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P3D v1 Does anyone know what this error means??

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39
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us-oregon
I cant find it on the web anywhere, and havent a clue, but xtomdl is producing zero length files so, something is wrong, but i dont know what.. if anyone can help out and give me clue, i'd really appreciate it..
The error is::

error : Error loading .X file: (C:\Program Files (x86)\Lockheed Martin\Prepar3D SDK 1.4.4747.0\Environment Kit\Modeling SDK\3DSM2012\Plugins\Schnellboot62.x). Is it a valid FLIGHT SIMULATOR '.X' file?
(0): error : XToMdl.exe Unhandled Application Exception
(0): error : SlimDX.Direct3D9.Direct3D9Exception: D3DXFERR_PARSEERROR: Parse error (-2005531760)

(0): error : at Microsoft.FlightSimulator.XToXmlLib.XFileLoader.LoadFromModelFile(ModelFile FileInfo)

(0): error : at Microsoft.FlightSimulator.XToXmlLib.ModelFile.LoadFromXFile()

(0): error : at Microsoft.FlightSimulator.XToXmlLib.XToXmlLib.LoadAllFileData()

(0): error : at Microsoft.FlightSimulator.XToXmlLib.XToXmlLib.Process(ModelFile[] InputFiles, Hashtable[] AnimationLinkage, String[] AnimationFileRef, XPartDict PartDictionary)

(0): error : at Microsoft.FlightSimulator.XToMDL.XToMDL.ProcessInputs()

(0): error : at Microsoft.FlightSimulator.XToMDL.XToMDL.RealMain(String[] args)

(0): error : at Microsoft.FlightSimulator.XToMDL.XToMDL.Main(String[] args)
(0): error :
(0): error : D3DXFERR_PARSEERROR: Parse error (-2005531760)
(0): error :
(0): error : Stack Trace:
(0): error : at Microsoft.FlightSimulator.XToXmlLib.XFileLoader.LoadFromModelFile(ModelFile FileInfo)

(0): error : at Microsoft.FlightSimulator.XToXmlLib.ModelFile.LoadFromXFile()

(0): error : at Microsoft.FlightSimulator.XToXmlLib.XToXmlLib.LoadAllFileData()

(0): error : at Microsoft.FlightSimulator.XToXmlLib.XToXmlLib.Process(ModelFile[] InputFiles, Hashtable[] AnimationLinkage, String[] AnimationFileRef, XPartDict PartDictionary)

(0): error : at Microsoft.FlightSimulator.XToMDL.XToMDL.ProcessInputs()

(0): error : at Microsoft.FlightSimulator.XToMDL.XToMDL.RealMain(String[] args)

(0): error : at Microsoft.FlightSimulator.XToMDL.XToMDL.Main(String[] args)
 
Hi,

I have not seen this error log, but 0 kB mdl files, which came after starting to use the 64 bit P3D SDK. Looks like you are using is as well?

Anyway, I could solve it by using the GMAX xtomdl. Maybe you could give it a try.

Still wondering why the xtomdl didn't work...

Kai
 
I don't use the P3D sdk (yet) but have you first tried a simple object exported to P3D to see if that will export and compile? It would be good to be sure the sdk is set up correctly first.
 
If you have Max 2012 32 or 64 bit, you could use the P3D SDK.

Download the SDK from Prepar3D.com and then download this update;
http://www.prepar3d.com/wp-content/plugins/download-monitor/download.php?id=23

Note, the above link is an update to the current SDK.

You will need Max 2012 for that, which will have a new, revised, revamped, super fast exporter that also has not been found to have a limit (yet) concerning amount of Polys it can export.



I wonder, concerning your issue, if you have too big of a file. How many Polygons do you have in the scene?


Also, when exporting, if you are using something other then the DOS input route, you need to have the screen/window selected that has XtoMDL in it. Sounds like its exporting fine from Max but not from XtoMDL. I ended up creating a BAT file which converts the X and Xanim for me, no typing on the DOS window. (I hated that).



Bill
 
I'm currently using Max 2012 32 bit. I had tried the 64 bit but ran into issues and decided to go back o 32 bit for the time being. Theres 157,000 polys on the model total. I reset the poly countfrom the 1000 polys budget to 250000 in max, and saved..
A second export gave me an unrecognized GUID format error.. Thank's Bill. I didnt even know that utility existed ( yup, I'm that new to exporting models for games ). Resetting the budget "appears" to have solved the dx9 issue, but i really dont understand where the GUID format issue comes in as i use aces tools to set the friendly name and GUI..

Solutions i have tried to use to solve these export issues are.
reinstall direct X 9c
Reinstall the P3D SDK
Updated my display drivers to the most recent version for my card ( GTX-260 )
Installed Max 64 bit, and the 64 bit p3d sdk patch
reinstalled Max 32 bit and the 32 bit p3d sdk.
::Edit:: re-verified that my decimal settings are set to US..

root directory for the skd is the plugins directory and the paths are set up correctly as well..

I use a sep3erate project folder for my projects and i allowed max to set it up, so i'm pretty sure everything should be good there..

I'm going to reassign a new GUID and re-export. hopefully it'll fix this new error.. Thanks everyone.. I really do appreciate your help and your patience..
Pam

::Edit Addendum :: Rest the GUID and I'm back to the Direct X error above.. I'm completely baffled.

::Edit 2:: I found an object that i had created seperately and imported which was scsled several times larger than the entire scene according to the fly out menu, so i deleted it and rescaled it to the correct measurements, but i still get the parsing error..
 
Last edited:
If you're using the 32-bit tools there is a hard 65K poly limit on the model, period. Use the 64-bit sdk and tools. Good luck!
 
Thanks Hairyspin.. Didnt know that.. Wish me luck getting them working..

Edit:: Switching to 64 bit seems to have cleared up the problem nicely. I did the sdk update a little bit differently this time and everything worked out nicely. Thank you Everyone.. Much much appreciated..
 
Last edited:
Yayyyy!


I figured you didn't have the updated version 2012 64bit. The right one installed correctly works right from the beginning. Getting to that point can be hard.
 
If you're using the 32-bit tools there is a hard 65K poly limit on the model, period. Use the 64-bit sdk and tools. Good luck!

That's not strictly true, the 32 bit xtomdl can compile models with over 65k triangles as well. But each material is only allowed to have 65k triangles. I don't use the P3D gamepack myself, so can't comment if the exporter side of the gamepack has limitations.
 
That's true Arno, but the moment any textures are applied the 32-bit exporter chokes around 65K polys. The new 64-bit P3D exporter doesn't have that limit and the new 64-bit XToMDL doesn't choke around 400K polys.
 
I guess the FSX GMax gamepack is not that bad than, since it doesn't choke at 65k triangles :). I don't use the P3D one here myself.
 
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