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Fsds 3.5.1 Help

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unitedkingdom
I've just started trying to convert a part made model for FS2004 into an FSX model. I'm attempting to re-animate the wheels at present but the Help file refers to FSX Keyframe Animation in Part Properties/Standard Part Names. All I can find there is FSX Aircraft Visibilty where there are very few parts and for example r_tire_still does not have the 'key' suffix.

Is my FSDS verion missing something or am I looking in the wrong place?

froggy
 
I just answered - "over there" ... MAke sure that your compile preferences are set to FS-X compiling with xtomdl.exe AND especially, that you're pointing to the correct location of your modeldef.xml file. FSDS picks up the part names directly from the modeldef.xml file and not from the partnames.txt (as for other parts and such)
 
Thanks, sorry I'm not keeping up. I'm using makeMDL, am I better off changing to xtomdl? If so which is the correct one, that in 3DSM9 or 3DSM7 ?

froggy
 
If you're using the makemdl.exe (in essence, you're creating an FS9 SDK model to use in FS-X), then no, you're not going to see the FS-X Keyframe animations part names.

If you want to build a true FS-X model, then you have to go with the FS-X SDK.

I use the xtomdl.exe in the 3DSM7 folder, and the modeldef.xml in the \bin folder.

Also, don't forget to download and use Dave Nunez' FSDSxTweak utilities. That REALLY adds punch to FSDS3.5.1 for FS-X (Like bump mapping, FS-X eye candy, as well as enhanced reference parts to locate camera views, contact points, etc ....)
 
Ouch, I've re-animated the wheels and prop but rendering the model has produced a page of 'degenrate polys'. I'm not quite sure what causes these, a search reveals a possible issue with the decimal point in Windows regional settings, but I've checked that one out and I've definitely got a 'dot'.

Is it possible for the model which was being built for and functioned in FS9 will have to have the parts remade for use in FSX?

froggy
 
"degenerate polys" are usually the result of mixing a bad sangria recipe, and overdosing on tapas.

Having said that, those are usually what used to be "colinear polygons, colocated vertices," and what not.

They're not as critical to compiling a model as they used to be for FS2004, but it is good modelling practice to correct them.

It *may* be easier to rebuild a part at times.
 
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