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Crash Boxes Off

Hi again:

How many scenery library object placements do you need to use the NoCrash attribute with that involve unique and distinct MDLs ?

GaryGB

Quite a few placements of about a dozen models. From what Arno has stated it doesn't sound like there is a simple solution to the problem since the BGLComp NoCrash option is FSX only.

Again, I appreciate all the assistance and responses to my questions.

Greg
 
http://www.fsdeveloper.com/forum/threads/crash-boxes-off.435008/#post-778724

Hi,

You are right, MCX doesn't support the NoCrash part attribute at the moment. It would not be an attachpoint in MCX, but would have to be an attribute of the ModelPart itself. Might be interesting to check if this can be supported as well. I'll have a look.

For the moment all you can do in MCX is toggle the crash box for the entire object with the settings.

Thanks for the clarification and for looking into how "NoCrash" might be additionally implemented in MCX for FS9 MDLs via a "ModelPart attribute" as well as possibly BGLComp_XML-based scenery library object / placement output code. :)

GaryGB
 
http://www.fsdeveloper.com/forum/threads/crash-boxes-off.435008/page-2#post-778754

Quite a few placements of about a dozen models. From what Arno has stated it doesn't sound like there is a simple solution to the problem since the BGLComp NoCrash option is FSX only.

Again, I appreciate all the assistance and responses to my questions.

Greg

Hopefully Arno may have an opportunity to implement something more convenient to use for toggling "NoCrash" in FS9 MDLs within the near future.

But, in the mean time, assuming this is for a "personal use only" project and/or if this for a public release involving MDLs which are either your own, or are MDLs for which you have author permission to duplicate using a new GUID in a separate BGL, you could, for this specific project: :teacher:

1.) Import a COPY of the BGL containing the currently "Crash-Enabled" MDLs into MCX

2.) Enable NoCrash for each exported FS9 MDL via:

MCX Menu > Options > Exporter settings > MDLWriter > NoCrash = True


3.) Change the GUID for all MDLs in the BGL containing the currently "Crash-Enabled" MDLs:

MCX Menu > Wizards > Batch Convert... > Batch Process dialog


a.) Input: [Add...] button > Browse / Select (FS9 BGL containing currently "Crash-Enabled" MDLs)

b.) Operator: [Add...] button > Select "Assign New GUID"

c.) Output: Check "Export Files" check-box

d.) Folder: Select output folder path < must be different than the original source BGL >

e.) Writer: FS2004 BGL file (BGL) < this should retain existing placement information >


4.) Manually re-name exported "NoCrash" FS9 scenery BGL to a distinct file name different than the original source BGL.


The new FS9 scenery BGL 'should' retain all texture mappings etc. as well as any placement information. :pushpin:

Because their GUIDs are different, the MDLs output into the new "geo-locked" scenery object library / placement should not conflict with the original MDLs elsewhere in FS9, although their intended "NoCrash" placement may overlap those of the original "Crash-Enabled" MDLs as scenery library objects, so the placement BGL for the original "Crash-Enabled" MDLs should be de-activated in FS9.

The alternate "NoCrash" MDLs output into the new "geo-locked" scenery object library / placement BGL will not be use-able at any other geographic location in FS9 (without special procedures ;)), but should be able to replace your existing original "Crash-Enabled" MDLs with a semi-automatic 'minimal' effort via MCX. :wizard:


Hope this helps ! :)

GaryGB
 
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Hi,

I had a bit of time this evening, so I started to implement the per part no crash. I seem to have it working for FSX/P3D now. But I still need to test it for FS2004 (on the machine I develop at the moment I have no FS2004 SDK installed to test). So hopefully tomorrow after a bit more testing I can finish this.
 
Hopefully Arno may have an opportunity to implement something more convenient to use for toggling "NoCrash" in FS9 MDLs within the near future.

But, in the mean time, assuming this is for a "personal use only" project and/or if this for a public release involving MDLs which are either your own, or are MDLs for which you have author permission to duplicate using a new GUID in a separate BGL, you could, for this specific project: :teacher:
{snip}
The alternate "NoCrash" MDLs output into the new "geo-locked" scenery object library / placement BGL will not be use-able at any other geographic location in FS9 (without special procedures ;)), but should be able to replace your existing original "Crash-Enabled" MDLs with a semi-automatic 'minimal' effort via MCX. :wizard:


Hope this helps ! :)

GaryGB

This worked beautifully Gary. You are a genius!

Greg
 
Glad you have an initial result to test. :)

That work-flow would not have been possible had it not been for Arno's years of learning and hard work ! :wizard:


Perhaps you could also do a test run using Arno's new MCX FS9 "NoCrash" toggle feature upon release ? ;)

GaryGB
 
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I was remiss in not mentioning Arno. There should be a flight simulation hall of fame and Arno should be inducted immediately!

Greg
 
Hi,

I just finished the feature, so it will be in the next development release. In the Hierarchy Editor you will see a NoCrash option for ModelPart nodes. If you set that to True that part will be excluded from the crash box generation. I'll try to make a video tutorial about it soon as well.
 
And here is the video tutorial, the feature will be in the development release that I will build right now :)

 
Arno, thanks for both of your recent enhancements to MCX, both will be very useful.

Regarding reimporting the Nocrash setting, could a spare texture entry in that particular parts material properties be set to "NoCrash$" or similar, as a flag? I realise this may mean duplicate materials, but MCX could then reapply the Nocrash setting automatically.
 
Arno, thanks for both of your recent enhancements to MCX, both will be very useful.

Regarding reimporting the Nocrash setting, could a spare texture entry in that particular parts material properties be set to "NoCrash$" or similar, as a flag? I realise this may mean duplicate materials, but MCX could then reapply the Nocrash setting automatically.

I'm not sure which material setting I could use for that, since all texture slots could already be used by a model. But it's an interesting idea to somehow flag the parts that have no crash. Another option would be to analyze the crash tree on import and check which model is inside it or outside.
 
Yes, different texture slots would have to be used for different parts, still not 100%.

Another option would be to analyze the crash tree on import and check which model is inside it or outside.

I think with animated parts the crash boxes end up in strange positions, so very difficult. Is an option of NoCrash on all animations worth considering?

How about attaching a non-existent effect to the nocrash parts, as a flag?
 
Adding dummy attachpoints would work, I use that for the earth curve correction as well. But in this case that could become quite a lot of attachpoints. Not sure if that impacts performance. It would be the easiest implementation though.

Animations and crashboxes are tricky anyway, because the crash boxes are static. A quick way to add NoCrash to all animated parts (or in general to multiple parts) might be useful.
 
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