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FS2004 Problem after compiling

“Sorry for not being here and thank you very much overcharged for all your help even though unfortunately I do not understand everything immediately."

You're welcome!

I put up some quick screenshots to illustrate things for you. Make sure the contents of the export folder is correct (see first screenshot below) - and pay attention to the file names. Once you get a successful compile with MakeMdl, we will go on to BGLC_9 and editing the main .asm file.

The export folder:

six.jpg


Also, if you uncheck "Hide extensions for known file types" in your Windows folder options (on the "View" tab), it will help you identify the file types involved.

"I've followed your explanation to the letter, I have expanded my good model X16 and made according to the steps in your post the result is simple loading in MAKEMDL j gets a good ASM file contains nothing but when compiling my model after press START it compiles but declared ERROR, I have yet any monitoring well and even called my files Xfiles as in your example.”

I think your error is due to naming the virtual cockpit .x file “interior MyModel” instead of “MyModel_interior”. Rename the virtual cockpit .x file with the _interior at the end of the file name and it should compile okay. See below:

two.jpg


“What is in the option Makemdl there must tick all those box? LOD and the tab is what the two files Xfiles should appear?”

These screenshots show the MakeMdl LOD and Options tabs.

three.jpg


four.jpg


If you want, you can paste the following into your “MakeMDL.cfg” file and it will set the options for you:

[Settings]
LastDir=C:\Users\Insilico\Desktop\x files
SaveDir=C:\Program Files\Abacus\FSDS_V3.5

[Options]
Debug=0
ViewLog=1
KeepErrorLog=1
Keep=1
I8=1
In=1
I=1
FullMat=1
Deffallback=1
WeldPoints=0
Optimize=0
Flatten=0
NoAnimate=0
HasReflectMap=1
HasNightMap=0
HasLightMap=1
HasDamageMap=0
NegateZ=1
NoLeftToRight=0
SwapBH=0
Vis=0
Crash=0
XML=1

When MakeMdl finishes compiling, you’ll see these files appear:

five.jpg


Make the changes I outlined above, and give another try! And if you're not sure about something, don't hesitate to ask about it.:)
 
Hi Bill,

“If this is the 'second' MakeMDL compile, then halt it before it stops. Halt it 'when' you see the $$$ and AZM appear. That way you do not get the crash.”

If his model compiled through MakeMdl at normal scale, then it will compile at x16, but without the 4mm welding in the VC.

”If... you get the crash on the first export, then as PropTrash said, your model is too big to export and you will need a set of secondary LOD nodes to export (seperately) to overcome the export limit factor. If your model was already exporting though, (which it was) then that should not be the case, and your crash is happening on the second MakeMDL export, in which case, just cut it when it finally exports the final main ASM file and the $$$ and AZM files.”

Remember, he only wants MakeMdl to stop mangling his small detail. Unless I’ve missed something (always a possibility lol), the 65K limit isn’t the problem right?:confused:
 
the 65K limit isn’t the problem right?

PropTrash

Correct. I couldnt remember at the time. He was already compiling it fine but had the issue with the auto-weld occurring with small parts. My oops.

I need to copy that MakeMDL config data! I could use that. I am always hand selecting the options.

On a side note, my present baby, with shadow model, is at 12.1 megs. :D


Bill
 
“Correct. I couldnt remember at the time. He was already compiling it fine but had the issue with the auto-weld occurring with small parts. My oops.”

Yeah, that gave me a dazed and confused moment - I had to go back and read the first post again! lol

If I don't think about this for a while (solving the 4mm weld and 65K limit), along with the fact that I compile to fix both, but that someone else could do either one or the other, well, I have trouble keeping it all lined up and straight in my head.:rotfl:

”On a side note, my present baby, with shadow model, is at 12.1 megs.”

I just checked, and the Stearman .mdl file is 15.1 MB. No shadow model yet, working on one now. I did some testing recently, and with the FS2004 frame rate target slider at “Unlimited”, the difference between shadows enabled and disabled is between 4-7 FPS depending on the scenery area. That surprised me - I thought it would be a bigger drop.
 
I just checked, and the Stearman .mdl file is 15.1 MB. No shadow model yet, working on one now. I did some testing recently, and with the FS2004 frame rate target slider at “Unlimited”, the difference between shadows enabled and disabled is between 4-7 FPS depending on the scenery area. That surprised me - I thought it would be a bigger drop.

Dang! Double Dang! With shadow, I believe it will be over 20 megs, lolol.. That has to be the world record, PT! Nice...

<--- thinks to self, 'this is the future. we may not have flying cars, but we have HUGE models exporting into FS9!'


I wonder why our own shadow models are larger then the self generated versions? And you know, it just hit me. I wonder if applying 'flat black' to all of them, or a generic base material, would cut down the frame rate hit. It might be materials. For instance, I just duplicated the exterior into a shadow node, and its all textured. It may be 'floating' in the GC buffer along with the rest of the plane, making it an exterior, VC, and shadow set of models. Perhaps the 'stock' shadow model compiles with 'no materials'. (Just thinking out loud).



On 'another' side note. I had a issue when exporting today via Gmax. Some parts were mis-locating again today. It seems to be a issue when adding more parts, that every now and then, temporarily, I will get issues suddenly popping up, then they all go away.

This time, while experimenting, I decided to change LOD numbers on the 'interior' models. They were interior, 700, 800, and 900. I changed them to 750, 850, and 950, and the darn thing compiled flawlessly. The exterior models were 'dynamic, 300, 400, 600, with the pilot section being 500, which is not in the interior set.

Why that would fix it is beyond me. I can only figure there is a mathmatical bug occurring.



For those not understanding this, the actual sub model names were;
Dynamic.x
Dynamic_interior.x
Dynamic_300.x
Dynamic_400.x
Dynamic_500.x ...... Pilot
Dynamic_600.x
Dynamic_interior_750.x
Dynamic_interior_850.x
Dynamic_interior_950.x
Dynamic_shadow.x

The LOD's are in sections of their departments; Main is Dynamic, then Engine, Panel, Cabin, Pilot.

I had re-exported twice before trying out the renaming part. I was thinking of making the 'interior' a different LOD number as it had the parts that were messing up in the main exterior 'Dynamic' export, (Dynamic.x ).

Sometimes, the Gmax version of this process can be unstable. Just have to experiment to see if you can get it to clear up and just continue on...


Bill
 
Last edited:
"I wonder why our own shadow models are larger then the self generated versions? And you know, it just hit me. I wonder if applying 'flat black' to all of them, or a generic base material, would cut down the frame rate hit. It might be materials. For instance, I just duplicated the exterior into a shadow node, and its all textured. It may be 'floating' in the GC buffer along with the rest of the plane, making it an exterior, VC, and shadow set of models. Perhaps the 'stock' shadow model compiles with 'no materials'. (Just thinking out loud)."

You know Bill, that’s a really good question! Namely, what effect (if any) do the materials and textures have on the shadow model?

I did a quick test with a simple model, just some tubes slapped together to look like an airplane, textured with 4 different bitmaps, and a different material was assigned to each. I exported the model twice, once as an exterior model, and again as a shadow model. After compiling the .x files, I found the texture and material defs in the .asm files were identical between the exterior and shadow models. Loading that .mdl file, I set the frame rate slider to unlimited, and took note of the highest number. I then exported an un-textured version of the model, with only one material assigned to all parts, and saved it as the shadow model. I loaded that .mdl file in FS2004, and saw a whopping gain of 14 FPS!

By comparison, turning aircraft shadows off on the first test only gained 1-2 FPS. That seems to imply that FS2004 is loading everything twice, and those resources aren’t released when aircraft shadows are disabled. I think that might be true…but I’m not competent to declare that for certain.

I’m always cautious about quick tests with simple objects. It often turns out differently when you try the same thing with a complex model vs. one with 100 polygons, and there’s no such thing as absolutes with many aspects of MSFS – there are too many variables in software and hardware among the masses - but this does seem to warrant further investigation. Gaining even half of those 14 FPS might make a big difference for someone with low-end or mid-range hardware.

I wasn’t too keen on making a shadow model for the Bull Stearman - for one thing having shadows turned on with it doesn’t affect performance at all for me, since I run with the slider locked at 30 and the FPS never dips below 60, for another, well, it’s a little more complicated on this model than on others I’ve done, and constitutes a major investment of time.

But if a dedicated shadow model, un-textured and having only a single material applied to all parts would increase performance that dramatically, then it would seem wasteful not to do it after all. And I would expect the performance gain to be even greater if low poly parts were used. For instance, I wasn’t going to use a 27,000 polygon engine for the shadow model, or wings and stabilizers with rib geometry etc. Trimming everything down is a big chore when making a shadow model, but this texture/material thing leads me to believe it could be well worth the time. It might be the key to greatly increased performance with extreme poly models (and other models too), so you should try some tests of your own. Anyway, thanks for the heads-up!:)

One last thing on the shadow models: I just checked the shadow model on an old project; it’s much cut down, and it comes in at 17,000 pre-compile polygons (all textured and with multiple materials), and looks good even as an exterior model. Since my current exterior model is over 400,000, using something that size that would mean a savings of over 380,000 polys, which should help even more! (I hope).

“On 'another' side note. I had a issue when exporting today via Gmax. Some parts were mis-locating again today. It seems to be a issue when adding more parts, that every now and then, temporarily, I will get issues suddenly popping up, then they all go away.

This time, while experimenting, I decided to change LOD numbers on the 'interior' models. They were interior, 700, 800, and 900. I changed them to 750, 850, and 950, and the darn thing compiled flawlessly. The exterior models were 'dynamic, 300, 400, 600, with the pilot section being 500, which is not in the interior set.

Why that would fix it is beyond me. I can only figure there is a mathmatical bug occurring.”
Your adventures in LOD numbers are like a trip to the Twilight Zone Bill. lol

I have no idea why that’s happening; you might try doing a file comparison between .x files exported with different LOD numbers, just to check for differences – but if you’re like me you’ll probably just move on and be grateful it works now!:D
 
Okay, testing further, I put together a rough shadow model for my project – with no textures mapped and single material for all parts except for prop_blurred and prop_slow. Testing between two .mdl files, one without the shadow model, and one with it, showed a gain of about 12-13 FPS in exactly the same setting and viewpoint. That’s very encouraging, and makes the time and effort to create the shadow model well worth it.

The shadow model I made has a final status of 52,036 compiled polys, and there’s a lot of fat to be trimmed from that, so I should see a little more performance gain.

You should "think out loud" more often Bill. Thanks again for bringing this up!:)

BTW- the .mdl file size came out at 17.3 MB, and will go down after I optimize the shadow model, so I won’t break into the 20 MB zone with this model.
 
Hey PT,

That is awesome news! Thanks for doing the research on that.

I think I'll create a material that has no bitmaps and apply that to the shadow model.

I was just thinking, we would need to leave the UVW's on the parts for FSX, but we dont have to worry about this system in FSX, lol...

Its a very comforting feeling now to know that high tech FSX model meshes can now be the same, offered in both FSX and FS2004 launches. Being in payware, that always upset me. I wanted my FS9 birds to have all the neat features that the FSX birds had/have.


Frenchie,

Hows it going on your end? Have you got it to compile yet?



Bill
 
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