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Problem exporting FSX_Gmax .mdl

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us-california
Hey Guys,

I think I have FSX_Gmax working correctly right up until I try to export to a project folder on my desktop.

In other words, in Gmax I'm seeing all of the textures from FSX, I can see the FSX textures prompt in the New Materials window...etc.

I get an error " Exporter Host Is Not Valid".

I have tried reading the SDK's, but have not found anything helpful.

I may have been out in the jungle too long, I just don't seem to be able to get my head wrapped around this one.

Just dropping my fishing line in to see if there is an easy explanation. In the meantime I will try to get some kind of grip on the new textures.

Cheers and Happy New Year to all.
Gman
 
Gmax error exporting

I made the mistake of just droping the FSX sdk changes in the main folder of Gmax and overwrote the exicting scrips and the other files. I tryed to correct it but was unsuccessful. I copyed my existing gmax to another folder, I uninstalled gmax and, ran Reg Machanic and then defrag. I deleted the old remaining folder for gmax.
I reinstalled gmax with the sdk file in their proper place (I think) in the gamepack folder. When I export an object, I get a no guid assigned, No friendly name, no mdl error, and no mdl is generated. Is something missing? It doesn't generate a xml file either.
What am I doing wrong?
Joe W.
 
I made the mistake of just droping the FSX sdk changes in the main folder of Gmax and overwrote the exicting scrips and the other files. I tryed to correct it but was unsuccessful. I copyed my existing gmax to another folder, I uninstalled gmax and, ran Reg Machanic and then defrag. I deleted the old remaining folder for gmax.
I reinstalled gmax with the sdk file in their proper place (I think) in the gamepack folder. When I export an object, I get a no guid assigned, No friendly name, no mdl error, and no mdl is generated. Is something missing? It doesn't generate a xml file either.
What am I doing wrong?
Joe W.

You know... this Forum is amazing... usually after posting here I find what I need to know . I just found the guid in the file properties under the file drop down.
Arno... we need a tool to extract the guid from the mdl .... I had to copy by hand that number. This is not too good.
Thanks for letting me post here.
Joe W.

It woiks !
 
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In other words, in Gmax I'm seeing all of the textures from FSX, I can see the FSX textures prompt in the New Materials window...etc.

I get an error " Exporter Host Is Not Valid".

Hi, I find your post a little confusing. When do you get this error? Is it when you create a FlightSimX material, when you try to add a texture, when you export the object?

I just found the guid in the file properties under the file drop down.
Arno... we need a tool to extract the guid from the mdl .... I had to copy by hand that number. This is not too good.

Joe, I assume you also found the script that makes it easy to set the GUID and friendly name?

The lastest alpha version of Library Creator XML also reads the GUID from the MDL file. I guess I need to add some sort of copy function to it to put it on the clipboard.
 
Hi Arno,
Sorry for being vague. :D
It is when I try to export to an empty folder on my desktop.
I've been overseas since Last October, and none of this makes sense anymore! Ha ha.
Thanks for any help!

Best Regards
Gman
 
>Joe, I assume you also found the script that makes it easy to set the GUID and friendly name?

The lastest alpha version of Library Creator XML also reads the GUID from the MDL file. I guess I need to add some sort of copy function to it to put it on the clipboard.<

I am getting a prompt to make a friendly name when I use the tool but it does NOT ask me to set the guid.
I have to go to the file properties/ custom folder and copy it by hand. I need the guid for the xml file. I can't use the Library Creator untill I make a xml file. Gmax for FSX with the update does not make a xml file.

Joe W
 
I had similar problem. The drill seems to be to open the FSTOOLS menu at the top of the page. Select the LODName Tool Menu. Then select the create new GUID tool item. After that, one opens file and properties. This is the hitch. Like you, I thought it cumbersome to have to manually copy the GUID. Why didn't it block for copying? The answer was to click on the word GUID adjacent to the number. Then the GUID pops into a window above this that is blockable so as to copy. Life is much easier this way. Good luck.

Mike Eppright (KICT)
 
Joe,

The new gamepack does not as you say create an XML file. You need to create a template to use for each new XML file. Then all you do is change the GUID and the Lat Longs and away you go. I struggled with a few new formatting issues but have prevailed. This is what works for me.

<?xml version="1.0" encoding="ISO-8859-1"?>
<FSData version="9.0" xmlns:xsi='http://www.w3.org/2001/XMLSchema-instance' xsi:noNamespaceSchemaLocation="bglcomp.xsd">

<SceneryObject lat="39 07.28" lon="-94 35.61" alt="0" pitch="0" bank="0" heading="0" altitudeIsAgl="TRUE" imageComplexity="SPARSE">
<LibraryObject name="{8ccac9e5-ef87-4a9f-be6e-99648704e557}" scale="1.0" />
</SceneryObject>

<ModelData sourceFile="MKC_Dike.mdl" />
</FSData>

Good luck,
 
Hi Joe,

I am getting a prompt to make a friendly name when I use the tool but it does NOT ask me to set the guid.
I have to go to the file properties/ custom folder and copy it by hand. I need the guid for the xml file. I can't use the Library Creator untill I make a xml file. Gmax for FSX with the update does not make a xml file.

As already said the GUID is created automatically for you when you use the script. You don't have to enter it manually. I think it is nice, as typing in a GUID is not fun :).

About Library Creator XML. That tool is meant to be used without any XML file. The whole purpose of the tool is to take your MDL files and then create a XML file that makes a library out of them. So the tool makes the XML for you, you don't need to sample files from the exporter.
 
Hi,

Sorry for being vague. :D
It is when I try to export to an empty folder on my desktop.
I've been overseas since Last October, and none of this makes sense anymore! Ha ha.
Thanks for any help!

Are you sure you have the .NET framework 2.0 installed? It is required by the exporter tools.
 
I had similar problem. The drill seems to be to open the FSTOOLS menu at the top of the page. Select the LODName Tool Menu. Then select the create new GUID tool item. After that, one opens file and properties. This is the hitch. Like you, I thought it cumbersome to have to manually copy the GUID. Why didn't it block for copying? The answer was to click on the word GUID adjacent to the number. Then the GUID pops into a window above this that is blockable so as to copy. Life is much easier this way. Good luck.

Mike Eppright (KICT)

I just tried this and it does indeed work. Thanks a bunch for this little tip..
I have several copies of an XML and they work great as I entered it into the file that placed that hanger I made with default textures.
Joe W.
 
Hi Arno,
Thanks for finding your way through the posts that had nothing to do with my situation.

You are correct.
I thought I had the right version. :o

Seems to be working now. :D

Cool, now I can start playing with converting and resizing textures.

Thanks for getting me past a stumbling block.

And thanks for all of your contributions to the community!

Cheers / Gary
 
You are correct.
I thought I had the right version. :o

Don't tell anybody, but I knew this because exactly the same happened to me during the beta testing :D.
 
I have a copy of the new SDK that has the Max9 files and after much teeth pulling have managed to get then to show up and look as if they are working. So- I'm running Max9 on Vista (I know double whammy)

And when I try to export an airplane test model, I get the "exporter host is not valid" error. I have been over everything (and these forum entries) with a fine tooth comb and still can't figure out what is happening. I am suppose to use the export .MDL (not .X) right?

Any Ideas? :banghead:m Thanks, In advance,

Brian Kumanchik
 
Hi Brian,

With 3DSMax you are supposed to use the X file export I think (don't have 3DS myself). Also, I don't think version 9 is supported, only version 7 and 8 are.
 
there's a new SDK coming out for Accelerator and I have an early release, it has a MAX9 set of tools. I just can't find the root cause of that error "exporter host is not valid"
 
there's a new SDK coming out for Accelerator and I have an early release, it has a MAX9 set of tools. I just can't find the root cause of that error "exporter host is not valid"

There is an error in the filenames of the export plugins supplied with the new Max9 configuration. Rename them without the prefix and you will find they work now... ;)

IOW,remove the "Max9_" prefix from these files:

Max9_FSMdlExport.dle
Max9_MaxUtils.gup
Max9_MaxXML.gup
 
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I start with the original problem here....

I have an untextured edittable mesh box I am trying to export to an MDL file with the FSX gamepack (I renamed it FSX...maybe not a good idea?).

I have a fairly up to date .net framework 3.0 installed on my system,w/ a 3.5 service pack.

My box has a friendly name and a guid.

I got the dialog box mentioning mixed FSX and FS9 materials.

I get the exporter host is not valid message when I try to create an MDL file.

BTW, My fs2002 gamepack works perfectly.

:banghead:
 
Probably not a good idea, since some of the scripts will be looking for the exact folder name:

FSX_GmaxGamePack
 
Thanks for the tip...

Renaming the gamepack was a really bad idea....I converted back and got rid of the problem.
Wandering off the reservation...a really bad idea.
 
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