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MSFS20 Issue to convert FSX plane to MSFS

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france
Hi !

! Disclaimer !
Following plane i use, is from Carenado, it's Fa50 EX. All the credit go to the dev. Also, i use this module only for me and my self.

Back yesterday...
Trying to convert fsx plane to msfs with ytb tutorial :
[First Part]
Open aircraft.MDL in modelconverter X, try to export (FSX MDL object *.mdl), and FIRST issue :
xtomdlerror.png


Also trying with AircraftINT.mdl (for interior model), same issue... I've look for hrs the entire web, found "solution" :
I need to divide model part in some texture, because max vertices limits is 65K.
But How ? What software i need ? Can i dos this with MCX ?

[Second Part]

Really want to fly this plane, i skip the MCX part to deep in Legacy Importer one.

Import in Msfs legacy Importer, no problem, setting some troubles, nice. I even succeeded to "import" gauges with many steps, but, i've folder with all my gauges in simobject folder.
BUT... When i start msfs, some trouble come. (Nothing can be perfect first time) :

- Some texture in cockpit is missing (due to my skip to MCX part i guess)
- No clickable switch in cockpit (when my mouse is over a switch "microsoft simulator x" message appear on top left of the screen.)
- FMS, EFIS, PFD, all Screen device not working, there is white background on all.
- Can't start engine (CTRL + E ) in cockpit, but exterior view it's work, until i swap to cockpit view (shut off engine automatically)
- Some sensitivity trouble on axes.


Hope you can find a guide or solution, at least for Vertex error.

Thanks you all, and have a good flight.
 
The software belongs to Carenado, the license is specific, this is a site chock full of people just like Carenado and Carenado is actively publishing for MSFS.

How would you like it if we told all your secrets online? To be honest, there are none to give, it's an impossible conversion.

There is no solution for the 65k limit using MCX. There is for scenery objects which do not move, because we can pile the pieces all together to look like an airplane. You, on the other hand, have to export two or more pieces of Carenados model, but then you'll need a 65k plus version of MCX to reassemble them, which does not exist.

There is, of course, Blender or 3ds Max and after learning them, you could probably make your own.

Good flights.
 
The software belongs to Carenado, the license is specific, this is a site chock full of people just like Carenado and Carenado is actively publishing for MSFS.

How would you like it if we told all your secrets online? To be honest, there are none to give, it's an impossible conversion.

There is no solution for the 65k limit using MCX. There is for scenery objects which do not move, because we can pile the pieces all together to look like an airplane. You, on the other hand, have to export two or more pieces of Carenados model, but then you'll need a 65k plus version of MCX to reassemble them, which does not exist.

There is, of course, Blender or 3ds Max and after learning them, you could probably make your own.

Good flights.
Thank you for the answer.

I had some hope in what i was saying, but you're right.
I've learned, years back ago, basic in 3ds, now i start learning on blender.
Do you think it's possible to modify it in blender ? Like texturing, vertex, etc... ?
 
I wonder what Bill Ortis (aka "lionheart") has now found with converting his high detail "> 65K" aircraft from FS2Kx to MSFS ?

Bill previously wrote extensively on his success breaking the 65K barrier for vertices in FS2004, FSX, and P3D.


IIUC, the question may now be 2-fold (aka "double trouble") when dealing with the MSFS SDK compiler.

Are we only discussing a technicality with Texture vertices (aka "T-Verts")

...or are we also / instead dealing with Geometry vertices for Polygons / Faces (aka "G-Verts") ? :scratchch


I must catch up on Bill's posts. :coffee:

I was concerned that as of MSFS RTM he may have been abducted by the Grays of Zeta Reticuli (aka "the Gray Brow People" ?) ;)

GaryGB
 
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