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MSFS20 Models in HF2

GHD

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england
Perhaps a am thick. but I cannot get models to work in HF2.

My model is in the connunity folder:



During get models:



After get models:



How do I add a model/
 
The .gltf, .bin, .xml files should be in the PackageSources>modelLib sub-folder in your ADE project files along with the textures in the associated texture folder. Same as before the hotfix.
 
The .gltf, .bin, .xml files should be in the PackageSources>modelLib sub-folder in your ADE project files along with the textures in the associated texture folder. Same as before the hotfix.
That makes no sense.

The model was created from an FSX .mdl file using MCX. This does not produce a .bin file and only a single xml file.

ADE HF1 created the bin file (and also the global and world folders) when I "added" the gltf file created by MCX.

As I said, how do I add a .gltf model?
 
The model was created from an FSX .mdl file using MCX. This does not produce a .bin file and only a single xml file.

Then perhaps you need to bring this problem up in the MCX forum. MCX should produce all the files necessary for the PackageSources>modelLib folder.
 
Hello:

Perhaps I missed something in an earlier discussion, but IIRC, in ADE Alpha 20, LOM is used to add 3D models from a library BGL.

IIUC, unless something changed in HF2, for adding individual 3D models:

Lists > Models > Add > Browse for glTF 3D models


Page 46 of 75 in the ADE Alpha 20 HF2 PDF:

"Now you can add a reference to the models in ADE in the usual way via Lists > Models > Add.

You will find that just the .gltf file appears and that is the one ADE needs to create an entry on the list.

You can now place these in the ADE display as usual by using Add > Model from the RightClick Context Menu.

When you build the project the models will be compiled into the package and deployed with it.

Note that if you remove an entry from List > Models then this does not remove the model source which will continue to be compiled.

We need to think about ADE will manage this process."


GaryGB
 
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Hello:

Perhaps I missed something in an earlier discussion, but IIRC, in ADE Alpha 20, LOM is used to add 3D models from a library BGL.

IIUC, unless something changed in HF2, for adding individual 3D models:

Lists > Models > Add > Browse for glTF 3D models


Page 46 of 75 in the ADE Alpha 20 HF2 PDF:

"Now you can add a reference to the models in ADE in the usual way via Lists > Models > Add.

You will find that just the .gltf file appears and that is the one ADE needs to create an entry on the list.

You can now place these in the ADE display as usual by using Add > Model from the RightClick Context Menu.

When you build the project the models will be compiled into the package and deployed with it.

Note that if you remove an entry from List > Models then this does not remove the model source which will continue to be compiled.

We need to think about ADE will manage this process."


GaryGB
Yes, you missed the readme in HF2
 
Sorry, I was wrong. MCX does produce a bin file.

The .gltf, .bin, .xml files should be in the PackageSources>modelLib sub-folder in your ADE project files along with the textures in the associated texture folder. Same as before the hotfix.

Hmm, it is a little more complex.than that. They need to be added to a sub-folder under PackageSources.




Folders - Subfolders - Subfoders :mad:

Thanks Art.
 
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Hello:

Perhaps I missed something in an earlier discussion, but IIRC, in ADE Alpha 20, LOM is used to add 3D models from a library BGL.

IIUC, unless something changed in HF2, for adding individual 3D models:

Lists > Models > Add > Browse for glTF 3D models


Page 46 of 75 in the ADE Alpha 20 HF2 PDF:

"Now you can add a reference to the models in ADE in the usual way via Lists > Models > Add.

You will find that just the .gltf file appears and that is the one ADE needs to create an entry on the list.

You can now place these in the ADE display as usual by using Add > Model from the RightClick Context Menu.

When you build the project the models will be compiled into the package and deployed with it.

Note that if you remove an entry from List > Models then this does not remove the model source which will continue to be compiled.

We need to think about ADE will manage this process."


GaryGB

Yes, you missed the readme in HF2

Hi George:

Thanks, and I'll take that as not having "missed the readme in HF2", as there is instead ...only a:

"ADE 2020 ALPHA 20 HF2 NOTES" PDF file. :laughing:


GaryGB
 
Yeah, right :rolleyes:
I couldn't be more specific because I didn't know and was on the way out the door to play tennis. The menus in MSFS are vast and not always logical, but the airport markers can be turned on and off in the assistance options in POI in case you haven't figured it out.
 
The .gltf, .bin, .xml files should be in the PackageSources>modelLib sub-folder in your ADE project files along with the textures in the associated texture folder. Same as before the hotfix.
Yes, this is what the instructions say to do. In creating my project, there is a folder created PackageSources\-khou-willian-p-hobby-intl-modelLib. I copied the bin gltf xml files for the model to this folder and the textures in the texture folder. My List in ADE does not include a Models selection so I cannot select Models and Add my model. Looking for workarounds, I created PackageSources\modelLib folder, put a subfolder in it named ils_transmitter (the model) and copied the bin gltf xml files and texture. Still no joy. I can't get past my List function not having a Model selection. (this in HF2).

Still poking. Found that if I quit ADE and restart, load the project and then Tools > User Model Manager would find the model (in bin gltf xml format) and run it through the compiler to create a bgl and then it was simply a matter of using the Library Object Manager to add the bgl to it's list and finally use context menu Add to add the model to the project. Still unable to use Lists > Models > Add so I know I'm missing something.
 
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Is everyone now on the same set of notes (HF2) and found the section starting on page 6 named User Models? That is are we on the same page ;)
 
Still poking. Found that if I quit ADE and restart, load the project and then Tools > User Model Manager would find the model (in bin gltf xml format) and run it through the compiler to create a bgl and then it was simply a matter of using the Library Object Manager to add the bgl to it's list and finally use context menu Add to add the model to the project. Still unable to use Lists > Models > Add so I know I'm missing something.

If my reading of this is that you are loading your user models into the LOM then that is wrong. If you use the Get Models button on the User Model Manager this will build the project and update any now or edited models. It does compile the modelLib. Once you have a list of user models in the UMM then all is done and you can just place them using Right Click > Add > Models. If you find the compiled modelLib for the project and add it to the LOM you are duplicating the library in effect. ADE then has to decide when you add or edit a library object whether to use the one from your user models or the one in the LOM. Right now it chooses the user model over the one in the LOM. So putting the model lib into the LOM is not needed and should not be done.

How you add user glTF models into an ADE generated project is no different than adding them to a Dev Mode Project. It's not some special thing in ADE. The 'special' bit is how ADE handles them in the display
 
If my reading of this is that you are loading your user models into the LOM then that is wrong. If you use the Get Models button on the User Model Manager this will build the project and update any now or edited models. It does compile the modelLib. Once you have a list of user models in the UMM then all is done and you can just place them using Right Click > Add > Models. If you find the compiled modelLib for the project and add it to the LOM you are duplicating the library in effect. ADE then has to decide when you add or edit a library object whether to use the one from your user models or the one in the LOM. Right now it chooses the user model over the one in the LOM. So putting the model lib into the LOM is not needed and should not be done.

How you add user glTF models into an ADE generated project is no different than adding them to a Dev Mode Project. It's not some special thing in ADE. The 'special' bit is how ADE handles them in the display
Jon, You are correct. No problems here!
 
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