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FS2004 ULE help!

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germany
Can someone explain to me in laymans terms how to use the ULE? I some home managed to get my EC155 exported (at the time 80K) but it was the size of a RC helo....made some more progress and now for the life of me cannot get everything in one shot....
Exported the fuselage and the main rotor that is blurred as EC-155 and the slow rotor and still rotor as 100.
renamed 100.x as EC-155_100.x and now I am stuck on what to do next....
 
Hi. I wrote the ULE tools, but don't use them anymore because no matter how complex your FS9 model an FSX version of it will be better by far.

So, my advice is to migrate your model to the FSX version of gmax, and do the necessary adaptations.
 
Of course, that won't be usable in FS9 (which is in the heading of this thread).
 
Hello Nater

First of all, are you using Gmax? If that is true, I have some notes about it and some files provided by our friends which are available here:
Videos:
https://mega.nz/#!EZhDkKha!1QPC4ao9YpSYWn1RoEPRVKbBbKssTfI1deaF4sxJ7kk

Files that may be needed:

https://mega.nz/#!dcJE0ISZ!wg5iAbiDL_CWIWBiwDfBrUrYbM8qGtA2MvjT0v6yhcY

Well, I must say that I only have exported a non animated model to FS9 using this method. Try this and I will try to help you:

This is a tutorial on how to do the Unlimited Export system that creates limitless polygon models, and does away with auto-weld issues where parts
in the cabins were destroyed by auto-welding, which crumpled up parts. Here, we export the plane in sections, back-dooring the program to think its
'LOD' sub files for the model. We use X and ASM file program modifiers to doctor them to work as a single MDL file in the end. Awesome system.
Thanks to Mjhan, Luka, Wozza, Arno and team, PropTrash (Kallen), and all the rest that figured out this amazing, nice process..

Note 1: Getting Gmax ready

1.- Install Gmax from scratch following Arno's instructions
2.- Install The FS2004 Gamepack and configure with Arno's instructions (yes... again!)
3.- Make a copy of your X:\gmax\gamepacks\fs2004 and rename the COPY as FS2004OriginalPure. Now, you'll have TWO game packs

X:\gmax\gamepacks\fs2004
X:\gmax\gamepacks\FS2004OriginalPure

4.- Open your D:\gmax\gamepacks\fs2004\plugins and create a subfolder inside of it. Parhaps named "Backup files"

5.- Transfer the files inside your D:\gmax\gamepacks\fs2004\plugins subfolder to D:\gmax\gamepacks\fs2004\plugins\Backup files

6.- Open the zipped file FS2004_MM_MkMDL.plugnplay (from Bill Leaming) and copy all files in D:\gmax\gamepacks\fs2004\plugins subfolder
(remember, it must be empty because you just have transfered all original files...)

This will be the "Regular" plugin gamepack mentioned in the video.

7.- In your d:\ folder, create a new folder named BGLC_9_Source. now you have:
d:\BGLC_9_Source

8.- Open the zipped file named BGLC_9_Source and copy the two files inside of it to d:\BGLC_9_Source
The files copied must have the next names:

d:\BGLC_9_Source\BGLC_9.exe
d:\BGLC_9_Source\BGLC_9_Source.html

Note 2: Exporting Process
In this step, I was having some issues. This is how I solved it:
No matter what, when you export the aircraft model with with the "regular" plugin (middleman, etc.), you MUST name your model as project.
Otherwhise, the ULE WON'T WORK. When you follow all steps and finally get your project.bgl, just rename it as YOU want. The renaming file
process will be the last step.

9.- At this point, you must have your model with all its parts correctly named, mapped and animated. Make sure your units are set to METERS before exporting. It's time to export all as X files. According to the video, all models should be exported to the desktop (it will be easiest in this way).
In this step you need to use the "Regular" plugin gamepack (X:\gmax\gamepacks\fs2004) in order to get the 'X' files.

Select and export each chunk of your model as follows:

* The exterior model (name it project.x),
* the interior model (name it 300.x)
* and the pilots and or crew (name it 400.x)

10.- Once you have your 'X' files (project.x, 300.x and 400.x) we need to rename those files because they will be the model LOD's as stated below:

* project.x leave it as is (exterior model)
* 300.x rename the file as project_300.x (interior model)
* 400.x rename the file as project_400.x (pilots and crew if any)

11.- Now we need the interior parts, in most models the exterior is the same as the interior. Remember, we are working now on the desktop,
make copies of project.x and project_300.x files in your desktop and rename the COPIES as:

* project - copy.X rename it as project_interior.X
* 300 - copy.X rename it as project_interior_350.X (we're gonna jiggle the name)

Now we have five files in the desktop:

* project.x
* project_300.x
* project_400.x
* project_interior.X
* project_interior_350.X


12.- Put the ULE folder in your desktop and move all files inside of it. Grab all files and drag over ULE folder.
with all files within the ULE folder, select all and drag them to the file named RUN_XFILES_SCALE, hit ENTER to continue and
again hit ENTER to continue; done!.

13.- From the ULE folder, drag out the five X files to the desktop. Now the project.X is the primary file. Now, we are goint to run it with the
stock MakeMDL located in:

X:\gmax\gamepacks\FS2004OriginalPure

14.- Open the folder X:\gmax\gamepacks\FS2004OriginalPure and we check the project.x file first. Drag the project.X file to the makemdl.exe file
within X:\gmax\gamepacks\FS2004OriginalPure. Once open, check the LOD's tab and verify that all name files are included:

Name LOD Type

* project_interior_350.X 350 Interior
* project_interior.X 100 Interior
* project_400.x 400 Outside
* project_300.x 300 Outside
* project.x 100 Outside
We're cool now!!!

15.- Once we've checked all go to the OPTIONS tab and do the following:

* turn on: Has ReflectMap
* turn off: Optimize
* turn off: Weldpoints
* switch on: Ignore Warnings
* switch on: Ignore bad normals
* switch off: Crash

then hit START

16.- At this point, you could easily follow the video to export your entire model with BGLC_9.exe
17.- If you have followed all instructions, you will have a file named project.bgl. It is your final model and you are able to rename it as desired;
for example, EC155.mdl.

That's it!

I hope this may be useful.
Kindest regards,
Sergio.
 
Last edited:
Thanks Sergio! I will try this when I get home tonight. Yes, working in GMax and I only use middleman and MDLCommander, so they are already in my plugins in Gmax...


BTW....how is your 429 project coming?
 
SWEETNESS! Thanks for the excellent instructions!!! Worked perfectly!!!!!!!


You can't imagine the happy dance I am doing now!

3dsmax143.jpg
 
I am using this method in an accelerated mode. You neeed both MDLCommander and Middleman. You do not need a separate "pure" folder as makeMDL is just makeMDL no matter how many times you rename it. This way you do not worry about several copies of parts.xml to synch. Just drop the X files into MkMDL.exe, with your one and only MkMDL.parts.xml.
In gMax:
  1. organize subtree in the "chunks" to be exported. (e.g. MyPlane, Myplane_300 and so on)
  2. on model tree use "select subtree"
  3. export selected.
  4. Middleman: choose "save X file" , "No Compile" and deselct "Keep files". This way you only export an X file
  5. go back to step 2 and repeat for all model chunks!
  6. now drag main X file into MkMDL.exe. have the task manager ready to kill it & BGLML.exe when your asm file appears.
  7. Edit ASM file as needed (I only remove visibility and add BGL call/return. Did not dig into 4mm override etc...)
  8. drop into BGLComp_9.exe (was that the name?).
  9. Enjoy!
Unless I want the complete model, I only export to FS normally the chunk I am working on....
 
@Nate
She looks aaaaaawesooooomeeeeee! :wizard:
Keep up the good work.

@Mario:
Thanks for the head up as well!!!

Kindest regards,
Sergio.
:)
 
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