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development version MCX

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110
The model coordinates don't seem to be taking once compiled. I have to reopen the bgl with 1.3, set the coordinates and then recompile.

Also, is there a way to add a field for altitude. I have to re-open the bgl and edit the altitude the recompile manually with bglcomp.

thanks
 
Hi,

Let me check but adding coordinates should still work. For the altitude it is now always at ground level, you want to place an object above the ground?
 
Hi,

Let me check but adding coordinates should still work. For the altitude it is now always at ground level, you want to place an object above the ground?


Most are always 0. But a few need to go into the ground some. The worst so far has been -1.53M. Actually not into the ground...was just to get it on the ground.
 
Ok. What you could do already now is move the object down with the move tool and then still place it at altitude zero.

But I will see if I can add a box for altitude.
 
Hi,

I just checked, but in the object information form you can specify an altitude for the object placement already. So I am not sure why you don't see that option.
 
Hi,

I just checked, but in the object information form you can specify an altitude for the object placement already. So I am not sure why you don't see that option.

I thought I had seen it but then looked again at 1.3 and its not there. However it is on the dev version so I guess I'm not losing my mind. However I cant ever get the dev version's coordinates to stick.
 
Hi,

I'll check your issue with the coordinates later, didn't come to that tonight.
 
Dev version

I got it to work. I have to do everything but set the coordinates and let MCX compile the bgl. Then I have to reopen it, set the coordinates and then compile the bgl again. If I try to minimize drawcalls, convert textures too dds, and set coordinates then they don't work. I compile the bgl, go to the location and the model isn't there.

Hope this helps.
 
Hi,

I'll see if I can reproduce the problem of placement missing when you convert textures or minimize drawcalls.
 
Hello,
firstly I'd like to thank you for creating such powerful and flexible, yet easy to use tool :) I had noticed, that the dev release (r1819 as well as r1831) has trouble with exporting attachpoints - for example empty ones are ignored (add point, export, then import the recently changed model - now no attachpoints exist). Version 1.3 works fine in this regard, so this is just to let know that such issue exists in dev version. Once again, thanks for creating this utility, and I'm looking forward to upcoming versions :)
 
Last edited:
Thanks, I'll check that as well.
 
Hi,

I have fixed the problem with the empty attachpoints now, they are exporting again.
 
Hi,

I tested the problem with the coordinates as well, but I can't reproduce it. I see no problem with exporting them.

Are you sure all the textures are in the right folder? Missing textures can result in missing objects.
 
Hi,

I tested the problem with the coordinates as well, but I can't reproduce it. I see no problem with exporting them.

Are you sure all the textures are in the right folder? Missing textures can result in missing objects.

Yes. All the textures are in the correct folder. If you look at the model when it displays in fsx it looks like a texture is missing. Then when you look closer you can see that its not missing, but displayed incorrectly I discovered this by just making the offending night texture a solid red color). The textures work fine if I just convert them. Day textures are fine either way. It seems to only be happening on night textures that have drawcalls minimized. It happened again today on a new model. I will try to send you some pictures.

Thanks
 
Hi,

I tested the problem with the coordinates as well, but I can't reproduce it. I see no problem with exporting them.

Are you sure all the textures are in the right folder? Missing textures can result in missing objects.

Oh wait...were you still talking about the coordinates with the last sentence? I jumped the gun there and thought you were talking about both the coordinates and then the textures. Sorry. I have been exporting the model after everything else is done, then reopen and assign the coordinates and recompile and it works fine. I haven't tried it again for awhile. I'll check it again. I may have been doing something wrong. If it works for you there is no reason it shouldn't work for me too.

Thanks Arno
 
Ok, this is what I found out:

After drawcalls minimized, day textures
Afterdrawcallsdaytex_zps9d01ed7b.jpg


dds sheet (circled the 2 textures that aren't displaying correctly with night textures)
Dayddss_zpsb962174a.jpg


Night textures before minimizing drawcalls (painted the 2 incorrectly displaying night texture pink) No problems, displaying correctly.
Colortroubletextures_zps6191484e.jpg


Night textures after drawcalls minimized (the one on the right hadn't been displaying properly. Not sure if it's because its a solid color or not now is the reason its working.)
aftermindcs_zps99cd1743.jpg


dds sheet after drawcalls minimized - night textures
nightddssheet_zps8e60f345.jpg


Hope this helps.

-Kevin
 
Hi Kevin,

The drawcall issue is still open, I'll check that later.
 
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