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Error messages with MCX

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16
Country
australia
I'm trying to make a couple of static aircraft for MSFS and have a model as a gltf.
I can import this to MCX but can't seem to export to FSX mdl?
(I was hoping if I got the model to FSX I could then "convert" it to MSFS).
I keep getting error messages in MCX - see attached. The Direct X9 issue I don't know how to get around.
Any feedback??
 

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Install directx 9.0c but you will still need either the SDK for FSX installed or P3D v1.4 SDK.

No other way around it, except maybe directly through with MSFS.
 
Yeah,
I've spend a few hours getting the FSX SDK's installed (The two disks I had with the FSX didn't have the SDK folders!!)
I'll install DirectX9 and see what happens.
 
It's been a while since I did this but from memory this is what I did in MCX

These instructions will enable you to create a STATIC model (not a flyable one)

MCX
IMPORT
set the file type (bottom right of screen) to (most FSX aircraft are) FS MODEL OBJECT (*.mdl)
navigate to the folder containing the FSX aircraft then to the folder named model or model.xxxxx and open the folder and select the file eg xxxx.mdl
sometimes a window will open 'set condition variables' Here you can select if you want all the model imported or just the interior - you will have to search Youtube for help here as I have forgotten)
I just click on SET
Hopefully files will be read and the model will be displayed.

FIRSTLY you need to extact and save the TEXTURES as follows
Click on MATERIAL EDITOR - small icon on the top line of icons at top of screen under where is displays 'export object' run you mouse over the icons to find it.
A window will open
Click on TEXTURES at the bottom of that window
Select the texture type you want the textures to be saved as (it will default to DDS but I select JPG or PNG)
Set the TEXTURE folder where you want those textures saved to (near top left side) - I suggest you create a special folder to contain these files before you start
Click on SAVE TEXTURES (check the folder you selected that it now conations some JPG or PNG files whatever file type you selected above.
That small window will then disappear.
Click on EXPORT OBJECT (top left of screen)
I usually export as a type GLTF file so set the filetype for the model export to that and select the same folder you chose to save the texture images
Click on SAVE
You now should have a folder containing the gltf and texture files.
You shouold now be able to IMPORT the gltf into Blender.
 
Thanks for that, but the file i"ve been given is a gltf file.
I was hoping to use MCX to export this as a FSX .mdl then convert it to MSFS.
(Latest: there seems to be errors with the glif file!!)
 

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If it is alreasy a gtlf file you should be able to IMPORT it into Blender and then use the Asobo exporter to export as a .gltf + .bin + .xml files which can be used in MSFS
 
This model seems too complex to be exported as FSX MDL, it has too many triangles with the same material.
 
(Latest: there seems to be errors with the glif file!!)
The MCX messages do not indicate errors in the gltf file. The file is too complex for FSX and the compiler is designed to define that hard limit. FSX has much stricter limitations for model complexity and polygon count, than does MSFS, so if you convert a model to FSX standard, well, it will probably be adequate for static models, but the question is why, especially considering you could use the LOD tool to directly remove unwanted complexity, without jumping through the format change hoops.

The logic of converting a gltf to .mdl format, solely for the purpose of creating a static gltf model, seems contrived, apologies, so resolving that mystery could be helpful. By using MCX, I've converted every sort of model format into an MSFS static model and never once saw a reason to convert it to .mdl first. It seems important to restate this: MCX can convert and complete a model to the standard required by MSFS for a static scenery model in the gltf format. You already have a gltf model in your possession, it seems logical to go about creating the necessary .png textures and .XML document, export those from MCX into a scenery package and run that package through FSPackagetool.exe.
 
John,
I downloaded Blender 3.3.1 and the Asobo MSFS exporter. I've loaded the glif file I have and tried to export it.....I can't see the options you mention!!?? only the gltf Is there something I missed??
If it is alreasy a gtlf file you should be able to IMPORT it into Blender and then use the Asobo exporter to export as a .gltf + .bin + .xml files which can be used in MSFS
Rick, I appreciate your comments.
""You already have a gltf model in your possession, it seems logical to go about creating the necessary .png textures and .XML document, export those from MCX into a scenery package and run that package through FSPackagetool.exe.""
As a complete novice - creating the ,png and XML doc (from within MCX?) I've not done before. I have created some scenery packages in MSFS2020.

I'm feeling completely out of my depth!
As an alternative to the gltf file (which I'm not sure has any textures??) I've found an old FSX model - I've run it through the legacy Importer and it looks resonable but the glazing has come out as white panels! I tried putting it into MCX - it looks good but
1. I don't know how to edit the animations - suppress the flaps
2. I don't know what format to use to save the model for MSFS.
 

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creating the ,png and XML doc (from within MCX?) I've not done before. I have created some scenery packages in MSFS2020.
Whatever path you take, the model will have to conform to the MSFS standard, which is somewhat different from FSX. All model textures are .PNG and all models are composed of a gltf file, a .BIN file and an XML file. Now, when you first look at the MSFS system, it seems like an Alice in Wonderland overblown complification of the old FSX system and that is your strength, is familiarity with the old system. Now you take that, to the school of MSFS, the "SDK" and things start to happen.


They walk us through each category of development for MSFS. From "asset creation,"


Asset.png


To basic theory about model structure and beyond!


models.png


Everything is there and if you download the SDK through the game links, you also get sample projects, which you can use to test your own models by replacing them - or learn how to write the XML documents that make doing so possible.
 
Rick,
I appreciate your help.
Yes, I've read through a lot of the SDK documentation. (when I had to set up special scenery at Temora) but my real need is just to find/use a static model of a Boomerang to add the the display of Temora Museum Aircraft at Temora.
I don't at this stage anticipate doing much more than that......
( some twenty years ago I designed many Merlin engined Spitfires for CFS2 - YAS Spitfires. Times change and the current capabilities are much superior than those of twenty years ago!)
Life's like that, and we must move on.
 
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