MCX absolutely DOES properly use the default, Asobo provided FSPackagetool.exe to build a perfectly useable scenery package, that in fact, can essentially "edit-on-the fly," in the sense that one can build a scenery project, check the quality of the models, clean that build, create one or several new or edited scenery models and again build to inspect the models, all during a single simulator session.
Hi John:
IIUC, Rick's quote above refers to configuring MCX for MSFS export mode using (1) of (2) Option Parameter Value settings:
MCX Menu > Options >
Exporter settings >
SceneryPackageWriter >
Compile Package =
False (default) /
True (non-default)
...
and alludes to Arno's original allusion to toggling this setting via a MCX Options parameter value ...in his quote above.
https://www.fsdeveloper.com/forum/threads/sitting-on-a-hot-tin-roof.455835/post-906505
en.wikipedia.org
This is an MCX enhancement implemented after Arno's release of a MSFS Project "Package"
(IMO: source) folder chain exporter.
With the recent changes for
scenProc to export to MSFS as well,
I have added writing a scenery to a MSFS package to the exporter capabilities. This means that
ModelConverterX now also has the same export capability. So
if you select “Export scenery” you will be able to export to a MSFS scenery "package" (...IIUC, actually a "package source" file set rather than a full compiled MSFS SDK 'Package'-GGB).
The created package contains a PackageSources folder with the XML and glTF files of your objects and their placement. As well as the PackageDefinitions XML file and a project XML file. This means you can directly compile this package with the MSFS package tool. So this capability can be used to have a quick start with making a package.
If you have just modified a single model, it is probably easier to export it as a glTF file as before and insert the new glTF files in your existing package manually.
For me it is also a bit searching to see which workflow makes most sense for MSFS. So if there are ideas to improve or change the package export, just post your suggestions in the forum.
Continue reading...
Perhaps a step-by-step work-flow guide may help others still becoming familiar with use of MCX as a MSFS exporter.
The following is a draft of a guide to get you started, that with constructive feedback, may compel more edits for better clarity.
1.) First, use MCX with this Option Parameter Value in the 'default' setting to create MSFS scenery
project core file / folders:
MCX Menu >
Options >
Exporter settings >
SceneryPackageWriter >
Compile Package =
False
2.) Use MCX Menu > [Export Scenery] button to output a MSFS Project with core folders / source files.
a.)
MCX Menu > [
Export Scenery] button >
Browse For Folder dialog,
select ex:
C:\Users\[current user profile name]\Documents\MyFSProjects\[
MSFS project name]\
(...this must be an empty sub-folder...)
(1.) In MCX Menu > [
Export Scenery] button >
Save As dialog >
File Name,
type a
MSFS SDK-compliant scenery project name
(2.) In MCX Menu > [
Export Scenery] button >
Save As dialog >
Save As Type [
pick-list],
select: MSFS Scenery Package ( *. )
click: [
Save]
(MCX now creates a MSFS scenery project core folder chain and file set for the current selected / previewed 3D object)
3.) Use MCX Icon Toolbar > [Button_6 from left end] - Material Editor > {Textures} tab to:
* Select the target output folder path for converted mapped texture Materials
a.)
MCX Icon Toolbar >
Material Editor > {
Textures} tab > second line down from Material Editor title bar:
Texture Folder: > (
re-assign existing folder path shown) >
click: [
Select Folder Path] button to
right of any existing folder path
(1.) In
MCX Icon Toolbar >
Material Editor > {
Textures} tab >
Browse For Folder dialog, select
ex:
C:\Users\[
current user profile name]\Documents\MyFSProjects\[
MSFS project name]\
PackageSources\modellib\texture
NOTE: Target texture Material output folder name is spelled as
texture ...but
not texture(s)
If a \
texture sub-folder (
under \
modellib folder) does
not already exist,
click: [
Make New Folder]
button to create it
(2.)
click: {
OK] button
4.) Use MCX Icon Toolbar > Material Editor > {Textures} tab to convert source Texture Materials to 'PNG'
and 'Multiples of 4'
a.)
MCX Icon Toolbar >
Material Editor > {
Textures} tab > second line down from Material Editor title bar:
Texture Format: > (
re-assign Texture format) >
click: Texture Format [
pick-list] button to
left of [Save Textures] button >
click: PNG
b.)
MCX Icon Toolbar >
Material Editor > {
Textures} tab > second line down from Material Editor title bar:
click: [
pick-list] button to
right of [Save Textures] button >
check: these (
2)
check boxes...
[x]
Ensure size multiple of four
[x]
Over-write existing textures (if any already exist, and only in selected target folder path)
c.)
click: [
Save Textures] button
(MCX now processes all mapped textures only for current selected / previewed 3D object)
d.)
click: [
x]
button in
Material Editor > {
Textures} tab dialog box title bar top right corner to
Exit back into MCX work-space...
5.) Use MCX Menu > [Export Scenery]
button to output an
updated MSFS Project with core folders / source files
a.)
MCX Menu > [
Export Scenery]
button >
Browse For Folder dialog,
select ex:
C:\Users\[current user profile name]\Documents\MyFSProjects\[
MSFS project name]\
(...the name already exists inside this sub-folder...)
b.) In
MCX Menu > [
Export Scenery]
button >
Save As dialog >
File Name [
pick-list],
select the
MSFS scenery project name
c.) In MCX Menu > [
Export Scenery]
button >
Save As dialog >
Save As Type [
pick-list],
select: MSFS Scenery Package ( *. )
click: [
Save] (MCX updates a MSFS scenery project core folder chain / file set for the
current selected / previewed 3D object).
6.) In Windows File Explorer (aka "This PC"):
a.) Navigate to MSFS SDK Samples\SimpleScenery folder chain on your local storage drive.
(1.) Select and copy this sub-folder chain and the blank 'place-holder' thumbnail file inside it, marked in
Red,
ex:
[MSFS SDK path]\Samples\SimpleScenery\PackageDefinitions\mycompany-scenery-simple\
ContentInfo\Thumbnail.jpg
b.) In Windows File Explorer (aka "This PC"):
(1.) Navigate to the new MCX-created MSFS Project folder chain,
ex:
C:\Users\[
current user profile name]\Documents\MyFSProjects\[
MSFS project name]
(2.) Under
ex: C:\Users\[
current user profile name]\Documents\MyFSProjects\[
MSFS project name] folder chain, navigate to:
\PackageDefinitions\ sub-folder, then
under that folder make a New Folder, also named [
MSFS project name]
(3.) Into
ex:
\PackageDefinitions\[
MSFS project name] sub-folder,
paste the
\ContentInfo\Thumbnail.jpg sub-folder / file.
7.) Navigate to [MSFS SDK path]\Tools\bin\
a.) Copy
fspackagetool.exe into Windows clipboard
(1.) Navigate to:
C:\Users\[
current user profile name]\Documents\MyFSProjects\[
MSFS project name] folder chain,
(2.)
Paste fspackagetool.exe from the Windows clipboard into that target [
MSFS project name] folder chain
b.) Drag-and-Drop:
C:\Users\[
current user profile name]\Documents\MyFSProjects\[
MSFS project name]\[
MSFS project name.XML]
...onto
fspackagetool.exe
NOTE: This launches the SDK to compile your [
MSFS project name] into a (hopefully) working MSFS Package
BTW: I have not yet tested MCX with the other option which IIUC, Rick had cited above:
MCX Menu >
Options >
Exporter settings >
SceneryPackageWriter >
Compile Package =
True
Alternatively, one may be able to open the updated project XML output by MCX in ADE 2020 Alpha-21 HF-5, or DevMode GUI.
OK, its nearly 1:00 A.M. here, so that's all for tonight.
GaryGB