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FSXA ModelConverterX .mdl saving as 0kb

Jaeyo

Resource contributor
Messages
44
Country
england
My FSX won't open the model file. Looking at this the model file is 0kb. It shouldn't be.

Why is this?
 
These are the error logs:
10:21 XtoMDL Information CRASHTREE no granularity specified
10:21 XtoMDL Information CRASHTREE completed in 00:00:00.0425312
10:21 XtoMDL Information error : Vertex list has too many vertices (74329), max allowed: 65535
10:21 XtoMDL Information error : Attempting to add an invalid vertex buffer!
10:21 XtoMDL Information error : Vertex list failed allocating. Most likely exceeds the 65535 limit.
10:21 XtoMDL Information error : Failed to resolve vertex: Vert1997
10:21 XtoMDL Information Usage: XToMDL.exe /KEEP /NOGUI /BATCH /NOCRASH /BMP2DDS /XMLSAMPLE /XANIM /DICT:DictFileName /OUT:OutfileName Filename.X
 
Hi,

Note that you can use the same texture, but the parts using that texture must be split into using two or more materials, with a tiny difference in one of the material settings.
 
Note that this splitting is something that MCX should do by itself, so apparently that is not the case here. Are you using the latest development release?
 
Hi,

Note that you can use the same texture, but the parts using that texture must be split into using two or more materials, with a tiny difference in one of the material settings.

I knew this rule when you hit the limit but it has not happened in so long i forgot you need a alteration in the settings. Thanks for mentioning that.
 
Note that this splitting is something that MCX should do by itself, so apparently that is not the case here. Are you using the latest development release?
Hello @arno, sorry for the necro post but I have found this thread today because I am getting this error while trying to export an mdl. It is interesting because I can open it and export it successfully before I make any modifications, but after removing a few bits of the model the export fails with this error message: XtoMDL Error error : Vertex list has too many vertices (67736), max allowed: 65535

I am using the latest development release (re-downloaded it today just in case). Is there anything I can do differently to get this to export?

Thanks for all you do
 
Hi,

What kind of modifications are you making? Could it be that your changes result in more triangles getting the same material?
 
Hi,

What kind of modifications are you making? Could it be that your changes result in more triangles getting the same material?
I don't think that should be the outcome. I am trying to accomplish two things - change the visibility conditions on some model parts and remove some model parts.

I opened the model fresh, and deleted the light splash texture from the material properties window. I was allowed to export (but kept the mdl open)
I then opened the object hierarchy and changed the visibility condition to 'none' for some model parts. This time I got the error on export.
Update: As a test, I was able to delete some model parts and still export. It seems changing a visibility condition is the limiting factor.

This is a BAE Hawk aircraft model but there are others that I have hit the export error problem on. I am trying to reconfigure the chocks and covers and such. It doesn't seem like this should add any triangles or condense more parts into a material.

If there was a way to re-assign the texture/material from the object hierarchy, perhaps this could be managed manually? I don't see a way to make a duplicate material and force certain model parts to it, so I cannot manually divide model parts to different materials.

Just a thought. I'm not sure I fully understand the issue.
 
Last edited:
Hi,

Removing a visibility condition could result in more triangles. Let say the part you remove the visibility condition from has the same material as another part. Without the visibility condition they will be merged into one part. So most likely that is what happens.

But on the other hand, like I wrote before, MCX has logic that should split parts that are too big into pieces. But it seems that does not always work as intended. I'll see if I can make some test cases to reproduce this behaviour.
 
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