• Which the release of FS2020 we see an explosition of activity on the forun and of course we are very happy to see this. But having all questions about FS2020 in one forum becomes a bit messy. So therefore we would like to ask you all to use the following guidelines when posting your questions:

    • Tag FS2020 specific questions with the MSFS2020 tag.
    • Questions about making 3D assets can be posted in the 3D asset design forum. Either post them in the subforum of the modelling tool you use or in the general forum if they are general.
    • Questions about aircraft design can be posted in the Aircraft design forum
    • Questions about airport design can be posted in the FS2020 airport design forum. Once airport development tools have been updated for FS2020 you can post tool speciifc questions in the subforums of those tools as well of course.
    • Questions about terrain design can be posted in the FS2020 terrain design forum.
    • Questions about SimConnect can be posted in the SimConnect forum.

    Any other question that is not specific to an aspect of development or tool can be posted in the General chat forum.

    By following these guidelines we make sure that the forums remain easy to read for everybody and also that the right people can find your post to answer it.

FSXA Engine Details -- Compiled Same As Interior?

Still no go sadly. Not sure what's going on here. How do you convert your drivers over to Direct 3D after you select them? Maybe that has something to do with it, that memory leak you mentioned Robert?
 
Update everyone....it CAN build with out the engines. I have to rebuild the engines as a lower poly model I guess, and then compile that way. PHEW.

Was glad to see it compiled with out.

Thanks for your assistance Rob, you helped me out, as well as Bill, Bill from Lionheart, and John. Thanks All! :)
 
John,

Dont rebuild your engines. Create a new 'material' with the same engine graphics, make a couple of subtle changes, and assign the new material to the secondary engine and try to compile.

The only time this happens is when you have too many parts on a 'Material'.

Its a bug with FSX, a limitation.


If you had a limit of parts, you would have a model that was upwards of 400,000 polygons (total) trying to export. IF you are at 100 or 200 thousand, then you are in the green zone on polygon counts.


Add a cloned material.. You can click the 'Copy' button on the Material Manager to clone a material, then just make a slight change somewhere in the settings and apply to half of the parts that use that material's original...
 
The model compiled perfectly with engines when I had it. The version I sent you will work, just give the compiler a chance to get through it. It does looks like it's going to hang for a few seconds.
 
I don't understand this though -- with those engines (the one you sent me John) They didn't compile -- with my new ones, that I'm building, everything is compiling....

It didn't like the idea of a compile for some reason when I tried to compile. I'll try again though and see what happens. I did like those alot better...
 
Thanks -- will try again Bill with your suggestion. It's driving me NUTS. I don't get it. Compiles with the newer, lower poly engines as I said, but not the ones I really like. I'll try and do that with the materials.
 
Its a bug with FSX, a limitation...

Um, I'm not sure it's quite correct to call it a "bug," as the limit is set by the type of variable the compiler uses.

The compiler uses "unsigned short integers" for its counter variables, which have a hard limit of 0 - 65535.
 
All, it just finally worked for me. Not sure what happened.

Went through, deleted all materials assigned to the engine, and it's fine. Now it compiles with the more detailed model I wanted.

Not going to over do it now, will create a larger air intake for the front that reaches the engine, and it will be all set from there for maintenance mode. The wires I think will be pushing it though for polygon count, but not sure. Will fool around with it a bit.


Thank you EVERYONE! :D :D :D
 
Um, I'm not sure it's quite correct to call it a "bug," as the limit is set by the type of variable the compiler uses.

The compiler uses "unsigned short integers" for its counter variables, which have a hard limit of 0 - 65535.




um... ok.
 
All, it just finally worked for me. Not sure what happened.

Went through, deleted all materials assigned to the engine, and it's fine. Now it compiles with the more detailed model I wanted.

Not going to over do it now, will create a larger air intake for the front that reaches the engine, and it will be all set from there for maintenance mode. The wires I think will be pushing it though for polygon count, but not sure. Will fool around with it a bit.


Thank you EVERYONE! :D :D :D



Awesome to hear John.

Feels great when it all works... and exports..
 
While I'm glad you got it working I'm afraid all you have done is delay the inevitable by just removing the materials. Unless you are very careful about how you map all of those parts as soon as you re-apply the material you will be back to that error message.
 
John, N2056 is absolutely correct. You have to solve this issue before you proceed. Otherwise you might ruin weeks of work...

In the thread mentioned above I wrote a brief analysis of the problem, you can find the post here.

You write that ONE of your engine has ~58.000 polys but how many vertices are you using? The number of vertices counts, because as Bill L. mentioned there is a fixed limit per material that can't be breached. Also keep in mind that the exporter automatically ADDS vertices to the list depending on the object mapping. Therefore you can breach the ~65000 vertice limit even with a 3000 vertice part - IF you didn't map it properly.
 
Back
Top