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FS2004 MakeMDL.part.xml modifications

arno

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Hi all,

I'm fiddling a bit with the MakeMDL.part.xml file, adding some extra part definitions in it. But suddenly with those changes MakeMDL no longer wants to start.

I don't think the actual XML code is invalid, if I split the list of parts into two segments each of the seperate files loads fine. So I think it is more something with the length or complexity of the file. Anybody here that still remembers if MakeMDL has such limitations that we should work around?
 
Hi Arno,

My file is 135 KB and works fine - how big is your file?
 
It's over 300 kB when it fails. Not sure if it is pure size that causes the issue...
 
Wow, that's big. If you want me to try it just upload or send it, but I'm pretty sure it's the size since each half loads correctly.
 
I'm experimenting with MCX FS2004 export. I got the FSX modeldef.xml converted to the FS2004 structure, that's why it's so big. I guess time will tell if that's a good idea :).
 
Cool! I know there are still a few of us FS9 crazies around. :)

Any reason you aren't just using the FS2004 makemdl.parts.xml file?

Let me know if you need any help.
 
I need to find a way to export custom animations as well, so these need to be added somehow. The internal MCX representation is the same as the modeldef one, so that's why I'm try to convert that way.
 
I guess I'm confused, since most of us have already added our custom animations to the makemdl.parts.xml file. Those will not be accessible?

This guy says the makemdl.parts.xml file is limited to about 200 entries.

 
If you load an object from mdl file the animations don't have to be in the file already. The same goes when MCX exports a FSX mdl file, o wrotr a custom modeldef file.

But my biggest challenge is now how to handle things like the prop and wheel animations that are automatically generated in makemdl, instead of being defined as key frames.
 
I am hesitantly waiting to see how this goes!! As a self described FS2004 crazy myself.. lol

Thanks for trying Arno no matter how it turns out.

Greg
 
Don’t they just need to have the correct part names and orientation and makemdl handles the rest?
 
The FS2004 SDK lists propn_still/slow/blurred and c/l/r_tire_still/blurred available as key frame variables as well as stock animations. I have never tried to use them so I have no idea if that is true (lots of errors in this SDK).
 
Don’t they just need to have the correct part names and orientation and makemdl handles the rest?
Well, not really it seems, my prop is rotating around the wrong axis after export. Looks kind of funny. Need to figure out why that happens.
The FS2004 SDK lists propn_still/slow/blurred and c/l/r_tire_still/blurred available as key frame variables as well as stock animations. I have never tried to use them so I have no idea if that is true (lots of errors in this SDK).
Even when adding the key frames that work in FSX the rotation is still off. I'm not sure if it uses the key frames or does some automatic magic. But I might figure out what works...
 
I remember the part axis must be set in a specific direction in GMAX for them to rotate properly. I can find out which one if you need that, I think it’s the green one?
 
For the prop I read in the SDK that the orientation should be the Y-axis in GMax. I need to check in GMax which one that actually is, but in MCX the prop animation is on the Y-axis as well, so that looks OK at first sight.
 
I've checked and it is the green arrow of the GMAX gizmo that should be the axis of rotation (i.e. the green arrow should be facing forward for the props). I don't know if that is the Y axis or not, although I assume so. If the green arrow is facing backwards the props will rotate the other direction.

To see that:

1. Select the prop part.
2. Go to the Hierarchy tab at the upper right.
3. Click Affect Pivot Only
4. Look at the gizmo at the part's reference point - the green arrow should be facing forward.

Hope this helps,
 
In MCX the Y axis is also the green axis and it is pointing to the nose of the aircraft. But what the gizmo of the part is depends on all transformations in the scenegraph. Let me see if I can easily see what its orientation is, it might be that is off. FS uses the Y axis as up in the MDL files, while MCX uses the Z axis for that. So maybe that is part of the problem.
 
Getting closer with the prop animation, it turns out one the names of the frames in the X file has to be exactly as the FS2004 gamepack writes it, else the animations are arounda a different axis. MCX was using a different name as I never imagined a name should matter :D
 
OK, it was not the frame name in the end, it was some MakeMDL setting that was different somehow. But the good news is I can now import the FS2004 Curtiss Jenny and export it to an aircraft MDL again. And it seems the animations are all still working (can't garantuee there is not something small broken). Let me do some more testing with other models.
 
Hi Tom,

In this thread you show some visibility code for a parking brake. I also found this in your DC-6 model for FS2004. Could you maybe show me how the MakeMDL.parts.xml equivalent of the modeldef.xml code looks? I am trying to see if I can get the visibilty conditions to export as well.

 
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