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FS2004 Imported BGL missing parts and textures

Messages
165
Country
unitedstates
Hello, I just started having an odd problem, when I import my KMZ from sketchup, model imports perfectly and no texture issues, but when i create a bgl (to FS2004) and reimport it (so i can combine it with another model), BGL ends up with missing parts and detail. and also when i load up the bgl it has this error code:
11:56 AM BGLDecoder Warning Unknown BGL opcode 1556 at position 17A30

the problem started yesterday, and i didnt change anything in my workflow, I had made another roof bgl (almost same model, i just edited it slightly) about two days ago and that one when imported as bgl, shows up correctly.
However now when i also load the old kmz (one which worked) and when i recreate the bgl...bgl is also loading up with missing parts now.
Model is complex but vertices are under limit, (bgl had no issues exporting until yesterday)

image#1&2 -the new imported kmz
image 3&4 -the new imported bgl made from the kmz
image5 - imported old roof bgl (one i made and converted earlier, was stored in my scenery)

I tried latest dev version... and even went back to old dev program..nothing changed.

Havent changed any settings and objects setting is "userspecified"
is mcx somehow purging things uncommanded somehow on export or import?

I have attached the new kmz i am trying to work with.
Thanks in advance for your help
Emmanuel

(im working on upgrading my HTDA for fs2004)
 

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  • mcxroof2.PNG
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  • mcxroofwitherror1.PNG
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  • mcxroofwitherror2.PNG
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  • mcxinFS.PNG
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  • HTDAColumns.zip
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  • errorlog.txt
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  • oldKMZthatworked.zip
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arno

Administrator
Staff member
FSDevConf team
Resource contributor
Messages
32,859
Country
netherlands
Is there any error when you export to BGL? That's probably where the unexpected command was introduced.

From checking the two models I can't really see a difference. Both of them are quite complex (close to the 64k limit per drawcall, but actually the one that works is even more complex. It might be part of the issue though.
 
Messages
165
Country
unitedstates
Is there any error when you export to BGL? That's probably where the unexpected command was introduced.

From checking the two models I can't really see a difference. Both of them are quite complex (close to the 64k limit per drawcall, but actually the one that works is even more complex. It might be part of the issue though.
Hi Arno,
No error at all when exporting, only error is when you reimport it as the bgl and gives unknown bgl opcode errors. (only difference between the two is i made the roof one texture vs each square roof its own piece) here is one (bgl version) i made that mcx exported properly and loaded as bgl normal
 

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  • workingroof.zip
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