https://www.fsdeveloper.com/forum/threads/error-cant-find-modeldef-xml.444455/post-813814
Good thoughts Gary, I see what you mean.
I hadn't let you know that my mission changed when Dick explained the P3d options. So I have P3dv4 now (I miss the Cessnas), and downloaded the P4 SDK, and use 3dsmax18.
All this before I downloaded the developer version of mcx, just to confirm my tool path.\
Then I plan to prove Library Creator dev version in the same way. That looks like the easiest way to manage libraries.
So far I haven't succeeded in converting a test object to bgl. I exported a cube properly mapped, using the p3dsdk export tool and achieved a .x file. Import of the .x file appears successful. The exports are where the problems appear. Mdl export just can't find modeldef. The bgl compiler throws off errors.
Attached is the .x file and bmp plus dds. Can you export it for p4.4 in mcx?
Hi Bob:
I do not yet have P3D installed to test with, as I am waiting for LM to resolve numerous out standing 'issues'.
However, I just installed P3Dv4.4 SDK on a Windows 7 Pro 64-Bit computer (...after installing a 'required' Dot Net 4.7.2 update).
When I attempted to run:
C:\Program Files\Lockheed Martin\Prepar3D v4 SDK 4.4.16.27106\ConfigSDK.exe
...I got this error message:
"Are you sure you want to update the SDK tool configuration files to refer to the
current Lockheed Martin Prepar3D installation path? (Yes/No):
yes
Unable to find the Lockheed Martin Prepar3D installation path.
Lockheed Martin Prepar3D must be installed and have been ran at least once.
Press any key to exit..."
Not to be deterred <
spelling ? >, I used
MCX (Dev.Rel. from Dec. 6th. 2018) to compile your source files above.
I see that
MCX had already found several paths for P3Dv4 SDK,
but had retained the ModelDef.XML path from P3Dv1.4x
Nonetheless, your source files were compiled by
MCX without complaint into a
P3Dv4.4 *.MDL and also exported as "
scenery" packaged into a ready-to-use BGLComp XML-type library
BGL.
FYI: Although many do find it convenient to utilize Arno's
Library Creator XML, because I use
Sketchup for 3D modeling of a multi-object "scene", l almost always am using a Geo-located 3D model exported as a Google Earth
*.KMZ file.
When I 'hide' all the other objects in a Sketchup 'scene' except the individual object to be exported, that exported object's
*.KMZ file is imported by
MCX while precisely retaining my Geo-located placement info, thus placement info is included within the "hybrid" scenery BGL exported by
MCX.
This means that the BGL has a 'hybrid' function of containing both the MDL
and any available placement information for the MDL ...all within the
same BGL.
ADE is able to do this also, by including 3D MDLs
and placement info inside what would otherwise be an 'airport' type BGL.
I still may further 'fine tune' my scenery object positioning at run time in FSX using Instant Scenery.
Yup, I can actually edit the object placement info inside a 'hybrid' Library / Placement BGL by opening it in Instant Scenery.
But certainly many would prefer discrete Library BGLs containing only 3D MDLs and 'Placement' BGL:s containing only the placement information for those MDLs, as it can sometimes be easier for both FS developers and end users to troubleshoot if all 'Library' BGLs have a
_LIB suffix and 'Placement' BGLs have a
_PLC suffix ...in their file names.
PS: Perhaps
Arno may wish to test whether the current
MCX Dev.Rel. is
not finding a path for
P3Dv4.4 ModelDef.XML at:
C:\Program Files\Lockheed Martin\Prepar3D v4 SDK 4.4.16.27106\Modeling\3ds Max\bin\modeldef.xml
NOTE: P3Dv4.4 SDK installer, on a Windows 7 Pro 64-Bit computer, stores the path to
P3Dv4.4 ModelDef.XML at:
HKLM\SOFTWARE\Microsoft\Windows\CurrentVersion\Installer\UserData\S-1-5-18\Components\79139094D55B3AE5AB4252C1E301A94B
Data Value: C:\Program Files\Lockheed Martin\Prepar3D v4 SDK 4.4.16.27106\Modeling\3ds Max\bin\modeldef.xml
Hope this helps !
GaryGB