P3D v3 [ERROR] Model Already in List

#1
Hi All,

I was editing an airport yesterday and I had already placed on model, but when I tried to add another model ADE gave me this error. The model I was trying to add had a different name too. I would like to add another model to my list, but this is blocking me from doing that.

Thank you for your time
KH
 
#5
Then that's why you cannot add them to the models list, you need the models to have different GUID No's
as i don't have P3D I'm not sure if you can change them (GUID No's) with Arno's MCX so they work in P3D, so perhaps someone else will be able to help you who uses P3D
but this is what you need to do to be able to add them to the models list
 

scruffyduck

Administrator
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Resource contributor
#9
Ray nailed it. Models need to have different GUIDs - unique numbers that identify them. If not then the Sim can become confused since it may not display the correct object or none of them.
 

=rk=

Resource contributor
#13
Ray nailed it. Models need to have different GUIDs - unique numbers that identify them. If not then the Sim can become confused since it may not display the correct object or none of them.
This is a mistaken assumption. The simulator (and MCX) requires only one unique character in name or GUID in order to distinguish a model. I invite you to download and explore the Luke Object Library, which I have done extensively.

 

scruffyduck

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#14
I will look at this Rick but it is worth noting that this is for FS9 and the format of models and where and how GUIDs are defined is different. As I recall and it is a while since I looked. In FS9 the guid is defined separately in XML code and there is no name field so it needs to be generated by the de-compiler (ADE does this as well). In FSX/P3D the GUID and name are embedded in the model itself.

In FS9 we specify a model thus:

Code:
<ModelData
name=”4a5ceec84f2a9e27f12ee7a40f0c856c”
sourceFile=”MyModel.MDL”
fileOffset=”0”/>
In FSX and later it is:

Code:
<ModelData
      sourceFile="testx.MDL" />
 
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=rk=

Resource contributor
#15
So you are saying P3D and FSX ignore the line that has the FS9 GUID and MCX uses the parent library .bgl GUID instead. I am pretty sure that when the objects are placed, they retain that GUID. This was in P3D V2:

 

tgibson

Resource contributor
#16
MCX gets the GUID for FSX and later objects from the BGL file, just like every other program (including FS). That's where that list you displayed comes from.
 

=rk=

Resource contributor
#17
MCX gets the GUID for FSX and later objects from the BGL file, just like every other program (including FS). That's where that list you displayed comes from.
Please consider a standard FSX style library .bgl. It contains a list of models, each with their own distinct GUID's, along with it's own GUID, very similar to the image linked above. Now please carefully review the linked image above, you might notice that all the model GUID's are identical. This is presumably because the library .bgl is composed of FS9 style models, that store the GUID in a location that MCX does not scan, consequently it assigns the library .bgl GUID to them; it's a presumption I was asking Jon to confirm.
 

scruffyduck

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#18
I must admit to not using MCX. Arno would be able to explain how he assigns GUIDs to FS9 objects in a library. I can say that if you load a FS9 library into the ADE Library Object Manager then the objects it contains should have different GUIDs. Names for FS9 models do not exist so the generally accepted method is to use the library name followed by an incrementing index. This is purely for the convenience of the user. As far as I know no version of FS make any use of the names.
 

tgibson

Resource contributor
#19
Hi,

This is not correct. I just loaded an FS9 library BGL file into MCX and all the GUIDs are different (and correct). In FSX the GUID is contained within each MDL file, in FS9 the GUIDs are contained in the BGL file that provides the container for the MDL files. In either case MCX has all the information it needs when it loads the BGL file. It looks to me that the library BGL file you loaded may be causing MCX to throw an error in some way.
 
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