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Newbie issues. FSX to FS9 aircraft conversions

So far only the f35a model, im able to get the C exported correctly and the B model has a "7:06 PM Mdl9Writer Warning Failed to apply ASM tweaks to model" error. all my settings are default
 
These warnings in the log on import of the FS2004 model you can ignore.

Did you check if the FS2004 contains the invisible parts (e.g. texture is transparent or other material settings) or if they are completely missing?
 
From what I can see is

This part has more then 3000 error lines
(Part AF_LOD_100) Found colocated vertices within triangle
( 0.004550, 6.627910,-1.178140)
( 0.005100, 6.636170,-1.166670)
( 0.005380, 6.635790,-1.166730).
(Part AF_LOD_100) Found colocated vertices within triangle
( 0.005380, 6.635790,-1.166730)
( 0.005100, 6.636170,-1.166670)
( 0.005430, 6.639850,-1.160340).
(Part AF_LOD_100) Found colocated vertices within triangle
(-0.006170, 6.627910,-1.178140)
(-0.007000, 6.635790,-1.166730)
(-0.006730, 6.636170,-1.166670).

All the error is Found colocated vertices within triangle
.... more
I


Image4.jpg
 
I only make things from scratch so when I make things , I don't leave this kind of errors.
But if there is a error , won't make thru the compile .
I think there is a way to ignore a error.... I think Arno knows.
 
Those colocated vertices warnings you can often ignore.

You only post a screenshot of the problem, but you will need to check in ModelConverterX what is wrong. Are the parts completely missing (no triangles at all) or are they there but rendered transparent. With just a screenshot those are not things we can see. So use the hierarchy editor and the material editor to explore the FS2004 model and understand what is wrong.
 
At my MakeMDL I'm using , if there is so much colocated vertices error , stops compile.
May be something different ?

Last of the log is this and MDL wasn't exported
This means can't compile with this much warnings.
==================
Model units are 1024.00 units/meter
Error!
Error!
 
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Arno > Is it possible to keep the separated .x file before compiling to asm file ?
Why needs this is will be helpful to know which asm file contains which part of the Model.
 
The things I noticed is from the file size , I think some of the parts got missing

First
When load .x file exported (The one keep showing up made by MCX ) to MCX is shows up like this.
So at the .x file Model ConverterX exported as one file , seems parts are existing.
But this doesn't mean exist on the separated .x file.

Image5.jpg


But this is the file size between original and converted to FS9 by MCX

If you see this , there is a huge difference of file size between these 2.

Image3.png


There is a difference between MDL8 and FSX or later (It's about the MDL file's format )
but at this case , largest data area is vertex position and polygon's connecting data.
Will it be this large difference in size ? Difference is a bit less then twice.
If there is a .x file for each , can load each and know which asm is having the problem.
 
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Is this the default P3D F-35 model? If so I can try to export here as well.

@Hiroshi Igami when ModelConverterX keeps the X file after compilation, I have decided to not keep the X files that have been modified for the ULE. That's because you can't use these standalone anyway, without the tweaks that need to be made to the ASM code you can never compile them separately anymore, since you get more LOD in that case.
 
The version I’ve been trying to convert is the fsx version 3.50. I haven’t tried the p3d version
 
FSX does not have a F-35 by default, so what do version 3.5 mean?
 
Is this the default P3D F-35 model? If so I can try to export here as well.

@Hiroshi Igami when ModelConverterX keeps the X file after compilation, I have decided to not keep the X files that have been modified for the ULE. That's because you can't use these standalone anyway, without the tweaks that need to be made to the ASM code you can never compile them separately anymore,

since you get more LOD in that case.

I see the point what you are saying.
But what I wanted to do is read that .x file to MCX again and be sure to know which part should include which.
If it didn't include , then seperating in to each .x has a problem.
And if .x has a polygon and .asm don't , then have a problem on converting to asm.
Atleast can get more clear info for a case like this.
So asked.


Why I asked this is also from this.
The last part of the root asm file , there is a place to write include which asm there.
I edited to check which is which one by one but there was no asm file including the fuselage body part.
Your one piece .x includes but there is none on asm file.
Should be something there.
 
While the export is still running you can find the files in the temp folder of ModelConverterX:

Code:
C:\Users\{username}\AppData\Local\Temp\SceneryDesign.org\ModelConverterX_{pid}\MakeMDL

Most of the fuselage is in the 4th X file of the 8 X files that are made. So I would expect to find it in the _3 ASM file.
 
Checked results .

Seems body is lost when MakeMDL compiles .x to .asm file
Also using our original Over limit compile tool , result of the whole plane got same "Body missing."

One possibility from my experience is when using too much polygon to 1 material.
Parts dissapears.
Reason unknown but separate to 2 parts group and use each material for each worked.

===============TEST RESULT ============

This is fs9_f35a_097.x file
Image8.jpg


And Compile only this .x file by MakeMDL
Result is this

Image7.jpg
 
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Another trial report
I think making the parts separation (Make .x file ) a bit more smaller will change.

First this is just from .x file to MDL (.x file is made by MCX)
As you can see , can't see the body part .. but this .x file includes a body (Checked by directly reading the .x file)
Image3.jpg


And this is the result of when removed 10000 lines of DRAW_TRI
As you can see , some part of the body section is start showing up.
I think there is some other limitation around there too.
May be draw tri command has a limitation of lines ?
Or those error on the Model is causing this ? like stop drawing when get too much colorated polygons.
Anyway this also shows vertex data was existing but just didnt do the draw_tri .

fs9_f35a_097_RootTransform_4 label BGLCODE
MATERIAL 0,0 ; <255,255,255,255> F35A_1_T.BMP;;F35A_1_L.BMP;F35A_1_T.BMP
DRAW_TRI_BEGIN 0, 29230
DELETED FROM POLY 36040 to 54313

Image4.jpg
 
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