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First of all, load the "3DSM9\Plugins" folder into Max (Configure System Paths), not 3DSM7... And then let's get started.
Hey Felix,
Roger that. Would I simply rename the folder or is that a download somewhere?
Bill
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First of all, load the "3DSM9\Plugins" folder into Max (Configure System Paths), not 3DSM7... And then let's get started.

Hey Felix,
Roger that. Would I simply rename the folder or is that a download somewhere?
Bill



That's because "AcesScriptsFolder" is "\3DSM7\Scripts" for both versions (see SetupAcesRoot.ms). The 3DSM7\Scripts\FSXMaterialIO.ms is referenced from \3DSM9\Scripts\FSXShaderTool.ms. And I guess it works because Maxscript is the most backwards compatible part of the package...

Hey Felix,
Roger that. Would I simply rename the folder or is that a download somewhere?

I spent a lot of time sorting through all of the scripts and plugins, and do understand what Mike was intending for them to do...
...but using the MaxScript "Listener Window" I discovered that the default scripts were NOT creating the correct path for "acesScriptsFolder..."
acesscriptsfolder
[COLOR="Blue"]"C:\Programme\Microsoft Games\Microsoft Flight Simulator X SDK\SDK\Environment Kit\Modeling SDK\3DSM7\Scripts"[/COLOR]
Truly odd. But you did reinstall the SDK after your XToMdl-path-surgery, right?n4gix said:Even after uninstalling Max9, cleaning out all the Registry entries, deleting the folder in C:\Users\Bill\AppData\Local\Autodesk, and deleting the folder in C:\Users\Bill\Documents\3dsmax...
...then reinstalling Max9 and configuring the ..\3DSM9 folder...
Not only do the FSX Tools not work, the FSX Material definition wouldn't load...
n4gix said:4. One of the surprising benefits of doing all of the above is that now I get to enjoy all[/]b of the "new tools" that Mike wrote for Max7/8 that he never got around to writing for Max9, such as:
Wheel animation tool
FSX Shaders
Verify Model
etc.
While the end result may be "mongrelized," IT WORKS! (and that is what is important)
