• Which the release of FS2020 we see an explosition of activity on the forun and of course we are very happy to see this. But having all questions about FS2020 in one forum becomes a bit messy. So therefore we would like to ask you all to use the following guidelines when posting your questions:

    • Tag FS2020 specific questions with the MSFS2020 tag.
    • Questions about making 3D assets can be posted in the 3D asset design forum. Either post them in the subforum of the modelling tool you use or in the general forum if they are general.
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    • Questions about airport design can be posted in the FS2020 airport design forum. Once airport development tools have been updated for FS2020 you can post tool speciifc questions in the subforums of those tools as well of course.
    • Questions about terrain design can be posted in the FS2020 terrain design forum.
    • Questions about SimConnect can be posted in the SimConnect forum.

    Any other question that is not specific to an aspect of development or tool can be posted in the General chat forum.

    By following these guidelines we make sure that the forums remain easy to read for everybody and also that the right people can find your post to answer it.

FS2004 Sketchup 2020 to FS9 convert using Model ConverterX not working

So I have all the SDK Packs installed for FS9, and MCX Version 1.3 installed (using because I believe it is the right one for FS9) and when I try to export the DAE file I receive errors claiming bad normal lengths, colocated vertices, and something about initialzer magnitude too large. This is my first attempt at creating an object for placement in FS. I would include the Sketchup file, but it is not an allowed file extension. Maybe someone can tell me what I am doing wrong. Thanks for everyone's help.
Jeff
 
Hi Jeff:

If you export the Sketchup 3D Model as a Google Earth *.KMZ file, then add a copy of it to a 'ZIP' file archive, that *.ZIP file can be attached here.


FYI: The free version of WinRAR can output a ZIP file:

Use ex: a free nagware version of WinRAR to make ZIP files with all relative sub-folders intact:

https://www.win-rar.com/download.html?&L=0

I recommend using an older version of WinRAR for making ZIP files, not the newest one. :pushpin:


BTW: A *.KMZ also contains a Collada *.DAE file along with the texture image Materials and their mapping info in a *.DOC file, and any Geo-location placement information in a *.KML file.

Additionally, the .KMZ can be read and loaded by any numeric version of Sketchup, whereas one would need to have Sketchup version 2020 in order to load a default 2020 *.SKP.

One would otherwise have to package the Skechup 3D model exported as a Collada *.DAE along with the mapped texture image Materials within the same folder.

Any Geo-location placement information would be lost in a Collada *.DAE export file format.

Any file too large to be attached due to size limits here at FSDeveloper can be uploaded to a separate download web site such as DropBox, MediaFire, GoogleDrive, MS OneDrive etc., and a link to that file posted in a thread here instead.

GaryGB
 
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Hi Gary,
Thanks for the quick Reply. I have attached the file as suggested. Just a note. The file size issue is an error code in MCX, not here on the forum. Thanks for looking at this and helping me to learn how to make my own models for FS9.
Jeff
 

Attachments

Pyscen

Resource contributor
I would use the development release of MCX V1.4, far far less bugs and more Functionality for sure and works with fs9 too.
 
I agree with Doug's recommendation to use MCX latest development version instead of v1.3x:


Because a FS Developer seeking to distribute a file set may need to "segment" a complex 3D model with large texture files such as a G-Poly that is otherwise intended to be attached to a free download site, one may need to use a 3rd party archive utility such as WinRAR or 7-Zip which divides files into multiple pieces that individually do not exceed the size limits of a particular download site (or ex: some e-mail systems with various ISPs etc)., and which can be semi-automatically reassembled into the original content size by that same archive utility, I am in the habit of recommending WinRAR or 7-Zip here.

But, certainly as Tim alludes to above, one can use Windows itself to make 'basic' ZIP archives of selected files / folders ...as explained in this tutorial:


GaryGB
 
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Hi Jeff:

Just a quick initial reply until I get more time to look into this tomorrow.

I am able to open the above *.KMZ file in Sketchup and do not see any errors.

I am able to open the above *.KMZ file in MCX and do not see any errors.

However, (after converting its *.JPG Materials to "Powers-of-2" *.BMPs in MCX Material Editor), when I export that 3D Model from MCX for FS2004, I do see this in MCX Event Log:

Code:
2:06 AM    KMZReader    Information    Starting reading of file J:\Downloads\Jellis_TNCS Terminal\TNCS Terminal.kmz
2:06 AM    AssimpReader    Information    Starting reading of file L:\Temp\ModelConverterX\models/untitled.dae
2:06 AM    AssimpReader    Information    Finished reading objects
2:06 AM    KMZReader    Information    Finished reading objects
2:06 AM    AllObjectReader    Information    Cleaning object: TNCS Terminal
2:06 AM    AllObjectReader    Information    Cleanup: Did remove triangle with zero area
2:06 AM    AllObjectReader    Information    Cleanup: Did remove triangle with zero area
2:06 AM    AllObjectReader    Information    Cleanup: Did remove triangle with zero area
2:06 AM    AllObjectReader    Information    Cleanup: Did remove triangle with zero area
2:06 AM    AllObjectReader    Information    Cleanup: Did remove triangle with zero area
2:06 AM    AllObjectReader    Information    Cleanup: Did remove triangle with zero area
2:06 AM    AllObjectReader    Information    Cleanup: Did remove triangle with zero area
2:06 AM    AllObjectReader    Information    Cleanup: Did remove triangle with zero area
2:06 AM    AllObjectReader    Information    Cleanup: Did remove triangle with zero area
2:06 AM    AllObjectReader    Information    Cleanup: Did remove triangle with zero area
2:06 AM    AllObjectReader    Information    Cleanup: Did remove triangle with zero area
2:06 AM    AllObjectReader    Information    Cleanup: Did remove triangle with zero area
2:06 AM    AllObjectReader    Information    Cleanup: Did remove triangle with zero area
2:06 AM    AllObjectReader    Information    Cleanup: Did remove triangle with zero area
2:06 AM    AllObjectReader    Information    Cleanup: Did remove triangle with zero area
2:06 AM    AllObjectReader    Information    Cleanup: Did remove triangle with zero area
2:06 AM    AllObjectReader    Information    Cleanup: Did remove triangle with zero area
2:06 AM    AllObjectReader    Information    Cleanup: Did remove triangle with zero area
2:06 AM    AllObjectReader    Information    Cleanup: Did remove triangle with zero area
2:06 AM    AllObjectReader    Information    Cleanup: Did remove triangle with zero area
2:06 AM    AllObjectReader    Information    Cleanup: Did remove triangle with zero area
2:06 AM    AllObjectReader    Information    Cleanup: Did remove triangle with zero area
2:06 AM    AllObjectReader    Information    Cleanup: Did remove triangle with zero area
2:06 AM    AllObjectReader    Information    Cleanup: Did remove triangle with zero area
2:06 AM    AllObjectReader    Information    Cleanup: Did remove triangle with zero area
2:06 AM    AllObjectReader    Information    Cleanup: Did remove triangle with zero area
2:06 AM    AllObjectReader    Information    Cleanup: Did remove triangle with zero area
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2:06 AM    AllObjectReader    Information    Cleanup: Did remove triangle with zero area
2:06 AM    AllObjectReader    Information    Cleanup: Did remove triangle with zero area
2:06 AM    AllObjectReader    Information    Cleanup: Did remove triangle with zero area
2:06 AM    AllObjectReader    Information    Cleanup: Did remove triangle with zero area
2:06 AM    AllObjectReader    Information    Cleanup: Did remove triangle with zero area
2:06 AM    AllObjectReader    Information    Cleanup: Did remove triangle with zero area
2:06 AM    AllObjectReader    Information    Cleanup: Did remove triangle with zero area
2:06 AM    AllObjectReader    Information    Cleanup: Did remove triangle with zero area
2:06 AM    AllObjectReader    Information    Cleanup: Did remove triangle with zero area
2:06 AM    AllObjectReader    Information    Cleanup: Did remove triangle with zero area
2:06 AM    AllObjectReader    Information    Cleanup: Did remove triangle with zero area
2:06 AM    AllObjectReader    Information    Cleanup: Did remove triangle with zero area
2:06 AM    AllObjectReader    Information    Cleanup: Did remove triangle with zero area
2:06 AM    AllObjectReader    Information    Cleanup: Did remove triangle with zero area
2:06 AM    AllObjectReader    Information    Cleanup: Did remove triangle with zero area
2:06 AM    AllObjectReader    Information    Cleanup: Did remove triangle with zero area
2:06 AM    AllObjectReader    Information    Cleanup: Did remove triangle with zero area
2:06 AM    AllObjectReader    Information    Cleanup: Did remove triangle with zero area
2:06 AM    AllObjectReader    Information    Cleanup: Did remove triangle with zero area
2:06 AM    AllObjectReader    Information    Cleanup: Did remove triangle with zero area
2:06 AM    AllObjectReader    Information    Cleanup: Did remove triangle with zero area
2:06 AM    AllObjectReader    Information    Cleanup: Did remove triangle with zero area
2:06 AM    AllObjectReader    Information    Cleanup: Did remove triangle with zero area
2:06 AM    AllObjectReader    Information    Cleanup: Did remove triangle with zero area
2:06 AM    AllObjectReader    Information    Cleanup: Did remove triangle with zero area
2:06 AM    AllObjectReader    Information    Cleanup: Did remove triangle with zero area
2:06 AM    AllObjectReader    Information    Cleanup: Did remove triangle with zero area
2:06 AM    AllObjectReader    Information    Cleanup: Did remove triangle with zero area
2:06 AM    AllObjectReader    Information    Cleanup: Did remove triangle with zero area
2:06 AM    AllObjectReader    Information    Cleanup: Did remove triangle with zero area
2:06 AM    AllObjectReader    Information    Cleanup: Did remove triangle with zero area
2:06 AM    AllObjectReader    Information    Cleanup: Did remove triangle with zero area
2:06 AM    AllObjectReader    Information    Cleanup: Did remove triangle with zero area
2:06 AM    AllObjectReader    Information    Cleanup: Did remove triangle with zero area
2:06 AM    AllObjectReader    Information    Cleanup: Did remove triangle with zero area
2:06 AM    AllObjectReader    Information    Cleanup: Did remove triangle with zero area
2:06 AM    AllObjectReader    Information    Cleanup: Did remove triangle with zero area
2:06 AM    AllObjectReader    Information    Cleanup: Did remove triangle with zero area
2:06 AM    AllObjectReader    Information    Cleanup: Did remove triangle with zero area
2:06 AM    AllObjectReader    Information    Cleanup: Did remove triangle with zero area
2:06 AM    AllObjectReader    Information    Cleanup: Did remove triangle with zero area
2:06 AM    AllObjectReader    Information    Cleanup: Did remove triangle with zero area
2:06 AM    AllObjectReader    Information    Cleanup: Did remove triangle with zero area
2:06 AM    AllObjectReader    Information    Cleanup: Did remove triangle with zero area
2:06 AM    AllObjectReader    Information    Cleanup: Did remove triangle with zero area
2:06 AM    AllObjectReader    Information    Cleanup: Did remove triangle with zero area
2:06 AM    AllObjectReader    Information    Cleanup: Did remove triangle with zero area
2:06 AM    AllObjectReader    Information    Cleanup: Did remove triangle with zero area
2:06 AM    AllObjectReader    Information    Cleanup: Did remove triangle with zero area
2:06 AM    AllObjectReader    Information    Cleanup: Did remove triangle with zero area
2:06 AM    AllObjectReader    Information    Cleanup: Did remove triangle with zero area
2:06 AM    AllObjectReader    Information    Cleanup: Did remove triangle with zero area
2:06 AM    AllObjectReader    Information    Cleanup: Did remove triangle with zero area
2:06 AM    AllObjectReader    Information    Cleanup: Did remove triangle with zero area
2:06 AM    AllObjectReader    Information    Cleanup: Did remove triangle with zero area
2:06 AM    AllObjectReader    Information    Cleanup: Did remove triangle with zero area
2:06 AM    AllObjectReader    Information    Cleanup: Did remove triangle with zero area
2:06 AM    AllObjectReader    Information    Cleanup: Did remove triangle with zero area
2:06 AM    AllObjectReader    Information    Cleanup: Did remove triangle with zero area
2:06 AM    AllObjectReader    Information    Cleanup: Did remove triangle with zero area
2:06 AM    AllObjectReader    Information    Cleanup: Did remove triangle with zero area
2:06 AM    AllObjectReader    Information    Cleanup: Did remove triangle with zero area
2:06 AM    AllObjectReader    Information    Cleanup: Did remove triangle with zero area
2:06 AM    AllObjectReader    Information    Cleanup: Did remove triangle with zero area
2:06 AM    AllObjectReader    Information    Cleanup: Did remove triangle with zero area
2:06 AM    AllObjectReader    Information    Cleanup: Did remove triangle with zero area
2:06 AM    AllObjectReader    Information    Cleanup: Did remove triangle with zero area
2:06 AM    AllObjectReader    Information    Cleanup: Did remove triangle with zero area
2:06 AM    AllObjectReader    Information    Cleanup: Did remove triangle with zero area
2:06 AM    AllObjectReader    Information    Cleanup: Did remove triangle with zero area
2:06 AM    AllObjectReader    Information    Cleanup: Did remove triangle with zero area
2:06 AM    AllObjectReader    Information    Cleanup: Did remove triangle with zero area
2:06 AM    AllObjectReader    Information    Cleanup: Did remove triangle with zero area
2:06 AM    AllObjectReader    Information    Cleanup: Did remove triangle with zero area
2:06 AM    AllObjectReader    Information    Cleanup: Did remove triangle with zero area
2:06 AM    AllObjectReader    Information    Cleanup: Did remove triangle with zero area
2:06 AM    AllObjectReader    Information    Cleanup: Did remove triangle with zero area
2:06 AM    AllObjectReader    Information    Cleanup: Did remove triangle with zero area
2:06 AM    AllObjectReader    Information    Cleanup: Did remove triangle with zero area
2:06 AM    AllObjectReader    Information    Cleanup: Did remove triangle with zero area
2:06 AM    AllObjectReader    Information    Cleanup: Did remove triangle with zero area
2:06 AM    ObjectRenderer    Information    Starting generating OpenGL arrays...
2:06 AM    ObjectRenderer    Information    Finished generating OpenGL arrays
2:06 AM    ObjectRenderer    Information    Loaded texture: L:\Temp\ModelConverterX\models\untitled\texture.jpg
2:06 AM    ObjectRenderer    Warning        The size of untitled\texture.jpg is not a power of 2, this is required by FS
2:06 AM    ObjectRenderer    Information    Loaded texture: L:\Temp\ModelConverterX\models\untitled\texture_0.jpg
2:06 AM    ObjectRenderer    Information    Loaded texture: L:\Temp\ModelConverterX\models\untitled\texture_1.jpg
2:10 AM    ObjectRenderer    Information    Loaded texture: J:\Downloads\Jellis_TNCS Terminal\Texture\texture.bmp
2:10 AM    ObjectRenderer    Information    Loaded texture: J:\Downloads\Jellis_TNCS Terminal\Texture\texture_0.bmp
2:10 AM    ObjectRenderer    Information    Loaded texture: J:\Downloads\Jellis_TNCS Terminal\Texture\texture_1.bmp
2:11 AM    BGLXWriter    Information    Starting writing of file J:\Downloads\Jellis_TNCS Terminal\Scenery\untitled.bgl
2:11 AM    MDL9Writer    Error        Failed to locate MakeMDL, please update the path in the options
2:11 AM    XMLWriter    Information    Starting writing of file J:\Downloads\Jellis_TNCS Terminal\Scenery\untitled.xml
2:11 AM    XMLWriter    Information    Finished writing of file J:\Downloads\Jellis_TNCS Terminal\Scenery\untitled.xml
2:11 AM    BGLCommp    Information    Parsing document: untitled.xml
2:11 AM    BGLCommp    Information    ERROR C2014: Failed to load model data in file: J:\Downloads\Jellis_TNCS Terminal\Scenery\untitled_0.mdl
2:11 AM    BGLCommp    Information    ERROR C2149: Failed to load model data!
2:11 AM    BGLCommp    Information    ERROR C2340: Failed to finalize MODEL_DATA!
2:11 AM    BGLCommp    Information    ERROR C2032: XML Parse Error!  Element tree follows:
2:11 AM    BGLCommp    Information    ERROR: <FSData
2:11 AM    BGLCommp    Information    ERROR:     version = 9.0
2:11 AM    BGLCommp    Information    ERROR: >
2:11 AM    BGLCommp    Information    ERROR:     <ModelData
2:11 AM    BGLCommp    Information    ERROR:         sourceFile = J:\Downloads\Jellis_TNCS Terminal\Scenery\untitled_0.mdl
2:11 AM    BGLCommp    Information    ERROR:         name = fedf74994ee1812016a19c94c6b762c0
2:11 AM    BGLCommp    Information    ERROR:     >
2:11 AM    BGLCommp    Information    ERROR:
2:11 AM    BGLCommp    Information    ERROR C2024: Failed to process closing element tag <ModelData> near line 4!
2:11 AM    BGLCommp    Information    Parse complete!
2:11 AM    BGLXWriter    Information    Finished writing of file J:\Downloads\Jellis_TNCS Terminal\Scenery\untitled.bgl

The resulting "Untitled" BGL when Added as an Area to the FS2004 Scenery Library GUI shows no error.

However, at run time in a FS2004 flight, Instant Scenery does not automatically find the FS2004 format BGL so it can be used to place the 3D scenery library object.


The resulting "Untitled" BGL output by MCX, when loaded back into MCX ...shows this in the MCX Event Log:

Code:
2:35 AM    BGLXReader    Information    Starting reading of file J:\Downloads\Jellis_TNCS Terminal\Scenery\untitled.BGL
2:35 AM    BGLXReader    Warning        No objects found in file

Perhaps Arno will see this, then offer some comment and advisement ? :scratchch

PS: The version of MCX I used has a 01-01-2020 file date. :duck:

GaryGB
 
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=rk=

Resource contributor
2:06 AM ObjectRenderer Information Loaded texture: L:\Temp\ModelConverterX\models\untitled\texture.jpg
2:06 AM ObjectRenderer Warning The size of untitled\texture.jpg is not a power of 2, this is required by FS
Maybe someone can tell me what I am doing wrong.
Jeff
You'll need to reconfigure the dimension of your textures to conform to the MSFS standard. MCX will do this automatically, if you select overwrite existing textures, in the drop down, while saving textures from the Materials pane. This procedure is often missed and I believe this is because when saving, the normal consequence of a file save is to overwrite the previous, however, Arno has set MCX to not overwrite, by default, so the user must manually select to overwrite to get reformatted textures.
 
Maybe someone can tell me what I am doing wrong
The model is ridiculously complex, you've (or someone has) modeled every slat in the shutters next to every window. That's the kind of thing you do on the texture sheet rather than the model itself. MCX is reporting 45,471 triangles, a model like that shouldn't exceed maybe 1000 triangles, probably more like 500 would be about right. The most complex model I ever built, a fueling area for a payware airport, came out to an exorbitant 16,376 triangles. That was with tanks, pumps, pipes, filters, hoses, ladders, trash barrels, spill containment equipment, etc. all modeled in extreme detail.

You need to model your walls flat, maybe some indentations for windows and doors and even that's getting extravagant, then make a texture sheet @ 1024x1024 or even 2048x2048px and put all those fancy details on it in the form of artwork. IIRC there was a limit to the number of vertices allowed for FS9 models, something like 65,000 and I think there had to be a certain distance between them or makemdl.exe would weld them together. My guess is you're exceeding this limitation by about 2x. I got MCX to make an FS9 .mdl but when I opened it back up in MCX half of it was missing.
 
I agree with Jim's experienced recommendations as valuable goals for achieving a more efficient use of 3D scenery model rendering resources within the smaller budget allowed by FS2004.

It is interesting, though, to see such a detailed 3D model being used in FS2004, and I look forward to also getting MCX to successfully output this 3D model so I can see how it actually renders in FS9 at run time.

I'm curious if we may now be able to indulge a bit more in the detail of 'certain' visual assets at FS2004 airports since nearly all of us now have more powerful computers that can run FS9 with extreme efficiency, even if we have used the '65,000 vertices work-around' that Bill Ortis wrote about years ago with some of his FS2004 "LinonHeart Creations" ? :idea:


BTW: Jim, you once posted an excellent treatise on FS2004 illustrating how run time display of the actual 'intended ' pixel dimensions of a texture image Material mapped onto a 'standard' 3D model is limited by FS2004 due to a hard-coded internal FS2004 maximum of pixel dimensions of a texture image Material it can display, and by a parameter value setrting in FS9.Cfg; I can't recall if you posted that here or at AVSIM. :scratchch

IIRC, your treatise showed how that hard-coded internal FS2004 maximum would result in a lesser-than-intended-resolution / maximum-enabled size MIPMAP being displayed by FS2004 instead of the actual 'intended ' pixel dimensions of a texture image Material that one may have mapped onto a 3D Model.

The FS9 run-time limit of default texture image Material could be set up to a certain maximum size by manually editing a texture resolution parameter value in FS9.Cfg.

I was unable to locate the thread containing your above described treatise, intact with its original attached images, and would like to ask if you might happen to have another copy of that treatise for 'standard' 3D models you could link to, or perhaps you might even provide us with a version of that treatise to retain here at FSDeveloper as a wiki article ? :teacher:


UPDATE: I was however, able to find your treatise on limits of FS2004 run time display for:

* G-Polys:



* Terrain textures:



Some of us also really miss having access to your excellent resources on the 'cat-tamer' website you used to make available online.


Thanks in advance for your kind consideration in sharing more of your many considerable insights with us here. :)

GaryGB
 
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BTW: Jim, you once posted an excellent treatise on FS2004 illustrating how actual 'intended ' pixel dimensions of a texture image Material mapped is limited by ability of FS2004 due to a hard-coded internal FS2004 maximum of pixel dimensions of a texture image...
IIRC that had to do with landclass textures rather than models and it was more like a "rant" than a "treatise". :) For landclass textures the limit in FS9 is 256 x 256px.

But yeah, my comment above "...or even 2048x2048px" was wrong, I momentarily forgot we were talking about FS9 here, so in that case don't make a texture sheet any larger than 1024x1024px for a model and if you need better resolution than that can give you use multiple sheets. :)

On the website, I quit paying the hosting bill a couple years ago when they broke my chron job that was archiving NOAA metars hourly. I could probably dig up some of those old images, I tried to do just that with my "extruding pixels" photoshop how-to thread but I wasn't successful editing the post to replace the images. I gave up pretty easy though, lol. In retrospect I should have always uploaded my images as attachments on the particular forum I was posting them on rather than hosting them on my own site. If I'd done that they'd still be there, at this point though most of those threads are long dead and it'd be a lot of work to go back through and fix them all now.
 
Thanks, Jim.

If you would be so kind as to also clarify for us, regarding the "texture sheet", IIRC, the hard-coded internal FS2004 maximum for texture size mapped to a Face in a 3D model applies to the total pixel dimensions / 'size' of the texture sheet, and not just to the pixel coordinates within the overall sheet which are actually mapped to the Face ?


IIRC, the basis for the FS2004 limitation is the total texture sheet size.

Or is it instead, actually the DrawCall only for the smaller area of mapped pixels within the overall texture sheet which are actually mapped to the Face ? :scratchch

Sorry for forgetting that, I had to quit coffee late last year. :laughing: :coffee:


So far, I've only been able to find this reference to T-vert limits, but not on pixel dimensions of the area mapped to a Face on a texture sheet versus total pixels of that sheet:

NOTE: IIUC, this might prove somewhat pertinent if a Face in a Sketchup 3D model imported into MCX is treated by Hierarchy Editor as a discrete individual "ModelPart".



One might wonder whether this additional info posted by Bill regarding the work-around he researched on otherwise applicable 65,000 vertices limits on MDL exports might lead to discovery of an obscure un-documented parameter value in FS config files that can be set to work around the FS2004 texture sheet size limits as well ?



Incidental to reviewing some of that info, I found this thread on the 4mm snapping distance and welding issues which you might also find topically related:

https://www.fsdeveloper.com/forum/threads/export-issue-with-65k-material-limit.436789/post-739045



PS: IMHO, the occasional 'Rant' yields some very useful insights for us all. ;)

GaryGB
 
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I got MCX to make an FS9 .mdl but when I opened it back up in MCX half of it was missing.
I had this result and a number of other errors (after MCX took a very long time to compile the FS2004 BGL).

Anyone else get this type of result ? :rolleyes:

This raises questions as to whether MCX June 2nd 2020 version reads Sketchup v2020 *.KMZ files OK ? :scratchch

GaryGB
 
Hi everyone, thanks for all the valuable info.

Just so everyone knows, I used the component feature in Sketchup 2020 to add the windows, doors and shutters. Also, the colored stripes on the surface edges were added after creating the entire building. Is that the correct method for doing this?

Since this is my first attempt at a model for use in FS9, while I was aware of some limitations, I did not realize that the file had so many vertices in it. I showed around 3400 when I looked at the model numbers in Sketchup. To Jim's point, I will have to learn how to take the 3D object and create flat panels in Sketchup. Also, I thought that MCX, regardless of the version, would fix issues like vertices limits, by reducing them on the texture sheet. Please give me a little better understanding of how to make the flat panels you describe and then transfer them onto the walls of the building.

Thanks again for everyone's help.
Jeff
 
Hi Jeff:

While we await a reply from Arno regarding how MCX is processing your Sketchup v2020 TNCS Terminal.kmz file, we can explore some ideas on how to modify a copy of your 3D model in Sketchup.

If necessary, while Arno is resolving any issues with how MCX processes your 3D model in its *.KMZ format, we can use either of several other 3D model export formats via Sketchup plugin Ruby scripts to get a file into MCX that it will be able to process successfully into a FS2004 MDL scenery library BGL.

You can reduce complexity of geometry in a number of ways while still preserving most of your nice details.

As our time allows, we should be able to offer some practical suggestions on how to do this in Sketchup.

Saba will be an interesting scenery project for FS in any version, whether FS9, FSX, or P3D. :cool:

GaryGB
 
I don't know if this helps but here's a sketchup demo I sent to someone else a few years back. Basically I'm hoping it will show you how to add your own texture to a sketchup model. The problem with using those dumb tiling textures/materials that ship with sketchup is that they aren't generally "powers of two" and every time you add a different one for a different part of the model it has to break up the face adding extra polys and also each material you add is a drawcall in the sim. You can texture the whole model with just one sheet if you do it this way, you don't add any extra polys when you want to change the color of something and you don't introduce another drawcall.

I did this about 9 1/2 years ago so I don't remember it myself but there's a little house icon on the material editor with the tooltip "in model" and that's where you apply your own texture. On the edit tab you can set the width/height of the area you want to cover with your texture. It's the equivalent of "UV map" in gmax, you're telling the program how many ft or meters your texture sheet should cover on the model. In this case I'm using 719px on the texture sheet to cover the front of the hangar which is 85' wide. So 1024/719=1.424, and then 1.424x85=121 meaning the entire 1024px sheet would cover 121' on the model. I think that's how it works anyway.

If you select a face, right click, and do "texture position" you'll see how you map the texture to your model. Read up on what the four pins do. In this case I was using a PhotoShop .psd as the texture image but it works the same using a .bmp or even a .jpg. Once you've exported the .dae and opened it in MCX you can add the night texture before you export it as an FS9 .mdl.

Jim
 

Attachments

Hi Guys,
Thanks for all your help. Jim, I am attaching a different model that I drew of the church near the airport. In sketchup it shows about 500 polygons. Please let me know what you guys think. I will review your file Jim and let you know how it goes. Also, if someone wants to create a texture sheet from either of the files I have uploaded, please feel free so I can see the best method on what I am trying to do. I am hoping to create/fix several of the Caribbean airports around Saba and Princess Julianna that are about a max of 1 hour flight time in a single or twin turboprop.
Thanks again for everyone's help.
Jeff
 

Attachments

Hi Jeff:

Regarding the goal of reducing 3D model complexity of Geometry for your TNCS Terminal *.KMZ project, in addition to what Jim has posted above, I would say that the shutters are your primary source of high complexity, followed by the recessed window and door framing.

That level of detail is useful when using a 3D rendering utility to generate local in-context shadowing (aka "Ambient Occlusion") or global illumination (aka 'skylight shadow') shadowing to a 3D model.

If working towards a reasonably detailed 3D model seen at a distance from navigable parts of an airport, the approach Jim shows in his worked example is a more 'practical' way most FS Developers might make their 3D models.

To add some 'faux AO' for "Ambient Occlusion" or a 'skylight shadow' to a 3D model, one can use a graphics application to enhance a already-mapped texture image Material.

Alternatively one can edit a separate 2D image exported from Sketchup, or a screenshot image of the 3D model within Sketchup, that is intended to later be mapped onto the 3D model as a 1-piece Material for an entire side of the terminal.

Next, one can flatten the Faces of the window and door framing back into a co-planar position with the adjacent walls using the Push-Pull tool, and then re-map the edited texture image as a 1-piece Material for an entire side of the terminal.

One can also use the Combine Textures feature in Sketchup to merge Grouped Faces of Windows back into a Wall Face.

BTW: You may wish to make the shutters from a Grouped, re-sized copy of (reversed) Faces of recessed windows, and use the Move tool and Rotate tool to position them onto the contiguous window frame / trim before Merging the Window geometry into a flat Face co-planar with the adjacent wall.

This screenshot from Sketchup shows the current shutter size mis-match in the 3D model you attached above:



Note in this screenshot the shutters IRL appear to be simple wooden objects on hinges attached to the window frames:




PS: Perhaps Jim might share some of his considerable insights on the graphics edit methods he uses to achieve the wonderful ambiance of his 3D models when he creates the "faux AO" in a graphics application ? :wizard:



FYI: A restoration via a web page archive, of Jim's screenshots showing his excellent work from page 3 of his thread. ;)

X40 (KINF) Inverness, Florida

https://www.fsdeveloper.com/forum/threads/x40-kinf-inverness-florida.429786/post-846973


GaryGB
 

Attachments

Last edited:
Hi Gary,
Thanks for all your information. I wasn't really trying to create shutters that move, or actually fit the windows perfectly. It was just a close approximation of what was in the photo of the terminal. I did not do a tracing and then try to apply photo textures, but rather drew the objects freehand using sketchup. I am currently working on getting through all the tutorials that Jim has created, but uploaded a second model to see if the number of polygons (ie: drawcalls) is less. So everyone can see the jpg I used, I am attaching it.
Thanks again for everyone's help.
Jeff
TNCS Terminal Front.jpg
TNCS Queen of the Holy Rosary Church.jpg
 
Hi Jeff:

Please note your latter 3D model attached above has issues which Sketchup itself can not fix automatically. :alert:


Sketchup Menu > Window > Model Info > Statistics shows:

==================================================
Name : Edges
Count : 208055
==================================================

==================================================
Name : Faces
Count : 9704
==================================================

==================================================
Name : Component Instances
Count : 66
==================================================

==================================================
Name : Guides
Count : 0
==================================================

==================================================
Name : Guide Points
Count : 0
==================================================

==================================================
Name : Groups
Count : 0
==================================================

==================================================
Name : Images
Count : 0
==================================================

==================================================
Name : 3d Polylines
Count : 0
==================================================

==================================================
Name : Section Planes
Count : 0
==================================================

==================================================
Name : Dimensions
Count : 0
==================================================

==================================================
Name : Text
Count : 0
==================================================

==================================================
Name : Classification Types
Count : 0
==================================================

==================================================
Name : Classified Entities
Count : 0
==================================================

==================================================
Name : Component Definitions
Count : 10
==================================================

==================================================
Name : Layers
Count : 1
==================================================

==================================================
Name : Materials
Count : 30
==================================================

==================================================
Name : Styles
Count : 1
==================================================


In that same dialog box, when you click [Fix Problems] you may see this:




In addition to the unusually long MCX load time and Event Log errors, MCX statistics shown are:

==================================================
LOD : 100
Drawcalls : 23
Triangles : 405832
Texture vertices : 429112
Texture :
==================================================

==================================================
LOD :
Drawcalls : 1
Triangles : 10762
Texture vertices : 16302
Texture :
==================================================

==================================================
LOD :
Drawcalls : 1
Triangles : 214
Texture vertices : 266
Texture : texture_0.bmp
==================================================

==================================================
LOD :
Drawcalls : 1
Triangles : 28
Texture vertices : 60
Texture : texture_1.bmp
==================================================

==================================================
LOD :
Drawcalls : 1
Triangles : 412
Texture vertices : 564
Texture : texture_2.bmp
==================================================

==================================================
LOD :
Drawcalls : 1
Triangles : 948
Texture vertices : 1328
Texture :
==================================================

==================================================
LOD :
Drawcalls : 1
Triangles : 240
Texture vertices : 408
Texture :
==================================================

==================================================
LOD :
Drawcalls : 1
Triangles : 372
Texture vertices : 528
Texture :
==================================================

==================================================
LOD :
Drawcalls : 1
Triangles : 28
Texture vertices : 56
Texture :
==================================================

==================================================
LOD :
Drawcalls : 1
Triangles : 128
Texture vertices : 136
Texture :
==================================================

==================================================
LOD :
Drawcalls : 1
Triangles : 24612
Texture vertices : 28728
Texture :
==================================================

==================================================
LOD :
Drawcalls : 1
Triangles : 46410
Texture vertices : 44814
Texture :
==================================================

==================================================
LOD :
Drawcalls : 1
Triangles : 56574
Texture vertices : 53214
Texture :
==================================================

==================================================
LOD :
Drawcalls : 1
Triangles : 43176
Texture vertices : 47460
Texture :
==================================================

==================================================
LOD :
Drawcalls : 1
Triangles : 19824
Texture vertices : 21672
Texture :
==================================================

==================================================
LOD :
Drawcalls : 1
Triangles : 12264
Texture vertices : 9828
Texture :
==================================================

==================================================
LOD :
Drawcalls : 1
Triangles : 4200
Texture vertices : 7896
Texture :
==================================================

==================================================
LOD :
Drawcalls : 1
Triangles : 83748
Texture vertices : 80556
Texture :
==================================================

==================================================
LOD :
Drawcalls : 1
Triangles : 61404
Texture vertices : 61404
Texture :
==================================================

==================================================
LOD :
Drawcalls : 1
Triangles : 24108
Texture vertices : 25788
Texture :
==================================================

==================================================
LOD :
Drawcalls : 1
Triangles : 576
Texture vertices : 1152
Texture : texture.bmp
==================================================

==================================================
LOD :
Drawcalls : 1
Triangles : 48
Texture vertices : 96
Texture :
==================================================

==================================================
LOD :
Drawcalls : 1
Triangles : 12732
Texture vertices : 21240
Texture :
==================================================

==================================================
LOD :
Drawcalls : 1
Triangles : 3024
Texture vertices : 5616
Texture :
==================================================


The MCX Event Log from my efforts working with the latter 3D model attached above, shows:
Code:
5:40 AM    KMZReader    Information    Starting reading of file J:\Downloads\TNCS Queen of the Holy Rosary Church\Holy Rosary Church Saba.kmz
5:40 AM    AssimpReader    Information    Starting reading of file L:\Temp\ModelConverterX\models/untitled.dae
5:41 AM    AssimpReader    Information    Finished reading objects
5:41 AM    KMZReader    Information    Finished reading objects
5:41 AM    ObjectRenderer    Information    Starting generating OpenGL arrays...
5:41 AM    ObjectRenderer    Information    Finished generating OpenGL arrays
5:41 AM    ObjectRenderer    Information    Loaded texture: L:\Temp\ModelConverterX\models\untitled\texture.jpg
5:41 AM    ObjectRenderer    Warning        The size of untitled\texture.jpg is not a power of 2, this is required by FS
5:41 AM    ObjectRenderer    Information    Loaded texture: L:\Temp\ModelConverterX\models\untitled\texture_0.jpg
5:41 AM    ObjectRenderer    Information    Loaded texture: L:\Temp\ModelConverterX\models\untitled\texture_1.jpg
5:41 AM    ObjectRenderer    Information    Loaded texture: L:\Temp\ModelConverterX\models\untitled\texture_2.jpg
5:41 AM    ObjectRenderer    Warning        The size of untitled\texture_2.jpg is not a power of 2, this is required by FS
5:44 AM    ObjectRenderer    Information    Loaded texture: J:\Downloads\TNCS Queen of the Holy Rosary Church\Texture\texture.bmp
5:44 AM    ObjectRenderer    Information    Loaded texture: J:\Downloads\TNCS Queen of the Holy Rosary Church\Texture\texture_0.bmp
5:44 AM    ObjectRenderer    Information    Loaded texture: J:\Downloads\TNCS Queen of the Holy Rosary Church\Texture\texture_1.bmp
5:44 AM    ObjectRenderer    Information    Loaded texture: J:\Downloads\TNCS Queen of the Holy Rosary Church\Texture\texture_2.bmp
5:45 AM    BGLXWriter    Information    Starting writing of file J:\Downloads\TNCS Queen of the Holy Rosary Church\Scenery\Holy Rosary Church Saba.BGL
5:45 AM    MDL9Writer    Information    Starting writing of file J:\Downloads\TNCS Queen of the Holy Rosary Church\Scenery\Holy Rosary Church Saba_0.mdl
5:49 AM    MDL9Writer    Error        This object has over 65535 vertices and can not be exported to FS2004 MDL
5:49 AM    XMLWriter    Information    Starting writing of file J:\Downloads\TNCS Queen of the Holy Rosary Church\Scenery\Holy Rosary Church Saba.xml
5:49 AM    XMLWriter    Information    Finished writing of file J:\Downloads\TNCS Queen of the Holy Rosary Church\Scenery\Holy Rosary Church Saba.xml
5:49 AM    BGLCommp    Information    Parsing document: Holy Rosary Church Saba.xml
5:49 AM    BGLCommp    Information    ERROR C2014: Failed to load model data in file: J:\Downloads\TNCS Queen of the Holy Rosary Church\Scenery\Holy Rosary Church Saba_0.mdl
5:49 AM    BGLCommp    Information    ERROR C2149: Failed to load model data!
5:49 AM    BGLCommp    Information    ERROR C2340: Failed to finalize MODEL_DATA!
5:49 AM    BGLCommp    Information    ERROR C2032: XML Parse Error!  Element tree follows:
5:49 AM    BGLCommp    Information    ERROR: <FSData
5:49 AM    BGLCommp    Information    ERROR:     version = 9.0
5:49 AM    BGLCommp    Information    ERROR: >
5:49 AM    BGLCommp    Information    ERROR:     <ModelData
5:49 AM    BGLCommp    Information    ERROR:         sourceFile = J:\Downloads\TNCS Queen of the Holy Rosary Church\Scenery\Holy Rosary Church Saba_0.mdl
5:49 AM    BGLCommp    Information    ERROR:         name = 3a89815c42d81e9b385c1191aad4fd01
5:49 AM    BGLCommp    Information    ERROR:     >
5:49 AM    BGLCommp    Information    ERROR:
5:49 AM    BGLCommp    Information    ERROR C2024: Failed to process closing element tag <ModelData> near line 4!
5:49 AM    BGLCommp    Information    Parse complete!
5:49 AM    BGLXWriter    Information    Finished writing of file J:\Downloads\TNCS Queen of the Holy Rosary Church\Scenery\Holy Rosary Church Saba.BGL
5:53 AM    BGLXWriter    Information    Starting writing of file J:\Downloads\TNCS Queen of the Holy Rosary Church\Scenery\Holy Rosary Church Saba.BGL
5:53 AM    MDL9Writer    Information    Starting writing of file J:\Downloads\TNCS Queen of the Holy Rosary Church\Scenery\Holy Rosary Church Saba_0.mdl
5:56 AM    MDL9Writer    Error        This object has over 65535 vertices and can not be exported to FS2004 MDL
5:56 AM    XMLWriter    Information    Starting writing of file J:\Downloads\TNCS Queen of the Holy Rosary Church\Scenery\Holy Rosary Church Saba.xml
5:56 AM    XMLWriter    Information    Finished writing of file J:\Downloads\TNCS Queen of the Holy Rosary Church\Scenery\Holy Rosary Church Saba.xml
5:56 AM    BGLCommp    Information    Parsing document: Holy Rosary Church Saba.xml
5:56 AM    BGLCommp    Information    ERROR C2014: Failed to load model data in file: J:\Downloads\TNCS Queen of the Holy Rosary Church\Scenery\Holy Rosary Church Saba_0.mdl
5:56 AM    BGLCommp    Information    ERROR C2149: Failed to load model data!
5:56 AM    BGLCommp    Information    ERROR C2340: Failed to finalize MODEL_DATA!
5:56 AM    BGLCommp    Information    ERROR C2032: XML Parse Error!  Element tree follows:
5:56 AM    BGLCommp    Information    ERROR: <FSData
5:56 AM    BGLCommp    Information    ERROR:     version = 9.0
5:56 AM    BGLCommp    Information    ERROR: >
5:56 AM    BGLCommp    Information    ERROR:     <ModelData
5:56 AM    BGLCommp    Information    ERROR:         sourceFile = J:\Downloads\TNCS Queen of the Holy Rosary Church\Scenery\Holy Rosary Church Saba_0.mdl
5:56 AM    BGLCommp    Information    ERROR:         name = 3a89815c42d81e9b385c1191aad4fd01
5:56 AM    BGLCommp    Information    ERROR:     >
5:56 AM    BGLCommp    Information    ERROR:
5:56 AM    BGLCommp    Information    ERROR C2024: Failed to process closing element tag <ModelData> near line 4!
5:56 AM    BGLCommp    Information    Parse complete!
5:56 AM    BGLXWriter    Information    Finished writing of file J:\Downloads\TNCS Queen of the Holy Rosary Church\Scenery\Holy Rosary Church Saba.BGL
6:14 AM    ObjectRenderer    Information    Starting generating OpenGL arrays...
6:14 AM    ObjectRenderer    Information    Finished generating OpenGL arrays
6:14 AM    ObjectRenderer    Information    Loaded texture: J:\Downloads\TNCS Queen of the Holy Rosary Church\Texture\texture.bmp
6:14 AM    ObjectRenderer    Information    Loaded texture: J:\Downloads\TNCS Queen of the Holy Rosary Church\Texture\texture_0.bmp
6:14 AM    ObjectRenderer    Information    Loaded texture: J:\Downloads\TNCS Queen of the Holy Rosary Church\Texture\texture_1.bmp
6:14 AM    ObjectRenderer    Information    Loaded texture: J:\Downloads\TNCS Queen of the Holy Rosary Church\Texture\texture_2.bmp
6:15 AM    ObjectRenderer    Information    Starting generating OpenGL arrays...
6:15 AM    ObjectRenderer    Information    Finished generating OpenGL arrays
6:15 AM    ObjectRenderer    Information    Loaded texture: J:\Downloads\TNCS Queen of the Holy Rosary Church\Texture\texture.bmp
6:15 AM    ObjectRenderer    Information    Loaded texture: J:\Downloads\TNCS Queen of the Holy Rosary Church\Texture\texture_0.bmp
6:15 AM    ObjectRenderer    Information    Loaded texture: J:\Downloads\TNCS Queen of the Holy Rosary Church\Texture\texture_1.bmp
6:15 AM    ObjectRenderer    Information    Loaded texture: J:\Downloads\TNCS Queen of the Holy Rosary Church\Texture\texture_2.bmp
Of particular note in the Event Log is this:

5:49 AM MDL9Writer Error This object has over 65535 vertices and can not be exported to FS2004 MDL


If you are willing to take the time to explore with us in more detail, how to use Sketchup to create 3D models for FS2004, we may be able to help you resolve these latter issues, and perhaps to optimize all your future 3D models as well. ;)


PS: There is a lot of fun to be had in FS2004 (aka "FS9").

But, considering the extremely powerful computer you use, you could be flying / developing for FSX and/or P3D with even greater realism. :idea:

(...And MSFS 2020 is rumored to be released this year ?)


I also believe we can help you install either one of the new FS versions on your new system.

https://www.fsdeveloper.com/forum/threads/changes-in-stock-airport-not-working.447165/

https://www.fsdeveloper.com/forum/threads/cant-create-new-airport-using-ade-for-fs9.447174/

https://www.fsdeveloper.com/forum/t...unway-even-with-exclusions.447627/post-846076


GaryGB
 

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Last edited:
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