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Problem exporting in 3dsmax6

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85
Country
spain
Hello,
Pardon for if the question is very simple, but like I am beginning there are things that it stops my they are not so evident.

I have installed the 3dsmax6, discharge the plugin Panda Directx Exporter (4.6.62.0) for 3DS MAX 6.0+ CS4.2 and 3DS MAX 7.0, I installed it in 3dsmax6\plugins

I generate an object I apply him a texture and I export it to. X with the plugin PandaDirectX.

Here already I have the doubt. I execute the MakeMDL, I put him in input file "demo1.x" in output file "demo1.mdl", I press start and it leaves the error:

Running model

Start! (C:\3dsmax6\meshes\demo1.X)
Loading X C:\3dsmax6\meshes\demo1.X...
Processing...
ERROR: Scaling null has to translation, ignoring it
ERROR: found scale animation (Caja01)
Error!
Error!

Is the same MakeMDL for the FS9 and the FSX?

Another thing that although it seems evident, I ignore. As they put on in the FSX the objects, with which it programs, like he calls himself and where it is.

I make it with EZ-scenery in the FS9, for that reason you not to make it with the FSX.
 
hi,
first i would suggest you to install the fsx sdk from the fsx deluxe edition.
and load the sdk update from fsinsider.com

in the fsx sdk youll find the current software needed for fsx development.

the .x file you made with the panda plugin differs from the x file generated with the sdk plugin and may not work.

anyway you should send the .x file to xtomdl to get an mdl and an xml file.
then you can edit the xml file for positioning and send the xml file to bglcomp to generate the scenery.

may i could help ou a little.
but first install the sdk and read the manual. there you will find further informations

greez bergzige
 
The error message "found scale animation (Caja01)" is quite explicit.

Select the part named "Caja01" in Max, then click Hierarchy/Scale/Reset to remove the "Scale Animation" from the part.

Now it should compile without error (at least on that part!)...:cool:
 
I have not made anything strange, I simply execute the 3dsmax6, I believe a box of 4x4x5 meters, I put him a texture and I export it to. X with the Panda Directx Exporter.

I have made it the but simple possible to prove if everything worked.
The export believes "demo1.x", and when I put it in the MakeMDL it is when he gives error

Running model

Start! (C:\3dsmax6\meshes\demo1.X)
Loading X C:\3dsmax6\meshes\demo1.X...
Processing...
ERROR: Scaling null has to translation, ignoring it
ERROR: found scale animation (Caja01)
Error!
Error!

I have not played for anything the scale neither the animation neither anything of anything, alone I have made a simple box.
 
Hello,
Another thing that it happens to me it is that I loose above the XtoMdl the file "prueba.x", and it generates me the file prueba.mdl of "0 Kbts", it doesn't contain anything.
 

Attachments

Hello
I don't understand to that refer with that of putting ". " instead of "," in the decimal separator.

Me that makes it is to crawl above "XToMdl.exe" the file *. X and it generates me the alone one the MDL with 0 Kb, I don't type anything.
You can please explain to it

Thank you. -
 
Hi,

You need to change your Windows regional settings, so that the decimal character in Windows is set to a dot and not a comma. Else xtoMDL does not work correct.
 
Hi,
Because it seems to be that that it should not be the problem, like you can see in the image this like it should be and it follows the same problem.
Me that makes it is to catch the file "prueba1.x" and to loose it above the "XToMdl.exe", and it generates me the "prueba1.mdl" with 0 kb.
Not you if it is the correct thing.
Thank you
 
The image that I had forgotten
 

Attachments

  • prueba1.zip
    prueba1.zip
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  • FOTO051.jpg
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Hi,
Good the error is already different.

Execute a window of "CMD" and I checked that the error that gave was for blame of the bookstores DirectX that were failing. It upgrades them and now the error is but small, here the window is of "CMDTwo", but not you that it means.

It continues creating the MDL with 0 kbs
 

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  • FOTO052.jpg
    FOTO052.jpg
    33.3 KB · Views: 438
Hi,

Are you sure you assigned a friendly name and a GUID to your object? The error message seems to indicate that some information is missing related to the GUID and the name.
 
Hi, already you that I am very clumsy jejej

But that it is the GUID and like change that
sorry

Thank you
 
Hi,

The GUID is a unique number that is later used to call your object in the scenery. You can easiest set it with the LODandNameTool that comes with the SDK. If you run that script there is a button to set a new GUID for the object. You need to enter the friendly name you want and the script generates the GUID for you automatically.
 
Hi, ;)
thanks to all for your help, I am very happy because I have finally gotten it. All already works well. :D

Now I have a doubt, I have been able to create the "mdl" with which it programs I believe the BGL and in that directory I have to place it so that they appear me the objects in the Objet Placement Tool of the FSX.

When I place an object with the Objet Placement Tool of the FSX it generates a file with extension xml.
Install a called program AbacusSceneryShortcut_FSX that the BGL generates and it puts it in the directory Scenery. Is that the correct way?.

As the bgl it is generated without the AbacusSceneryShortcut

Thank you
 
Hi,

Good to hear that you got your MDL object now :).

The easiest way to place it in the scenery is to use a simple XML file and compile that with BGLComp (you can find that in the SDK as well). This is the kind of code you should use:

Code:
<FSData version="9.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="bglcomp.xsd">

	<SceneryObject lat="40" lon="-40" alt="0M" pitch="0.0" bank="0.0" heading="0" altitudeIsAgl="TRUE" imageComplexity="NORMAL">
		<LibraryObject name="{e612421d-ad8d-4673-97cc-7adbf0dd0831}" scale="1.0"/>
	</SceneryObject>
	
	<ModelData sourceFile="test.mdl" />
	
</FSData>

Of course you need to enter the coordinates you want, the MDL file of your object and the GUID you assigned to the object in this XML template.

If you have put the object in a library you can also use the mission Object Placement tool to place it. With the "Save scenery" button you can save an XML file for BGLComp again.
 
Hi,
si genero un BGL con varios objetos, donde tengo que colocarlo para poder visualizar los objetos con el Objet Placement Tool of the FSX.
O no se puede hacer?
 
Hi,
sorry jejej

if I generate a BGL with several objects, where I have to place it to be able to visualize the objects with the Objet Placement Tool of the FSX.
Or cannot one make?
 
Hi,

To see your objects in the Object Placement tool you need to use only the ModelData command in the XML file (so no placement). After that just put the BGL file in an active scenery folder.
 
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