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P3D v4 Little Help here

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684
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us-northcarolina
This plane will stay on my screen until someone replys :) This is an FS9 airplane

I have done this a zillion times and it still ain't right...need someone to walk with me as I do this.....I have only isolated as you can see one prop and assigned animation to prop0_blurred....Ok, discovered that I do export as prop0_slow or something and reimport and then start the model part assignment. ..(see attached) Notice that on the right there are two props..i am not touching that? I just do the assignment on the model parts and export each model part separartely and call it whatever it was slow or still. and assign visibility to them and then export the one model part and call it prop0_slow? (this is an ai martin 404 with only two prop parts and I used 5000 so can I assign prop slow and still...)..so I assign and then export the first model part as say prop0_slow.... as a p3dv4 mdl Then I don't close out MCX...go in and do the same thing to model part2 and change the animation from prop0_blurred to prop0_still and do the same thing to the visibility and then I export it as prop0_still as a p3dv4 mdl.

I am not exiting MCX until the first engine or prop is finished and then I exit and re-import original ai404 mdl not the two mdl's I have created and start again on second engine.

Since I didn't isolate both I need to go back to the orginal mdl and go thru the condition variable and then click on hierarchy and high light the other prop (prop1) and do exactly the same thing as prop0....

Now how do I merge these two props. Do I go back to the original ai404 mdl and do the condition variable again using 5000 to get into the plane and then merge the four parts and then save as a new named mdl..(replacing the original mdl) I still think the visibility is being lost. I have a thousand copies of the original mdl so I can use it instead of renaming..or rename...….think I read somewhere in the thousands post that stuff gets lost if renamed?

The only other question is after I merge and before I save or exit MCX..I go into Material Editor..highlight the prop and do I set as default transparency and use the assigned Frame Buffer and click apply. Now the propellers from the last no go showed up as propellers with a black backdrop behind them. on the mcx blue screen.... this right? I want to see the still props or propellers and then they crank up when when backing up. and taxing.... that's why I am using Prop slow and still? because there are only two propeller parts?

One final question...if the propellers are done right?...if I look at the xml...should there be something written on the "visibility" line. Have never seen anything there? that's why I keep saying..i think the visibility from the model parts is being lost because they are never there if I should reimport say a model part mdl..it is just not there..the animation may still be listed but the visibility says None.

THANK YOU!!!
Bob M.
 

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  • Reimport part without closing MCX.JPG
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  • exported and saved as prop0_slow.JPG
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  • exported and saved as prop0_still.JPG
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  • this is the model folder that i am converting see the two mdl's prop0 slow and still.JPG
    this is the model folder that i am converting see the two mdl's prop0 slow and still.JPG
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  • modeldef inside mcx after exporting both mdl's mcx has not been closed yetJPG.JPG
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There are three prop parts, still, slow, and blurred. This particular model uses the same parts for the still and slow parts. I don't do that in my models - mine are all different. The parts you are showing in your images above are the parts used for the blurred prop in the original model. The still and slow prop parts look like a propeller, not wedges. In my hands this only happens if you use 10000 for the prop parts, not 5000.

I have downloaded and installed the P3Dv4 SDK (which went fine) but when I try to use Export Object to compile the prop in P3Dv4 format XtoMDL gives me:

9:02 AM XtoMDL Error (0): error : XToMdl.exe Unhandled Application Exception
9:02 AM XtoMDL Error (0): error : System.IO.FileNotFoundException
9:02 AM XtoMDL Error (0): error : Could not load file or assembly 'SlimDX.dll' or one of its dependencies. The specified module could not be found.
9:02 AM XtoMDL Error (0): error : Stack Trace:
9:02 AM XtoMDL Error (0): error : at Microsoft.FlightSimulator.XToMDL.XToMDL.ProcessInputs()
9:02 AM XtoMDL Error (0): error : at Microsoft.FlightSimulator.XToMDL.XToMDL.RealMain(String[] args)
9:02 AM XtoMDL Error (0): error : at Microsoft.FlightSimulator.XToMDL.XToMDL.Main(String[] args)

I have run MCX as Administrator and this didn't change anything. Here is the XtoMDL folder I am using in MCX:

p3dv4_sdk_01.jpg


So I am left converting it to FSX.

I will answer the rest of your questions in the next post.
 
There is only one way I can find to get the ModelParts to retain both their Visibility Condition and their Animation assignments. Here it is. If this doesn't work with saving as a P3Dv4 MDL file, you may need to download and install the P3Dv1.4 SDK (alongside your v4 SDK) and use that XtoMDL in MCX to convert to FSX format instead. I assume the final export after merging could be in P3Dv4 format. Note that for this example I am using the original flyable 404 MDL file, not my AI version.

1. Import the original 404 FS2004 MDL file. For this example I set the prop parts to 10000 and will export the prop0_blurred prop. Try this first.
2. In the Hierarchy Editor, find and isolate the prop. Note that you click on the SceneGraphNode at the top of this section (2 SceneGraphNodes and 3 ModelParts), then click Isolate.
3. Now all that is visible in the Hierarchy editor is 2 SceneGraphNodes and 3 ModelParts. Close the editor with the red X.
4. In the Animation editor, there will be one entry listed, as engine0 len=100. Use the drop down box to the right of the Assign Animation Type button and choose prop0_blurred.
5. Click the Assign Animation Type button and the entry should change to prop0_blurred len=100. Close the editor with the red X.
6. Use the Export Object menu, and save as a P3Dv4 MDL file (or if this doesn't work, an FSX MDL file). Use a name different from the original MDL file.
7. Import this new MDL file back into MCX.
8. In the Hierarchy Editor, click on the first ModelPart. It should have an animation section of type prop0_blurred. If not, something went wrong.
9. Now in the Visibility Condition section, click the None and select prop0_blurred.
10. Repeat steps 8 and 9 for the other two ModelParts.
11. Check that all 3 ModelParts have both the Visibility Condition and the Animation sections set to prop0_blurred. Close the editor with the red box.
12. Use the Export Object menu to save the prop again, with the same name (i.e. overwrite the old version).
13. To confirm this worked, use Import to load the prop part again. In the Hierarchy Editor the Visibility Condition and Animation sections should both be set to prop0_blurred in all three ModelParts.
14. Import the original FS2004 404 MDL file.
15. In the Hierarchy Editor, find the prop parts on this model. Delete them, using the same technique we used to isolate them (i.e. click on the top SceneGraphNode of that section, and click Remove).
16. Once all props are gone, click on the Merge Object button and select the prop part you isolated above. Click Merge.
17. Now use the Export Object menu to save the plane in P3Dv4 (or FSX) format.
18. Use RADitor to reset the radius and bounding box.

When I do this, I get a blurred prop part that animates and appears/disappears correctly.

Now repeat steps 1 through 13 for all prop parts you want to isolate, and merge them into the original FS2004 MDL file.

Hope this helps,
 
WOOOOOWW.. Tom..I have to confess..I may have copied some bmp from the original into the ai one. All I say was the blurred props like saucers and I wanted to see the props..ok.. I will get rid of and read some more. .The originaI 404 FS2004 MDL you are referring to is the ai 404 which is part of your ai package or the other 404 on your website, I think...I assume. Now the ai404 has the total parts listed as 65... and the other one has nothing. I really don't know the correct numbers to enter other than maybe 4 for lights and 5000 or 10000 for the propellers. I just been sticking in numbers like 100 for gears ..I got to print this out and digest it. I got to print this out. I believe I saw the propeller yesterday as a propeller with black background. I will read this. At one point I had propellers and no plane. I will get the 1.4 sdk Printed in my hand and saved on my desktop :)

If you ever open and enter in numbers for conditions variables... shoot me a picture. so right now just guessing.

Thank you Tom,
Bob M.
 

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Right now I am ONLY working on the props. We can work on other parts later, once you get the props working. Baby steps.
 
I have tried this process with the LOD 73 model of the AI version (which was NOT what I was using) and it worked just the same way, except there were only 2 ModelParts instead of three.
 
This is what I get with the ai404 with exporting to p3dv4 or fsx
Let me find or get the fs9 version from your website...all I will do is enter 10000 in the two slots for the propeller and try those. I have the extracted model:
//These flight dyanmics are specific to the M404 with R-2800-CB16 engines as sold to TWA
// FSAviator 3/2009
[fltsim.0]
title=Martin 4-0-4 Pacific
sim=M404-CB16

Is this the one I want?
FS2004/FS2002/FSX Martin 404 CB-16 Engines Base Pack
with Pacific Air Lines 1964 Livery
Version 3 2/2013


Do I have the option window set up right..if i compile say the ai404 unless the options are wrong...i get red when i try to export as fsx mdl.. now on the ai404 using 5000 and the flyable 404 using 10000
 

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  • M404 CB-16 .JPG
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  • error msg from M404 flyable when exporting to fsx or p3dv4.JPG
    error msg from M404 flyable when exporting to fsx or p3dv4.JPG
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Yes, that is the MDL file I used initally. But note I also tried it with the AI model and that worked too.

I can't help about the compile, and until that works I doubt you'll be able to get a valid MDL file. As I said above, my FSX compile works fine, but the P3Dv4 compile fails with similar error messages to yours.
 
Finally found it at Alpha India
https://www.alpha-india.net/forums/index.php?topic=26190.0

I didn't find an x64 in the directory...oops it probably not a x64 since p3dv1-3 weren't 64bit....still ok to use this for the xtomdl (fsx)

My SDK version is P3Dv4; yours displayed here is the P3D1.4 SDK. You won't find x64 in that SDK because P3Dv1 was not 64 bit. And neither is FSX. :)

Looking at your options page you seem to have the FSX and P3Dv4 XtoMDL paths correct.
 
ooh ok...I just downloaded 1.4 so I need to change the fsx xtomdl path to? p3dv4?...i get confused on these xtomdl path thought it would be fsx to fsx sdk; p3ddv2 to p3dv2 sdk and p3dv3 or 4 to p3dv3 04 4 sdk lol
 

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frustrating when mcx can't find the d... textures.. it set in the material right to the textures.piedmont and its named spin_prop.bmp (lower case) so i renamed it SPIN_PROP.BMP and its still can't find it!! Retrying to reimport the ai404 prop1_blurred mdl and get this error.

Still getting this.. I got to quit today.. Been at this since 5am about 12 hours ago off and on..frustrating lol...If you figure out how to get "the red out" not with visine...lol...let me know
Warmest and Bestest regards.. I will be 68 in 2 months..getting too old for this stuff (expletive omitted) ...lol....Thanks Tom!!!
 

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I warned you (and Arno) about this last time - it's an MCX bug. If the MDL file is not listed in the model.cfg file, it will not find the textures located in any texture folder. As long as the texture file is properly specified (as you have it), then it will be fine in FS.

I said you have the set paths CORRECTLY, so you are OK there.

Like I said, I don't know what's going on with my P3Dv4 and your FSX. You were able to compile a model before - can't you do that again?
 
I said it doesn't matter - ignore that the texture doesn't load. It will still work in FS. The only way I know to get the prop to display a texture in MCX is to place a copy of the spin prop texture into the same folder as the MDL file you are Importing. Then the texture will display.
 
Thanks Tom...getting alot of red error messages and some cases where the mdl is 0 after exporting. I am using the latest development, maybe should go back to deleted "stable" version. I have deleted all of the martin 404's and model x and user files from my p3dv4 machine and back on secondary window 10 machine. totally...tired of seeing red. I did manage to actually see a reimported mdl with the visibility saved but it didn't stray long with all these red messages.
Won't bother you anymore today...... Thanks for all your help.

Have a great day.
Bob M.
 
Hi,

The stable version (1.3) is not very good at conversions, so you may be going backward if you do that.

Have a good one,
 
Well thank you, caved in and am using the latest development one..lol...have a good one :) Starting to see red rather than see red...uhmmm

I stumbled into one of your post and about the guid..i have seen that error message come up on a red line about 4 dashes or something like that? no complicated answer needed....just reading and trying to absorb.

https://www.flightsim.com/vbfs/showthread.php?264120-Fsx-VC-merge-in-2D-fs9-model

Best Regards!!!
Bob M.
 
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Hi,

That is using an earlier version of MCX, which had poor conversion capability. It is now possible to make the conversion to FSX format because a few have said they are doing it (i.e. the recent PDF tutorial from Gavin Cole for example). I have never heard of anyone successfully converting a model to P3Dv4 format, but that might be because no one has tried it. FSX models are compatible with P3Dv4.

Here is an earlier tutorial that may also help. Note that it is for an earlier version of MCX which may not work exactly the same way. It does show you where you can create a new GUID value in MCX.

http://www.sim-outhouse.com/sohforu...-X-Question-and-Help?highlight=modelconverter
 
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In the last image of yours above that shows red errors the first one is Failed processing part dictionary file! This suggests that there is something wrong with the modeldef.xml file pointed to in the Options (FS Related Settings/Modeldef Path). That works OK for me if I point it to the P3Dv4 SDK file in the Modeling/3ds Max/bin folder. Is that where yours is pointing?
 
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