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FSX Model Converterx error

Here's what I've done so far, I used a NEW and FRESH copy of MCX discarding the OLD program and folder (new program was DL). Made sure all paths were correct and started MCX. Loaded in my DAE file, converted to .MDL. Model now displays when loaded into MCX with no problem. Added the newly created .mdl into the model list in ADE. Added the model to the airport, compiled airport, loaded airport in FSX, Object model does not show in FSX. Textures are all there where they should be. So I took an ADE file that I know works because I already did it a few days ago and it has been working fine. I converted that working ADE file to a .MDL file, again the .MDL loads fine into MCX and displays correctly. Remember this is a object that has already been proven to work. Ok, I now removed the model that was working from the model list and airport (making a backup of course). Imported the .MDL I just created with the known working model. Placed the model in the airport, compiled, loaded in FSX, and low and behold! the KNOWN WORKING model no longer works. This leads me to conclude that MCX is BROKEN somewhere. It is creating the model, but that model is unusable in FSX for some reason. I then removed the model I just made, replaced the original file back inot ADE ,recompiled, and it works fine. This tells me it is not a problem with ADE or FSX. The model is getting compiled into the OBJ.BGL file for the airport as well as the .XML file for the airport, I checked. Sio the fault is definately with MCX. Now, anyone have any idea why the model is getting created and works when displaying in MCX, but when added to ADE and compiled, it will not show in FSX? Has anyone else had any similar problems like this? I really would like to know what is going on. I don't know of any other program that will convert my ADE files to MDL files that are usuable with FSX. So if I can't get MCX to work anymore, then I can no longer created any models to use with my airport which really puts a damper on my ongoing project since I need to place some specific custom objects in my airport and now I can't do that anymore. I'm desparate for help here. What could be worng with my MCX that won't let my models show up in FSX?
 
Can you send me one of the MDL files you recently made? Maybe I can spot something from the file.
 
Yeah, I'm going to zip em' up today and post a link . I'll send both the AD and textures (unconverted) and the final converted MDL file and it's textures. I hope someone can figure out what the heck is going on. this all started when the errors I mentioned earlier started popping up, after I fixed that, now this problem shows up. I still believe that something got screwed up somewhere with MCX when I put everything back to default to fix the error problem. I thought that removing MCX completely and downloading a new one would fix that though. I was wrong. Starting to wonder if one of the SDK support files that MCX uses got corrupted during some sort of Win11 update. Man..I sure miss my Win10, 11 has a lot of issues that causes a lot of problems. Unfortunately the only way to go back is to do a clean install and that looses all my installed programs and stuff. Too much hassle to do that. (I have a ton of stuff installed on this thing). I'll get those files zipped up and post the link later today.
 
Here is the converted Object link (self extracting Zip) BTW:If you add it to ADE you will need to scale it down to about 0.003 or it will completel fill the screen, I haven't got the scaling thing down yet, but it has been working that way until now.
 
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I just tried something, I've never had to do this before with any of the other objects I created, but now I seem to have to take another step. I went and created a .BGL of my converted object, put that file in my addon/scenery folder, then placed the texture file in my addon/texture folder, and now it shows up. But none of my other converted files ever had to do that. I used to just create my converted object, make sure that the .MDL file and its texture file is in the same directory (in my case on my J: drive), add the model to my ADE model list, insert the object into the ADE project, compile , and it used to work. But now I have to take the extra steps of creating a BGL file and do all that copying stuff to my addon folder in order for it to work. Why is that? I never had to make a BGL file with any of my other converted objects. Maybe it might just be easier to take all of my objects and create a BGL for all of them. Lot of work though, I have a bunch of custom objects in this project. It was just so much easier the original way, just create the .mdl and add it to ADE, none of this BGL and copy stuff. Is there some kind of setting in MCX or even ADE that may have gotten changed that now forces me to use BGLs instead of .MDLs?
 
Hi,

I'm sorry, but my virus scanner detects a virus on that file. Why not simply provide a ZIP file instead of the EXE? You can also just attach it here on the forum or send it in a PM to me.

If you export it as a BGL file you are basically making a library BGL out of it and then in ADE you can reference objects from it. But that is indeed a slightly different workflow from loading the MDL into ADE. When you add the MDL to ADE do yo ustill copy the textures to the right texture folder? Missing textures are a common cause for objects not to show.
 
Weird, I have no virus on this machine. Must be something weird going on with my WinRar program. I'll re-zip em as a regular zip file and replace the one that's there. Sorry about that. It's strange Malware didn't detect it once I created it. Better do some virus scanning on this end. that's the last thing I need right now is a stupid virus messing with things. Wonder if that could actually be causing some of these random failures. I'm doing a scan right now. I'll wait to make sure everything is clean before I send the new zip file. thanks for letting me know about that. I get detections every now and then and MalwareBytes usually detects them and removes them before they can cause any harm.
 
Guess What? I did have a couple of PUPs on the system, MB didn't detect them because somehow that part of the scanner got turned off. I cleaned them up and my system is clean. It also fixed my MDL problem. Never thought it could be something that simple causing my problem. If you hadn't told me that you detected it on the zip file, I may never have found it and no telling how much more damage to my system it would have caused. Thanks for letting me know about it. Everything is working again, however I may stay with the BGL process if I can find a BGL creator that actually works. Tried SbuilderX but I can't figure out how to create a BGL with it. Can MCX append other objects to an already created BGL?
 
Guess What? I did have a couple of PUPs on the system, MB didn't detect them because somehow that part of the scanner got turned off. I cleaned them up and my system is clean. It also fixed my MDL problem. Never thought it could be something that simple causing my problem. If you hadn't told me that you detected it on the zip file, I may never have found it and no telling how much more damage to my system it would have caused. Thanks for letting me know about it. Everything is working again, however I may stay with the BGL process if I can find a BGL creator that actually works. Tried SBuilderX but I can't figure out how to create a BGL with it. Can MCX append other objects to an already created BGL?

Hello:

My scans with RKill, Malwarebytes ADWCleaner, Malwarebytes, and Windows-10 Defender detect no virus.

Only a few PUPs known as purposeful non-standard Windows configuration settings and wrongfully flagged P2P client.


It is best to package MDLs inside scenery library object BGLs and then place objects from them via either of several FS utilities.


As discussed elsewhere, Library Creator XML may prove to be the best for the task of creating FS2Kx scenery library BGLs.

Post issues specifically involving Library Creator XML here:

https://www.fsdeveloper.com/forum/forums/library-creator-xml.18/



MCX can "attach" other objects to an already created MDL and/or glTF, but if you are asking about how to add new objects to an existing FS2Kx scenery library BGL, I shall ask Arno to correct me here, but AFAIK, one must make a new scenery library BGL.


That process can be made easier by de-compiling the existing scenery library BGL into XML and loose MDLs in a 'work' folder.

Then one re-imports MDLs wanted in the new scenery library BGL using Library Creator XML GUI, then re-compile to BGL.



AFAIK, the best available FS2Kx scenery library BGL de-compiler is the last one made by Jon Masterson (author of ADE):

https://www.fsdeveloper.com/forum/threads/bgl2xml-gui-v-1-10.448225/


You must carefully read through XML files to see where scenery MDLs are being 'sourced' from, so that they will be available if "called".

As you see where scenery MDLs are being 'sourced' from if "called", be aware that they can be seen by FS ONLY if inside a BGL.

Also, that BGL must be in a 'Active' \Scenery sub-folder under a 'top' folder, and that folder chain must be a layer in FS' Scenery library GUI.

Any MDLs that have mapped textures must be in a locally paired \Texture sub-folder along with the \Scenery sub-folder under a 'top' folder.


A popular XML capable viewer / editor:





IIUC, there may be a way to store MDLs inside SDK BGLComp compiled BGLs, but some scenery library BGLs only 'link' to MDLs.


Thus, in FS2Kx at run time, some MDLs are only "called" via their GUID, and are not actually inside some scenery BGLs.



I suggest creating a repository on your computer whether inside- or outside- the ADE LOM location ...to keep MDLs 'available'.


GaryGB
 
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I'm in the process of cleaning up my folders and plan to have all of my MDLs in one folder however I'm concerned that when I move all my .MDLs and their textures to another folder, ADE may not be able to find them and I will have to go back and delete then re-add them in order to make them work. I'm going to try and see what happens. I already place my BGLs and TEXTURES in separate folders in FSX. One question, do the MDLs need to be in the same place as the BGLs for ADE to find them and for FSX to display them, or can the MDLs be in a completely different folder on a different drive. I have a separate drive dedicated to all of my design stuff.
 
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