what Jake Johannsen, an American comedian from Iowa said on stage:

“It took me a long time to realize that we were free to go. I was like twenty-one before I was like, ‘We can just leave? ’ ” :laughing:

https://en.wikipedia.org/wiki/Jake_Johannsen

GaryGB

Haha I wish I could say I had put that much thought into my username!

Also thanks for all the help guys, this is really frustrating and I'm sure I'm just making some simple mistake somewhere since I've never worked with FSX scenery design before.
 
Oh, well I'm doing that now just to remove it as a possible variable, though initially I had the .mdl file elsewhere and just put its complete path ("C:\Documents\..." etc.) under "sourceFile=". Does that not work?
It does, however in your posted example there was no path, hence my comment.

Just as a test I downloaded ModelConverterX and opened up my "testbox.x" file, and the box itself showed up, but with a black-and-white checkered texture, which I assume means that my problem has something to do with the way I am applying textures.
What that means is that MCX can't find your textures, and if MCX can't find them there is a good chance FSX can't find them.

In DX9 mode objects without textures are invisible.

Try turning on DX10 mode in FSX, if your object is there it will show up looking blue, with the FSX logo on it.

cheers,
Lane
 
What that means is that MCX can't find your textures, and if MCX can't find them there is a good chance FSX can't find them.

Well, I did get the textures to show up in ModelConverterX by placing the testbox.dds texture in a folder called "texture" sitting in the same folder as the .x file

Try turning on DX10 mode in FSX, if your object is there it will show up looking blue, with the FSX logo on it.

If you mean the "preview direct X 10" checkbox in the display options, I have tested as you said and there is still nothing at KSEA
 
I think I have solved the issue. For future reference (don't want to be this guy) my problem was as I predicted it would be: some very simple mistake. As I said at the beginning of the thread, I was using the current Prepar3d SDK with 3ds Max, which comes with its own XtoMdl.exe. From trial and error I discovered that it does not work for FSX, and thankfully the XtoMdl.exe for 3ds Max 9 that comes with the FSX SDK still works just fine.

In summary: Do not use the Prepar3d XtoMdl.exe to make FSX .mdl's, it will not work, use the XtoMdl.exe from the FSX SDK.

I feel like I should keep this humongous pink cube at KSEA just as a reminder (lol)
 
In summary: Do not use the Prepar3d XtoMdl.exe to make FSX .mdl's, it will not work, use the XtoMdl.exe from the FSX SDK.
Or, "If you start learning how to create scenery for a legacy product using software from a completely different publisher for a product that was loosely adapted from the legacy product, remember to enjoy one's self while taking the thread for a merry ride through haphazard and unpredictable results."
 
The texture was applied to the cube itself, as far as I know 3ds Max doesn't allow you to add textures to a dummy object.



I'm not sure what you mean here, is there a special attachpoint that needs to be added for each texture?

You may wish to more thoroughly review the FSX SDK docs to better understand "Attach Points":

https://msdn.microsoft.com/en-us/library/cc526973.aspx#PartData

https://msdn.microsoft.com/en-us/library/cc526978.aspx


FYI
: After MCX and the required SDK versions are all installed, check the MCX "Options" menu settings so all linked SDK file / folder paths are updated.

Then choose the FS version (ex: FS9, FSX, P3d etc. at the time you export a 3D model or other types of FS scenery files


Hope this helps further with the learning process ! :)

GaryGB
 
Yes, the XtoMDL program in P3D V3 (and P3D V2.5 i think) creates models that are not compatible with FSX. I believe the main difference is the addresses for texture references in P3D are 32 bit instead of 16 bit in FSX which does get rid of the 65536 texture vertice error with FSX xtomdl but does make the model incompatible with FSX. Models made with P3D xtomdl are therefore a bit larger (due to the 32bit instead of 16bit) than the identical model made with FSX xtomdl.
 
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