• Which the release of FS2020 we see an explosition of activity on the forun and of course we are very happy to see this. But having all questions about FS2020 in one forum becomes a bit messy. So therefore we would like to ask you all to use the following guidelines when posting your questions:

    • Tag FS2020 specific questions with the MSFS2020 tag.
    • Questions about making 3D assets can be posted in the 3D asset design forum. Either post them in the subforum of the modelling tool you use or in the general forum if they are general.
    • Questions about aircraft design can be posted in the Aircraft design forum
    • Questions about airport design can be posted in the FS2020 airport design forum. Once airport development tools have been updated for FS2020 you can post tool speciifc questions in the subforums of those tools as well of course.
    • Questions about terrain design can be posted in the FS2020 terrain design forum.
    • Questions about SimConnect can be posted in the SimConnect forum.

    Any other question that is not specific to an aspect of development or tool can be posted in the General chat forum.

    By following these guidelines we make sure that the forums remain easy to read for everybody and also that the right people can find your post to answer it.

FSDS2 LOD Models

Hi,

I looked at this more closely, and the objects are grouped together (when CollapseModelParts is False) only when they all have the same name. FSDS2 allows multiple parts to have the same name (as does GMAX). When exported by MCX into a 3DS file, these parts are combined into one part, whether textured or untextured. I don't know how you want to handle this?

If the parts have different names, then the CollapseModelParts setting acts as expected - when True, all parts with the same material are usually combined together, with it set to false, they are all separate.

Let me check how I implemented this. I think I don't use the part name from the FSC file at all. But I will check.
 
Hi Tom,

I hope I fixed the animations going in the wrong direction. The fix will be in the development release tomorrow.
 
Hi Tom,

I checked the materials and the LODs. I can't reproduce that behaviour. When I export a model with LODs, the materials are shared correctly in the 3DS file. After I import it into GMax I see the right amount of materials.

So could it be that the materials are not 100% the same?
 
Hi Tom,

I also had a look at the issue with animated parts being merged with non-animated ones. I can't reproduce that here. If they are animated they will be written into the 3DS file as a separate object.

Or did you first remove the animations in ModelConverterX already? That might influence the result.
 
Hi Tom,

I also had a look at the last issue you reported now. Do you have a test object that shows how the different parts are combined when they have the same name? I can't understand why it should from looking at the source code.
 
Hi,

Well, it happened before...

But I can't get it to happen again!

Sorry,
 
Hi Tom,

No problem, just let me know when there are issues again. Bugs can sometimes be hard to find :).
 
I still have the exported 3DS file that has all the parts combined, but any FSC file I try that with now works perfectly. Either it was a fluke, or something in the latest development version fixed it. I'm happy. :)
 
Back
Top