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FS2004 MCX FSDS file problems

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unitedkingdom
Hi Arno,
Using any MCX I import a standard FS9/FS2004 mdl into MCX. It shows up looking correct.
I then export as an FSDS file. But when I open that file in FSDS the movable parts are hugely over-size, separated from the model and most are the wrong orientation. The main model always is ok, it is things like flaps, ailerons, canopies, rudders, undercarriage etc.
You then have to resize and re-orientate the parts.

The other problem is the fact that mdls and bgls do not show up in the sim when exported. I have found out that it is a scale thing, and by adding a previously made simple cube, adding this and saving to the MCX FSDS file, it makes then appear when producing an mdl etc. So there is a work around for this.

As for the meters setting in MCX for FSDS files, I don't think it is a problem as the prog re-sets the measurement to the setting of FSDS ie feet.

I've attached an MCX made FSDS file of the old Alphasim Ju87G Stuka. The first one is the mdl imported into MCX, looks fine, no problems. The second pic is re-importing the created FSDS back into MCX, and then the third pic is MCX FSDS file in FSDS 3.

Thanks

Shessi
 

Attachments

  • MCX FS9 mdl 1.JPG
    MCX FS9 mdl 1.JPG
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  • MCX FSDS 2.JPG
    MCX FSDS 2.JPG
    71.4 KB · Views: 565
  • FSDS MCX 3.JPG
    FSDS MCX 3.JPG
    385.2 KB · Views: 568
Hi,

Let me see if I understand it. The first picture shows the MDL file being imported. You than export as FSC and if you import that file again you get the result of the second picture?

If that is the case I might be able to debug the issue here. Like I said I have no FSDS, so any steps that require me to use that tool I can't do here.
 
Arno,
Yes, correct. The second picture is the MCX created FSDS file seen in MCX, and the third picture is that same file opened in FSDS 2.4.

What is shows is all the moveable parts enlarged to a massive size, stripped of their animations, orientation and location. The unmovable parts are correctly sized, orientated and located.

For example, wheels, ailerons, flaps, doors, rudder are all affected, where as wings, fuselage, cockpit, crew, engines etc and all correct and not affected.

As with the other post I beleive this is partly a scale issue on converting an mdl through MCX, also MCX not transalating the animations and settings into an FSDS file.

Thanks

Shessi
 
Ok, I'll try to reproduce it with some objects I have here.
 
Arno,
I appreciate you're a very busy man, but did you manage to take a look at the MCX-FSDS scale/rotation/location import/export problems? Or come up with any suggestions?

Many thanks

Shessi
 
Hi,

I forgot to post it here, but if you grab the latest development release it should be working. I fixed it two weeks ago.
 
Arno,
Many thanks for that.

Yes, it is a lot better than before. But it's strange how it reads or doesn't read some mdl's, then will or will not export to FSDS, AND then sometimes the same scale issue with moving parts.
I've been playing around with it all day and there doesn't seem to be any definitive consistancy with what it will or will not do??

It is a lot better, I'm certainly not complaining, it's a leap forward!

A couple of questions please Arno:

Is there anyway to make MCX export the animations with MCX to FSDS?

Is there a way to export a model at a specific animation frame ie. say when the undercarriage is down etc?

Shessi
 
Hi,

Technically it should be possible to save the animations to the FSC format. But the description of the format I have is not so clear, so it will not be very easy to add. And I don't have FSDS myself to test if things work ok.

With the animation editor you can freeze an animation at a certain frame. So that allows you to get the gear down for example.

If you have models that don't load, please send them so I can try to debug them.
 
Hi,
I will send you a few to take a look. The thing that bugs me is that there is no consistancy in reading mdls. I wish there was, it would make it easier to de-bug.

I appreciate that you can look at a specific frame setting, but can you export it like that, as of now all the undercarriages are in the frame 0 setting i.e stowed away, when exported?

Thanks

Shessi
 
Hi,

If you use the feature to fix animations in the animation editor the animation is actually removed. So then the part will be exported to FSC in the right position as well.

The problem with pre-fsx mdl files is that they do not have a fixed structure. The developer can use a lot of different commands. And between the different versions there are big differences as well.

Based on your earlier feedback I already found out one CFS specific mdl that was not supported by modelconverterx. I have added that variant now, but there might be other too.
 
Hi,
I have tried this in various ways, and yes I can remove animations (ani's) as you say.
Unfortunately when you export to FSDS MCX then removes all the ani's or sets them to 0 (zero), which means all the animated parts are exported in position 0 (zero), which with the undercarriage is in the up position.
(For your information:- If you remove the ani's from a model in FSDS the default is postion 0, which with the undercarriage is in the up position.)

Is there was a way of making MCX export with the animation setting as displayed?
MCX must recognise and interpret FSDS ani's, even if it cannot export them. Can MCX be made so that it does not remove them or sets them automatically to the 0 position when exporting?

As MCX recognises and displays the parts XYZ values, both in position and animation, can the animated parts XYZ values be exported as displayed, rather than being removed?

Thanks

Shessi
 
Hi,

For all animations that you did not fix manually at a specific frame in the animation editor they will indeed be exported at frame 0. But for those that you fixed at a specific frame with the editor, there is no animation left afterwards. So they should be exported in the desired position.
 
To make it perfectly clear, there is indeed a way to set the animation(s) as displayed - use the MCX Animation Editor and fix the animations once you have them displaying as you wish.

I export two versions (actually 3) - one with all animations fixed at 0, and one all fixed at 100. That way I can pick and choose the version that makes it easiest for me to pick the relevant parts. For landing gear I use the model fixed at 100, for example, to select all of those parts. Then I combine them together into the model I have exported with animations intact, allowing the parts that didn't export their animations properly to be overwritten. Then I re-animate those parts.

Hope this helps,
 
Got it!,
I was setting the ani position using the initial ani play bar, and then going to the ani editor. When you then fix the ani's there it re-sets them to 0, so the undercarriage goes to 0... I now see you have to do it all through the ani editor for it to work properly.

Thanks TG, yes I see what you mean, that it will cut down greatly on the re-ani time.

Shessi
 
Hi,

Just to let you know I got the mdl files you send and will take a look at them. A annoying cold kept me offline for the last few days, so it might take a few days to get back on normal pace.
 
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