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Streamlining XtoMDL Across Multiple Platforms

The improvements are more detail map settings, material scripts and a second set of uv coordinates. But the rest is the same as v3 as far as I know now.
 
Your command lines are correct structurally and the fact that the NULL buildlog is created confirms this. This has happened to me as well (even before this update) but it was always due to an error in the model exported. This is what happened for me as mentioned above for one of my models. The one that would not compile under v3 but did under v4. Why v4 worked while v3 didn't I cant say, for now. I tested all four versions with another model and it was successful every time.
Have you tried it with other models?
Paul, the Lear 60XR has been exporting/compiling just fine on my now-dead dev computer, and still export/compiles perfectly on my backup dev computer.

It is only failing to compile on my under-construction "new" dev computer, so the model is not at issue here. Additionally, the same .x and .xanim files will compile using the P3Dv1.4 XtoMDL.exe when run manually in a command box. The same is true of the P3Dv4.x XtoMDL.exe.
 
Bill, I think Tom may be correct and it's an administrative problem. The command line is the same as we were using when you had your old dev. system running. If I remember correctly you were running Windows 7 and now have 10. I'm willing to bet that is the case. I can't imagine what else it could be.
If any of your work folders don't have full privileges then the non-related XtoMDL commands in the string may be causing a failure.
 
Additionally, one of the devs over at SOH has recently setup the same on his Windows 10 OS and has not encountered a problem, said it worked as advertised.
 
SOLVED!

Actually, I never could get your described method to work at all despite spending over six hours on it.

I went back and re-read my Wiki entry, and decided to try my original method of putting all my "begs in one askit" so to speak...

...by having the entire CMD string in the Shortcut itself! These worked perfectly the first time around:
Compile FSX/P3D MDL
Code:
%windir%\system32\cmd.exe /K D:"\Prepar3D v1 SDK\3DSM2012_x64\Plugins\XToMDL.exe" /XANIM /DICT:D:"\Prepar3D v4 SDK 4.0.28.21686\Modeling\3ds Max\bin\modeldef.XML" > buildlog.txt

Compile P3Dv4 MDL
Code:
%windir%\system32\cmd.exe /K D:"\Prepar3D v4 SDK 4.0.28.21686\Modeling\3ds Max\3DSM2012_x64\Plugins\XToMDL.exe" /XANIM /DICT:D:"\Prepar3D v4 SDK 4.0.28.21686\Modeling\3ds Max\bin\modeldef.XML" > buildlog.txt
For some weird reason, I can't seem to get your custom buildlog construction to work either...
...my method using just a redirect and name (> buildlog.txt) creates the file, but leaves it in the SDK's \plugins folder. :confused:

If I use your redirect version, %1 >"%~p1\%~n1_buildlog.txt"
all I get is an error message in the CMD Box stating "Cannot find the path specified" :ziplip:
 
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Bill,

xtomdl.exe /xanim /dict:"Path to modeldef.xml" /xmlsample %1 >"%~p1\%~n1_buildlog.txt"

On [Send to] the command line adds [file name + file path] to [%1]
XtoMDL processes the file creating the .MDL in the originating folder and
redirects output [>] to [file name]=([%~p1=originating path in %1]\[%~n1=file name prefix in %1]_buildlog.txt)

I think as before that the permissions set, on your system, will not let the command string derived from %1 write to the folder and is causing the whole process to fail.
 
I think as before that the permissions set, on your system, will not let the command string derived from %1 write to the folder and is causing the whole process to fail.
I have the shortcuts set to use Administrator mode. I'll check the Permissions for the folder currently being used later when I can set aside some time.

If I use this, it falls over dead with a "cannot find specified folder" (or similar message):
Code:
%windir%\system32\cmd.exe /K D:"\Prepar3D v4 SDK 4.0.28.21686\Modeling\3ds Max\3DSM2012_x64\Plugins\XToMDL.exe" /XANIM /DICT:D:"\Prepar3D v4 SDK 4.0.28.21686\Modeling\3ds Max\bin\modeldef.XML" %1 >"%~p1\%~n1_buildlog.txt"

In the meantime, I am now able to actually compile exports from Max for both FSX/P3D and P3Dv4. The 'custom buildlog' is a nice feature, but not really all that critical since I do get an actual log now, just not conveniently renamed or placed, which is hardly a show-stopper. :wave:

In the meantime, I've now lost nearly three weeks of productive work, so am scrambling to get caught up! :yikes:

Again, I sincerely thank you Paul for your kind assistance and detailed explanations. It's been many, MANY decades since I last worked with DOS type command lines! :scratchch
 
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Paul,

First, thanks for asking me to have a look at the streamlined system. I began by installing FSX, FSX SE, P3D v3 and P3D v4 clean on separated drives, so there should be no old baggage to cause any glitches.

I took the further step to assign a dedicated "Add On" folder to service P3Dv3 and P3Dv4. FSX still has all of the working files resident within the sim folder.

For scenery ground polys and objects, I'm using Arno's MCX latest revision for placement in the parent scenery folders.
Aircraft are added as normal...no installer as of yet.

I've also taken into account all of the above comments while I work through updating my current work load. This consists of four major scenery projects and four aircraft.
I have been going through the scenery and integrating the bump and specular files I had previously created for the runway, taxiway and tarmac surfaces.

All four aircraft, which have been performing perfectly in FSX, SE and V3 have also translated to V4 with no glitches. The F7F Tigercat VC project specifically was developed around 64bit and has improved dramatically in V4, even with its high poly count.

I've been updating all of the projects using the syntax you have provided here. I have not had the opportunity to test all of the variables covered in the above comments, but as of this post I am having success with the models I have exported using your syntax.

The weird thing...
I have never been able to use ground poly bump mapping in V3 without having rather pronounced shader issues i.e. dramatic changes in lighting depending on viewing angle. I rendered those models for V4 and they worked as I had intended, utilizing bump and specular on asphalt, concrete and apron textures. After I compiled those models from the V4 XtoMdl compiler, those textures apparently work in P3Dv3...not sure why yet.

Aircraft are compiling without any issues but are still WIP as I am adding some interior lighting effects that will utilize the new V4 SDK tools.

As I write this post my output system has never been as efficient as it is now. BTW...thanks Bill for the original shortcut method. With the added syntax, my export/compile process has actually become rather enjoyable. I know my desktop is much less cluttered.

As I work through the variables as described in the comments here, I'll post up any bits of useful info that I might run into.
 
This is an update on my simple compiling system across multiple SDKs for 3ds Max users*.

Supported versions of Max **

P3Dv1.4
7, 9, 2009, 2011, 2012
P3Dv2.x
7, 9, 2009, 2011, 2012, 2012x64, 2014x64, 2015x64
P3Dv3.x
7, 9, 2009, 2011, 2012, 2012x64, 2014x64, 2015x64, 2017x64
P3Dv4.x
2012, 2012x64, 2014x64, 2015x64, 2017x64

*I will also examine gMax and Blender and see if I can incorporate them as well.

Hi Paul,

Did you ever test this out with Blender?

I am using Blender v3.6.5 and the Blender2P3DFSX v1.0.20 Toolset.

Building my first FSX aircraft for a friend. (He only has FSX.)

Thanks for any advice! :)
 
Hi Paul,

Did you ever test this out with Blender?

I am using Blender v3.6.5 and the Blender2P3DFSX v1.0.20 Toolset.

Building my first FSX aircraft for a friend. (He only has FSX.)

Thanks for any advice! :)
I'm sorry Melo965, I never got any farther then this. My design days are over for reasons beyond my control.

Paul
 
I'm sorry Melo965, I never got any farther then this. My design days are over for reasons beyond my control.

Paul
Paul,

Thanks for your reply. I am gradually figuring out how to export to FSX from Blender. Making good progress, I think.

Appreciate the many posts you have previously made. Learned a lot from some of your other posts here on this site. :)
 
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