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Error compiling scenery with latest SDK

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149
Some time ago, I created a scenery add-on for a remote airstrip in Idaho (https://flightsim.to/file/12622/id49-pistol-creek-ranch-idaho) and last updated it about a year ago. This week I tried recompiling the scenery using the most current version of MSFS 2020 (1.29.30.0) and the SDK (0.20.5.0). I had not changed anything about my source code, but now I get compiling errors for two of my custom models. The errors look like this:

GltfCompiler | Optimized and serialized model data is different from source model data, from file: C:\Users\XXXXX\Documents\49ID\_PackageInt\_tempFiles\tsr-49id-pistol-creek-ranch\tsr-49id-models\barns\49id-barn_large.gltf

The old compiled version of the scenery still works in the current version of the sim, but I cannot make any new improvements to the scenery now because I cannot recompile it.

Has anyone seen this sort of error and have any idea what I can do to fix it?
 
Yes, I have had that happen to me when I have been too disorganized with my edits. Did you try following that path to retrieve what FSPackagetool is calling an original source file? Because it sounds like you created your original project, built it, then deleted that project. Coming back a year later, you recreated your original project, but things like GUID's have been lost.

If that is the case, you might have to create another, identical project using your current files and use this version for your new improvements. However, you should be able to take that exact model from the scenery package, copy it's GUID, or just edit it and point it to .png textures, to set it up as your package source file and that should clear the error message.

FYI, a very effective way to block unwanted ground services, is to configure parking as military.
 
Thanks for the suggestions, Rick. I will try creating a new project. I am truly puzzled with this error. My source files were still sitting unchanged on my hard drive. I never deleted them. All I did was try to compile them with the latest version of MSFS. I have now gone back and restored the source files from a backup, and that fails to compile too. The error message would seem to suggest that MSFS has stored "optimized and serialized model data" somewhere that is now out of sync with the source data of the model. For the life of me, I cannot imagine how that could happen, and I don't really know where to look for this "optimized" data. But I will keep looking. Thanks again.

P.S. If you configure parking as military, will GA AI planes still spawn there?
 
Well there is the possibility that the error flag message is simply wrong, you are having a conflict, but the description is wrong. Another developer had a similar problem, he had inadvertently copied his desktop.ini into either a texture, or CGL folder and he could not edit the existing package without including that file. It was a big issue because it prevented selling, on Marketplace. When it happened to me, I saw no clear link between cause and effect, except a concurrent driver update, or something. It was early enough in the project that I just ditched the entire thing, changed the name slightly just in case and started over.

You will not get GA at military parking, nor will anything spawn that is bigger than the established radius, so generally, nothing at a bush strip. Although you could configure custom AI livery/aircraft.cfg's using the military type.
 
Ok, this just happened in my own project, yesterday. I am posting in detail in the event this helps the community.

I managed to clear the flag alert and although I have not determined the exact cause, I can attest that the message "Optimized and serialized model data is different from source model data," does not refer to previous project builds, as implied, it refers to the problem model, as a source model, that does not match the same model after the build process. My problem appears to be with forbidden texture attributes, suggested by the "empty image uri 28 / 82."

big dock.jpg


What I had done, was add some texture assignments to a model that had already been placed, called "Main Dock." My first attempt to isolate the model from archived source model data, was to rename it, define a new GUID and replace it's placement entry in the airport.XML with my substitute, called "Big Dock." That didn't work, invoking the same flag and suggesting Asobo has some real NSA level tracking on model origins - or - "source model data" was not as it seems.

My next attempt was to go back to basics and luckily I did have a version of Main Dock from before I added the COMP and normal textures, but I am really confident that I could have simply removed all those assignments, kept the Big Dock name and GUID and run with that, based on subsequent discoveries. Anyway, it worked, of course, no flags and a successful build. So now, how to get those extra textures into a placed model.

After the successful build, I placed the Big Dock model back into the modellib and that build failed. To me, this proves the source model data message is either a "false flag," it is an error but not with the source model data, or that source model data, refers to an aspect completely within the present build. I am certain it is a problem with the textures, but I've already checked the easy solutions. I'll get it eventually and if anything about it relates to this situation, I'll update.
 
Give us a link to the project source, and someone could find the answer...
 
Thank you, I am pretty sure the error happened because I chose a default Asobo parallax texture, applied it to the arbitrary size of a particular skylight and had MCX reconfigure it from "Standard" material to "Parallax." That was the only edit that I'd performed, that I did not test, all the other edits that occurred just before the error have been incorporated into this latest build. It really seems logical that a parallax texture would require a specific aspect ratio, which I'd ignored. Here it is in sim as standard material and it seems fine this way.

parallax.png


All of those textures, in fact, except the lighter dock color and the vertical siding are default Asobo, I took the idea from your post. I've already edited the gloss out of the foreground COMP texture, it looks much better now, imo and the one behind is the Asobo "Algeco" model texture, which I think looks hideous, but whatever.
 
Thanks for the update, Rick. I am at a complete impasse on my project. I changed absolutely nothing in the project. I even restored the source code from a backup from nine months ago. But it refuses to compile.
 
It seems likely you will also find hints in the exact wording of the console error message, as I did and the option of uploading it here remains.
 
Here are the relevant portions of the console error messages:
Code:
Compiling GLTF data file 49id-barn_large.gltf...
modelDataOne.scenes == modelDataOther.scenes
GltfCompiler | Optimized and serialized model data is different from source model data, from file: C:\Users\xxxx\Documents\dev\fsaddons\49ID\_PackageInt\_tempFiles\tsr-49id-pistol-creek-ranch\tsr-49id-models\barns\49id-barn_large.gltf
...
Compiling GLTF data file 49id-barn_small.gltf...
modelDataOne.scenes == modelDataOther.scenes
GltfCompiler | Optimized and serialized model data is different from source model data, from file: C:\Users\xxxx\Documents\dev\fsaddons\49ID\_PackageInt\_tempFiles\tsr-49id-pistol-creek-ranch\tsr-49id-models\barns\49id-barn_small.gltf
...
PackageBuilder | Skip mirroring due to command failures.
PackageBuilder | Skip generation of package information due to command failures.
PackageBuilder | Finished, 2 skipped, 114 done and 2 failed, took 51s895ms.   Failed:  [tsr-49id-pistol-creek-ranch/tsr-49id-models](5789003348709166927) - Command class AssetBuilder::glTFCompilerCommand_G [tsr-49id-pistol-creek-ranch/tsr-49id-models](5789003348709166927) - Command class AssetBuilder::glTFCompilerCommand_G
Doesn't mean much to me.
 
The errors appear to be with your 49id-barn_large.gltf and 49id-barn_small.gltf. I would rename those to 49id_barn_large.gltf and 49id_barn_small.gltf, because dashes are forbidden characters, doing so should clear your errors.
:)
 
The errors appear to be with your 49id-barn_large.gltf and 49id-barn_small.gltf. I would rename those to 49id_barn_large.gltf and 49id_barn_small.gltf, because dashes are forbidden characters, doing so should clear your errors.
:)
Unfortunately, this did not fix the problem. At this point, I have pretty much given up on any future updates to Pistol Creek. It looks like I would have to start over from scratch.
 
You could try to open your compiled modelLib file in MCX, and see if it will create usable glTF files. Also, perhaps there is a duplicate GUID issue? Rename your Community folder (CommunityOLD) and
turn off the sim. Use fspackagetool compiling to see if the issue disappears.

Decompiled by MCX and recompiled:
Untitled.png
 
Last edited:
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