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SketchUp API macro's

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netherlands
Is it possible to convert SketchUp models to API or SCM macro's? (Yes, it's old, but I have a quite slow PC)

I use FSSC as scenery placement program and it gives me the ability to insert my own API or SCM macro's. I have created a building in SketchUp that I like to insert it via FSSC, but I don't have any idea how to do that.

Does anyone have a suggestion?
 
Hi,

That is not possible directly, my ModelConverterX tool can not export to SCASM macros.

But what FS version are you using? For FS2004 you could make a library BGL with FS2004 MDL files and then call these objects with an API macro if you still wish to place to them FSSC.
 
I still use FS2002. It can sound quite weird, but it's because I don't trust my PC with FS2004. But do you know a way to convert a sketchup-model to a FS2002 API (or SCM) macro?
 
Hi,

I don't think there is an easy way to do that. Actually I am not sure if there is a way at all.

The only approach I can think of is like this:
  • Import in ModelConverterX and export as 3DS or Wavefront OBJ file
  • Find a tool to convert those to DXF (maybe Blender can do so)
  • Import the DXF file into FSDS and export as an API from FSDS

So this requires that you have FSDS and by using so many steps I am afraid you will loose quite some information on the way.
 
Hi,

PS: I wish we could inter-convert object models and libraries to/from versions FS2000 through FSX SP2/Acceleration all within MCX ! ;)

Maybe in the future, who knows :). But I started to make the tool to convert old objects forward. So doing the back-porting has lower priority on the todo list usually.

The FS2002 gampeack approach you mention might also work indeed. From GMax you can make a FS2002 style library with FSRegen. Probably easier than what I described :).
 
Thanks, Arno !


We all greatly appreciate everything you're doing with MCX and your other fine utilities; your FS utility coding priorities certainly seem well considered to try and help the most FS developers as your available time permits. :o


Kind Regards,

GaryGB
 
Ok, i've downloaded Gmax, and loaded my 3ds model in it. I found a makebgl program or something like that in my fs2002 folder. I can export it to a place now, bot i still can't make an API out op it. I heard something about FSregen, but I can't make an SCM or API with it. Does anyone know how to do this?
 
Hi,

Have a look at this tutorial. It explains how to use FSRegen to make a library of your GMax object and then call it with an API macro.
 
I have FSregen and read that tutorial, but they want me to have an asm file exported. But i can't find a plugin to export asm files. Perhaps i have an incomplete FS2002 gamepack?
(I'm quite annoying, am I not?)
 
Hi,

No, you are not annoying, we all had to go through similar learning curves in the past :).

Did you download the latest version of the FS2002 MakeMDL? The one that comes with the disks is not the latest. To be able to save the ASM files you need the updated version.
 
OK it was a good tip Arno!

Now makemdl can export two .asm files. I followed the wiki. I even got an API macro out of it! But there's one problem: if I get it in FSSC, and load it in FS, I get an error instead of a 3d model.

It says something like: "Scenery library object not found, this may cause some scenery, such as some buildings, to not display" and then a hexadecimal code: "ID:0x.......... 0x........... 0x............. 0x............." (I think it's a GUID).

Do I also have to place the library BGL, made in FSregen, in the "scenery" folder or is it an other problem? Did i have to do something with that object_0.asm file?

And do textures also display if you make a "texture" folder, and copy the textures you used in Gmax into it?
 
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Hi,

The ASM files are not used by FS2002. But the library BGL also needs to be in the scenery folder. Else you get the errors that you have, which means that the object (in the library) can not be found by FS.

You would have to put the textures in the texture folder of your project indeed. That is where FS will search for them.
 
I have placed the sketchup object in FS2002 using an API and via FSSC!!


A weird thing is that some faces don't display in a strange way:

| |
|_ _|
| |
A 1 2 B
_| |_
| |
| |

The lines are faces, I have made "sunken" faces in my model, and those faces make the problems: If you are in position A, you don't see face 1, but you can see face 2, if you are in position B, you don't see face 2, and you can see face 1.

What's wrong here?
 
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Hi,

Sounds like they are facing in the wrong direction. You don't see that in GMax as well?
 
I did it! I did the whole process again and it worked! I was satisfied with the result. I think I made a mistake when I exported the collada file: I didn't activate the "two sided faces" option, that caused that invisible-face-bug.
I couldn't have done this all without your help Arno! Thank you so much!

This is how I do it:
1. Make a model in sketchup
2. Export it as a collada .dae (the "two sided faces" option has to be activated, and the "triangulate faces" option as well)

3. Load it in ModelConverterX
4. Make sure the textures are in the right format and eventually rename them (mass texture editor)
5. Export as a .3DS file

6. Load it in Gmax. If the textures are gone, re-apply them. The faces with the same texture are all selected if you click one of them.
7. Export it with MakeMdl fs2002 (newest version) as a BGL file and make sure the "keep files" option is active. (If you make a flyable airplane, you can export a .mdl file this way to, then you are finished here with modelling)

8. Keep the asm files, the BGL file isn't necessary.
9. Open FSregen and the library creator.
10. Make a library of objects (select the object.asm file and not the object_0.asm file) and compile it to BGL (BGLC).
11. Call an API macro with the button.

12. Place the API(s) with FSSC (or airport, etc.)
13. Copy the FSregen compiled BGL in the scenery folder where FSSC placed another BGL. Copy the textures to the texture folder (24-bit bitmaps doesn't display, but 16-bit do. Use imagetool in the fs2002 gamepack to convert the textures to 16-bit.)

14. Happy flying!
 
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