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FS2004 Gmax Export error

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southafrica
I somehow get a module export failure when I clone some objects. Any idea why? The model is for F2004
As soon as I delete the cloned objects, it export fine.

Flight Simulator Model Exporter Error

MakeMDL was not found, or failed to convert the model specified in “ ‘C:\Flight Simulator\Aircraft\Rooivalk\model\Rooivalk’ to a .MDL file.
Check your system path to ensure MakeMDL is on it

Any help perhaps??
 
Long shots: check name of cloned object. Check whether it might be a duplicate. Check whether it is in proper hierarchical order (not top level if you have Interior and Exterior). Export on its own.
 
Ok something is weird.
looks like there is no issue with the part or model itself, as I can export any selected, even cloned parts, AND their animations work fine. What I did discover, was that for example, I have issues with cloning the pilot and the dashboard. But for example, I have cloned the Pilot, then I get this export error, but when I delete the rotor blades (or any other part for that matter), it export fine. This tells me there is no problem with the cloned part, but rather with Gmax itself. My polygon count is 83325 polygons, which are below the limits. Any idea of extra settings?
 
Jakes,

I believe you are over budget. You are using the FS2004 Gmax MakeMDL SDK. You are only good for about 67,000 Polygons. You have maxxed out. Thats why its crashing when you add parts. I am sorry I didnt notice this before. I figured you were working in FSX.

We have a work around now for exporting models over 67,000 polys for FS9. Its easy to set up and get going now, as we now have compiler tools that help convert the X and ASM files for you so you do not have to hand edit them anymore.

With the new ULE system (UnLimited Export), you can have super small parts and export them in perfect shape/condition. No distortion from autoweld occurs.



Bill
 
oh dear, this is unbelievable, I havent done the VC yet. pheeew! Where can I get info to work around that limit? I will also google for info..

Thanks for noticing!
 
Here are some links;

http://www.fsdeveloper.com/forum/showthread.php?t=75761&highlight=Unlimited+Export

http://www.youtube.com/watch?v=2RgDzecAPgo

http://www.fsdeveloper.com/forum/showthread.php?t=21143&highlight=Unlimited+Export

and this one has the cool tools you can download;
http://www.fsdeveloper.com/forum/showthread.php?t=26647&highlight=Unlimited+Export



The YouTube movie shows you how I do it. Fast and no more limitations!!!! No more auto-weld... You can make the coolest, finest, most intricate parts, and export models of over 1/2 MILLION polygons....!




Bill
 
Most welcome. Several of us here now use it so if you have any questions, just ask.

PropTrash who helped me get this going for Gmax, is doing a FSDS version of the Unlimited Export 'tutorial' that should be out soon. This version is Gmax only.



Bill
 
Found it :D
Ok, I have a few questions: this ULE is compatible with Win7 x64, right?
Also, I use a MakeMDL.cfg that keep the ASM and X files, and although I get a Compiler error, the files are still there, except for the mdl file. Can I just use them and run through ULE, and then compile, or wont it work? I have tried it, and get the following error:
C:\Flight Simulator\Aircraft\Denel Rooivalk\model\Rooivalk_0.asm(65534) : error A2071: initializer magnitude too large for specified size
I made sure my decimal is set as .(dot). I made a test, and did a export selected parts only, and although the MDL file was there, I also compile them through BGLC_9, with no errors.

Gheez its getting complicated ;)
 
Hey Jakes,

If I understand your question right, you keep your files where you export them too. So if you ran them to a New Folder on your desktop, then all the work must be done there as the address link is inter-written in each file.

A point you might be missing, that I didnt tell you, is that when you reach the limit of 67,000 Polygons, then you divide some group off onto its own that is a new export set, like 300. This brings down the total export of each 'export' to under 67,000 polygons.

So in your case, you will have to export 2 times for a single model, be it interior or exterior. For example, you would create a new Hierarchy, and attach a large number of parts to it. This Hierarchy would be called something like AA New LOD 1, or perhaps AA Cabin. That is then attached to 'exterior' node. Then attach all the parts you want in that export to that node.

Then do the two exports, with one being 300.x, the other is 'yourplane.x' Rename the files that have odd names, like 300 to 'yourplane_300.x'

Next, you run the files through ULE in the X modifier. Make sure you set up the config file for the X and ASM modifier programs. You set the name, and the scale, such as 16 or 32 scale.

You will also need to set the view distance (spot plane mode) to Meters, such as 12 meters, or for larger planes, perhaps 20 or 50 meters, etc. Save the config, and then compile to ASM files. Remember to turn off the MakeMDL compiler before it finishes or it erases all the extra files.

On this second run through the MakeMDL compiler, you need to run it through a 'stock' MakeMDL compiler. In the video on YouTube, I note that I have a pure version MakeMDL in there. I can send you mine if you need one, just need an email address.

When that is done, take the main ASM file and run that through the ASM modifier program. Return to desktop or where ever you export to, and then drop it onto the BGL compiler 'from the location it was compiled at'. The BGL compiler will create the BGL at the location that the ASM files are at.


Let me know if you have any other questions or issues.

At first, it seems hard, but after you do it a couple of times, its nothing difficult.
 
I think I get the hang of it. Tell me quickly, when export selected parts, the Hierarchy what must I select? for example I have this Hierarchy:
Code:
Exterior
	Fuselage
		(all the parts included in the main export, less than 67 000 poly's)
	Export_Part_2
		(all the parts included in this export, less than 67 000 poly's)
Interior
	Cockpit_virtual
		(all the parts included in this export, less than 67 000 poly's)

Now for example when exporting selected, do export this as mymodelname.mdl:
Code:
Exterior
	Fuselage
		(all the parts included in the main export, less than 67 000 poly's)
and then this as 300.mdl
Code:
	Export_Part_2
		(all the parts included in this export, less than 67 000 poly's)

OR like this:
Code:
Exterior
	Export_Part_2
		(all the parts included in this export, less than 67 000 poly's)
Thank you for all the patience!
 
Hey Jakes,

Sounds like you have already got the hang of it.

[/CODE]
and then this as 300.mdl
Code:
	Export_Part_2
		(all the parts included in this export, less than 67 000 poly's)

This is correct. You do not want to export 'exteriror' twice, as you will have that in the main file.

Tell me quickly, when export selected parts, the Hierarchy what must I select? for example I have this Hierarchy:

Jakes

A thing to remember, is that basically, you are cutting your model into pieces for export 'only'. This means, you are exporting your model in sections at a time to get around the 67,000 Poly limit.

Separating these sections into Hierarchies is only to help you out with its 'organization'. Thus, you can select a Hierarchy you setup just for exporting, and saves you time in exporting.

Once you get the hang of it, you can then learn to swap parts into other sections to get visibility to function properly, such as with plexi (transparent objects). (That will be next, and only surfaces on super complex models usually).
 
Another question:
Must the parts exported not as the main model (as 300) be linked DIRECTLY under the fuselage, or can they be random?

Why I am asking, I did some tests with a model that I know export fine, and I want to get this way of export correct before working any further. So I have selected some random parts for export, and I get a failure, and this is the report:
Running Cockpits

Start! (C:\gmax\gamepacks\fs2004\Rooivalk\model\300_interior.x)
Loading X C:\gmax\gamepacks\fs2004\Rooivalk\model\300_interior.x...
Processing...
Model units are 1024.00 units/meter
eyepoint: (0.000000,0.000000,0.000000)
Sorting alpha polys by distance to eye...
Sorting by Material...
Welding...
Generate BGL...
Error!
Error!
 
I 'think' this could be from parts being equal Hierarchy with exterior.

Oh... wait.. you put 'interior' on this. dont.. I could never get 'interior's to compile. Export it as something like 300i with i for interior. See if that works better. (Rename 300i to 'myplane_interior_300.x after it is compiled, after you have exported all files from Gmax).

EDIT: Side note; You should stagger all 'interior' LOD models(exports) by 50 or even 100. Thus;

myplane.x
myplane_interior.x
myplane_300.x
myplane_interior_350.x
myplane_400.x
myplane_interior_450.x
(staggered by 50)

............or

myplane.x
myplane_interior.x
myplane_300.x
myplane_interior_400.x
myplane_500.x
myplane_interior_600.x
(Staggered by 100)

The reason for staggering the numbers is that really huge models with tons of parts tend to have a bug issue where they stop animating or get mis-aligned when using the same LOD number and same animation parts 'in' those LOD sections. With Gmax, for instance, if you have two parts called l_aileron_01, only one will work, the other wont. So, if both LOD's are 300, and they both have l_aileron_01, then either the exterior or interior parts with duplicated names in duplicated LOD number sections (matched like 300, 300), will have this issue. But mostly it is only on huge models..

But to answer the question fully, no, part order is not really important. You can put landing gear in one export, fuselage in another, etc, etc..

I would keep the Hierarchy arranged and neat though. Place parts for one export into a new set-aside Hierarchy and you should be good to go. Not another scene, just a different Hierarchy. I name my export Hierarchies with double A, like AA_Cabin or AA_Passengers, etc. Then I can find the Hierarchy near the top, select that section, and export as say 300, etc.
 
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Well, a name like "inter ior" is unlikely to work in any circumstances, right? Gmax and FS are rather unforgiving in typos.

If you go the ULE route you can forget about Exterior and Interior anyway, simply chunk the model into logical sections each with their own root dummy object, eg fuse, wings, engines, landing gear, glass.

Do the interior as a separate file, just like in FSX.

You do have the ULE_19B.zip suite, don't you? That's the latest version. Gee I wish I could persuade Arno to make a small ULE sticky, also the Lithunwrap method of which there is a full installation buried somewhere in these pages. People keep reinventing the wheel from square One.
 
Thanks for all the help! :D
Ok, I had a Interior node for the future VC, and deleted it, and then exported fine with no hiccups. and then I used the ULE 19B package to compile the ASM parts, and renamed the BGL to MDL, and I end up with a great heli ONLY as a shadow. Ok so let me see where I skipped some parts:


From the PDF tutorial:
Step 1
I have Gmax MDL commander AND Middleman installed, working fine.

Step 2
When I export, I get the model ASM as well as x and mdl files.

Step 3
I am suppose to edit all the X-files in notepad, but all my x files are only 1kb and when I open them, the contents are like this:0XFFFFFA9B. That's all.
so maybe there is something wrong?

Step 4
When I try to run the x files through the pure Makemdl.exe, I get this error
Running model

Start! (C:\gmax\gamepacks\fs2004\Rooivalk\model\Rooivalk_300.x)
Loading X C:\gmax\gamepacks\fs2004\Rooivalk\model\Rooivalk_300.x...
ERROR: Invalid X file: C:\gmax\gamepacks\fs2004\Rooivalk\model\Rooivalk_300.x.

Step 5
I still have that ASM files I was suppose to delete in step 2. Si I run them with RUN_ASM_NOSCALE and then with BGLC_9, and the BGL file was compiled successfully. That file I renamed to a MDL extension, and then copied to FS9, and run, and thats when I get the shadow only.
So I guess my error is somewhere in step 3?
Note that I have middleman as wella s a makeMDL.cfg. maybe it clash?


At the moment I have only two parts I want to combine. Rooivalk.x and Rooivalk_300.x

I am learning slowly but steady! thanks for the help and patience!

BTW, the "inter ior" is as "interior" in Gmax. I just pasted the text in notepad before posting here, and I guess it got somehow mixed up ;)
 
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