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FS2004 MCX Error decoding Bgl (MCX 170 and 180)

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I tried to replace or remove effects at a lib named Lights_ss_V2.bgl because there is a problem with the lights at reduced visibility.
Thr reason is known and caused by the landing lights FS9 uses for aircraft.
SS_lights1.jpg


I use other effects for airport lights which have not this issue.

So I imported the lights_ss_v2 in MCX, but I got an error; it showed animations where are no animations:
SS_lights3.jpg

SS_lights2.jpg
 
Hi,

That red text is no error, it just means that there are animations in the file and since it was read from a MDL or BGL file this means there are restrictions on the export to formats like glTF. So that's nothing to worry about for you.

You might want to check in the hierarchy editor what the details of the animation are.
 
There are no animations in Lights_ss_v2.bgl, MCX is interpreting it wrong, sorry.
If I export the bgl with changed effects and import it again, I get wrong axis and the positions of my effects are lost (shown as "0;0;0")
SS_lights4.jpg
 
I'll have a look, but I'm pretty sure there is some kind of animation or special condition in the object, since MCX did encounter that code.
 
Hi Arno:

Sid Schwartz made at least 2 versions of that scenery object library BGL over the years.

Guenther apparently refers to one from this listing at AVSIM:

https://library.avsim.net/search/basic/root/lights_ss_v2.zip


Here is what MCX version 1.3 (from the year 2010) shows for the BGL object version in question: ;)

lights_ss_v2\All Users\lights ss v2.bgl

lights_ss_v2_all-users_street_light_1_double_mcx_v1_3-jpg.96926


For some reason I cannot get the gear to deploy from this static object light fixture (just kidding, of course). :laughing:

Why does MCX see Animations on objects intended for FS9 ?

If MCX "should" by your design see Animations on objects intended for FS9, why does it not ID the animation name ?

"If I click the [Play] button ...I get 'nuttin". :oops:

If Sid added an Animation to deal with some feature in FSX, such as how autogen objects are handled in terms of batching and draw calls, I might see the suitability of there being an Animation.

But these were made for FS9; as the grand wizard of MDLs, can you see why there might be an Animation added ?

Was this a means to trigger display of the attached Fx lights at specific times of the day ?

If so, as MCX continues to not distinguish this innocent use of Animation as means to control Fx display via AttachPoints in a 3D model, IMHO, this is an inappropriate restriction of 3D model export by "newer" MCX versions. :banghead:


While I prefer to use discrete Cntrl*.Fx files on disk rather than putting this into the code of a 3D model, I respect others' option to use this approach of using AttachPoints and Animation code to control Effect (*.Fx) light display.

I do not see in MCX Hierarchy Editor, however, a means to view the code that controls Effect (*.Fx) light display.

IIRC, we were once able to see the details of such Fx AttachPoint control code via Hierarchy Editor, or am I mistaken ?


Regardless, one may wonder why MCX doe not list Fx control code (aka "EffectParameters") in Attached Objects Editor.

Perhaps that is because some opt to use ModelDef.xml to contain that Fx control code ?

< Fasten your seat belts; 'thread turbulence' ahead: >

https://www.fsdeveloper.com/forum/threads/daytime-only-visibility-condition.445222/


Guenther is not attempting to export an aircraft or other sophisticated code and should need no modeldef.xml for this.


IIRC, a rumor years ago said Animations were purposely added to some FS2Kx MDLs to restrict export via MCX. :stirthepo

If we were to ask Sid, I bet he would say he did not intend for his 3D models to be 'restricted' in this way.

That said, I would welcome a better understanding of why an Ambient Animations is used in his 3D light model. :rolleyes:

GaryGB
 

Attachments

  • lights_ss_v2_All Users_Street_Light_1_Double_MCX_v1_3.jpg
    lights_ss_v2_All Users_Street_Light_1_Double_MCX_v1_3.jpg
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Hi Guenther:

Did you try exporting the 23 objects as separate MDL objects, or only as (1) re-compiled Scenery Library BGL after editing the Fx as needed ? :scratchch

I'll test it on this end in a few minutes after a run to Starbucks. :coffee:

GaryGB
 
The idea was to replace the lights ss V2,bgl, but keeping the GUIDs.
I attach a raw effect I used for tests

Guenther
 

Attachments

Last edited:
Hi Guenther:

Did you want to substitute the SS_round_40M.fx for all the attached Fx only on object 19/23 ?

Or did you want to substitute the SS_round_40M.fx for all the attached Fx on all objects (1 through 23) ?

GaryGB
 
Only on object 19 (first), perhaps other effects on other objects later, depending on size.

On object 19 I wanted to attach the effect twice with an offset of about 10m to get the 2 light spots.
As Dusk and Dawn need separate effects there should be 4 attached effects.

Günther
 
If the idea is working, fine adjustment would follow. Then I would contact Sydney Schwartz to inform him about this possibility to avoid the issue I described above.

Guenther
 
No, MCX130 works but is not able to export all 23 objects of the "lights ss v2.bgl".

Guenther

I tried to export the whole library, thanks for your tips

Guenther

So, after editing the Fx as needed:

When you say "I tried to export the whole library", in what format did you attempt to export it in ...from MCXv1.30:

* Separate MDL objects to be re-compiled external to MCX with FS9 SDK BGLComp ...into (1) Scenery Library BGL ?

...or:

* (1) Scenery Library BGL containing all 23 objects re-compiled by MCX ?


PS: In a 3D MDL AttachPoint scenario, I would prefer to attach a FX Controller rather than an actual Light Fx itself.

Then you can easily change the Fx Controller code on disk to point to differing Fx lights without MDL edits / compiles.

But personally, I would place the Light Fx via Fx files on disk "placed" and "called" via a FS9 scenery BGL (also on disk).

Then all Fx related edits are easier to do. :idea:

GaryGB
 
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MCX 130 showed some errors when I exported the whole BGL. The result was a BGL with only about 17 objects.
The error message pointed to a C++ problem. I can recreate it and make a screenshot if you think it is helpfull.

Guenther
 
MCX 130 showed some errors when I exported the whole BGL. The result was a BGL with only about 17 objects.
The error message pointed to a C++ problem. I can recreate it and make a screenshot if you think it is helpful.

Guenther

Yes, that is best, so Arno can advise us on whether a particular Visual C++ 'run time' file set is required by MCXv130.


FYI: I must run another errand, and will return online in a few minutes. :)

GaryGB
 
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