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GMax and FS ADE

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portugal
Hi everyone,

This is the first time i use GMax to make some buildings for an Airport using Airport Design Editor.
As far as i know ADE accepts Model files on the MDL format and i suppose that's the only way to place objects using ADE. I followed a small tutorial ( http://www.flightsimworld.com/forums/index.php?showtopic=129694 ) and created just a Box with textures exactly the same way is on the tutorial. After placed this object using ADE Model option and compile the airport all i get is a black box on FSX, what am i doing wrong? Can someone help me?
Thanks
 
Hi everyone,

This is the first time i use GMax to make some buildings for an Airport using Airport Design Editor.
As far as i know ADE accepts Model files on the MDL format and i suppose that's the only way to place objects using ADE. I followed a small tutorial ( http://www.flightsimworld.com/forums/index.php?showtopic=129694 ) and created just a Box with textures exactly the same way is on the tutorial. After placed this object using ADE Model option and compile the airport all i get is a black box on FSX, what am i doing wrong? Can someone help me?
Thanks

Sounds like you have not copied the textures into the texture folder that goes with the scenery folder where you put the bgl files created by ADE
 
Sounds like you have not copied the textures into the texture folder that goes with the scenery folder where you put the bgl files created by ADE

Ok, now I copied the texture to folder ...Microsoft Flight Simulator X\Addon Scenery\New airport\Texture

and the BGL file airport is on the folder ...Microsoft Flight Simulator X\Addon Scenery\New airport\Scenery

Then i opened FSX and the result was the same, just a black box again.

After this i went in to ADE deleted the model from the airport and also from the model list, then i added again the model and placed it on the airport, compiled and open FSX again and the result was the same black box, this is quite wierd, i can't imagine the reason for this to happen. Can you help me with the right method?
 
Hi CheckerPT.

Why not zip the MDL and texture and attach it to a post... that way we can try it on our systems.

I think objects without the proper texture show as grey in the sim. Black would seem to indicate a problem with the MDLs texture mapping or assignment... and that is a problem within Gmax. ADE is just placing the MDL ( and it does use BGLComp to do this ), so ADE is funtioning correctly, and your testure is probably in the right folder and the right type of texture.

Letting us have the texture and the MDL would help us pinpoint this. You could also let us have the saved .gmax file ( zipped in the package ).

Dick
 
Ok here goes the file Box.zip
Containg:

Box.BGL
Box.gmax
Box.MDL
Box.XML
Textura.bmp
Textura.dds

I think that is enough, right?
 

Attachments

Hi CheckerPT.

Why not zip the MDL and texture and attach it to a post... that way we can try it on our systems.

I think objects without the proper texture show as grey in the sim. Black would seem to indicate a problem with the MDLs texture mapping or assignment... and that is a problem within Gmax. ADE is just placing the MDL ( and it does use BGLComp to do this ), so ADE is funtioning correctly, and your testure is probably in the right folder and the right type of texture.

Letting us have the texture and the MDL would help us pinpoint this. You could also let us have the saved .gmax file ( zipped in the package ).

Dick

I'm sure ADE works perfectly, i never doubt it, that's why i posted the problem on GMax.
This must be something i've made within GMax that is wrong.
Any other objects i place with ADE are working perfectly.
 
I looked at your BGL, and decompiled it.

What I found was you do not use the MDLs GUID in the XML placement:

Code:
<?xml version="1.0"?>

<!-- C:\MyFSX\Utilities\bglanalyze\Box.BGL disassembled by BglAnalyzeX Sat May 16 11:56:52 2009 -->

<FSData version="9.0"
xmlns:xsi='http://www.w3.org/2001/XMLSchema-instance'
xsi:noNamespaceSchemaLocation="bglcomp.xsd">

<!-- object subsection -->
<!-- QUAD 8743, QMID11: row 14 column 14 -->

<SceneryObject
  lat="S33 25.06999"
  lon="E149 39.15999"
  alt="0.0000M"
  altitudeIsAgl="TRUE"
  pitch="0.00"
  bank="0.00"
  heading="0.00"
  imageComplexity="NORMAL">
  <LibraryObject
    name="{36FFE8E9-C4C3-41E0-90A9-F82EF8F63F5D}"
    scale="1.00"/>
</SceneryObject>


<!-- GUID {49F55BEC-143E-4CE7-955D-7C528CDB60A9} -->
<!-- Box -->

<ModelData
  sourceFile="C:\MyFSX\Utilities\bglanalyze\Box_00.mdl"
  fileOffset="0"/>

</FSData>

name="{36FFE8E9-C4C3-41E0-90A9-F82EF8F63F5D}"

should be...

name="{49F55BEC-143E-4CE7-955D-7C528CDB60A9}"

as that is the MDLs GUID.

Compiling the new XML I get a BGL that works... although the texture mapping is odd, and it seems to use a standard material when it should have been an FSX material.



Dick
 
Last edited:
I think the texture mapping is missing, the MDL files seems to have a normal FSX material for the rest.
 
back to basics

Perhaps you are overlooking something simple? Have you:
renewed the mdl in your scenery library bgl,
copied the bgl to FS,
deleted the model in ADE Library Object Manager and reselected it - then saved the library?
saved the airfield
recompiled the scenery?
 
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