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(SOLVED) Objects not showing in Airport Design Editor.

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82
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australia
I am trying to upload a custom object into ADE
Here is my workflow:
1. Model the object in Sketch Up and export as COLLADA.
2. Convert COLLADA to MDL using Model Converter X
3. Import MDL file into a BGL library and upload to ADE.
4. I then save the file and compile into FSX.
When I opened FSX, my other changes have had effect but my object is not showing.
Any help would be appreciated. :)
 
OK at step 3 I assume you created a library bgl file containing the model or did you add the model (mdl) directly to ADE?

If you created a library bgl file then please confirm that you added information about the model via the Library Object Manager (LOM) and then placed the object in the ADE display?

If you created a library bgl then you also need to add that and any textures into an active scenery folder in Sim (the same place you put the compiled airport bgl file generated with ADE) Did you do that?

Adding an object via a library bgl to ADE is not enough to get it displayed since you are just telling ADE about the object but not including the mdl itself. If you add the mdl file directly to the project using List > Models then the object will get compiled into the airport bgl file.
 
OK at step 3 I assume you created a library bgl file containing the model or did you add the model (mdl) directly to ADE?

If you created a library bgl file then please confirm that you added information about the model via the Library Object Manager (LOM) and then placed the object in the ADE display?

If you created a library bgl then you also need to add that and any textures into an active scenery folder in Sim (the same place you put the compiled airport bgl file generated with ADE) Did you do that?

Adding an object via a library bgl to ADE is not enough to get it displayed since you are just telling ADE about the object but not including the mdl itself. If you add the mdl file directly to the project using List > Models then the object will get compiled into the airport bgl file.
I used library creator x to make the bgl library.
I will try putting the textures and the library into the folder.
Thanks.
 
Last edited:
OK at step 3 I assume you created a library bgl file containing the model or did you add the model (mdl) directly to ADE?

If you created a library bgl file then please confirm that you added information about the model via the Library Object Manager (LOM) and then placed the object in the ADE display?

If you created a library bgl then you also need to add that and any textures into an active scenery folder in Sim (the same place you put the compiled airport bgl file generated with ADE) Did you do that?

Adding an object via a library bgl to ADE is not enough to get it displayed since you are just telling ADE about the object but not including the mdl itself. If you add the mdl file directly to the project using List > Models then the object will get compiled into the airport bgl file.
I tried putting the object and textures into the addon scenery folder, but the object is still not showing
 
I tried putting the object and textures into the addon scenery folder, but the object is still not showing

You put the library bgl you created into addon scenery\scenery and textures into addon scenery\texture ?
 
I got a similar problem. I compiled a MDL and added it to the ADE model list. Ok, when I add the Model to the airport AS-IS (No changes) it will show up, but at the wrong altitude and so on. But, If I cahnge anything on the model (Alt.Scale, etcc..) and compile the airport, the object no longer shows up and no object .bgl is ever created in the addon folder. Why does it work the first time, but not the second time. If I change everything back to the original settings, and compile the airport, it no longer shows. What the heck am I doing wrong?
 
OK, I created a 3d image and converted it to a .OBJ in photoshop(the only 3d tool I know how to use). I then loaded the .obj into 'model converter x' then added my textures, everything appears the way I want it in the preview in 'mdlcx' I then saved the .mdl and the .bgl into my FSX/addon.../scenery folder, then saved the textures into the FSX/addon../texture folder (this has worked flawlessly for every other objects I have made, but they were all 2d models and showed up as "flat" images in FSX) I wanted to make things look a little better by using 3d models that weren't flat (my fisrt time doing this). Ok, I then added the model into the ADE model list, and the BGL file to the library. Everything compiles correctly, but the object does not show in FSX. I noticed that when I placed the object in ADE, it showed up as a 'red dot' and not as an object. Is there something wrong with my object or something I did wrong when I created it in MDLCX. Help, please. I really want to learn how to use 3d objects instead of the flat ones I've been using.
 
If it shows up as a dot in ADE, then it is likely that your object is not a 3-D object that ADE or MCX can interpret. I have never heard of using Photoshop to create a 3-D object for FS.
 
I found my problem, I was saving the object as a wavefront object , and for some reason although 'MCX' will import wavefront files, it don't seem to convert them correctly. I started saving them as 'COLADA" .dae objects then import them into 'mcx' add my textures, save as .FS MDL' and wala! it worked, scaling is a bit tricky though. I'm still learning on creating more realistic objects, I got the basics down though, they look a little better than those flat images I was using. Photoshop (CS6 to be exact) will let you change 2d images to 3d objects (with a little work) and save them as 3d objects that 'mcx' can work with. I never heard of doing it either, but I decided to give it shot just to see. It works though. Don't think you could make complex objects that way, but simple ones will work. I doubt you could make 3d scenery though unless you have a lot of skill and knowledge about creating 3d objects.
 
Like I said though, it's a bit tricky. You do need a good knowledge of creating 3d images in photoshop, and it's probably not the best program to use for FSX.
 
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