P3D v4 View in MCX

#1
I have a Library with 13 objects in it.
When i check them they all show up except there is one that do not show in the screen (screen is blank/empty) and one that is to close (i have to zoom out).

When i am on the that object ( that do not show up ), I have to click on [ reset view ] then on [ default view ] then it show up in the middle of the screen but very small / far away.
I have to zoom in to see the object.

Question: Is there a way to keep that object so that the next time a look at it, it will show up at the zoom i just chose?
 

tgibson

Resource contributor
#3
Click the Display Bounding Box button and see what the box looks like. If it's very large, that's why it displays so small.
 

arno

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#4
Like Tom says the model probably contain something (an attachpoint or so) that causes the bounding box to get huge. Or you might have found a bug in MCX.

If you can't figure out why the bounding box is so big, I can have a look at the BGL file.
 
#5
i cannot see what is wrong . The bounding box seem OK and dont see no attachpoint.

Here is the BGL file . Maybe you can see my problem.
Specially with «Jumptower animated1»
 

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arno

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#7
Hi,

The answer is actually in the name of the object already, it's the animation. The object has one weird model part that is animated until 1 million meter under the ground. This messes up the calculation of the bounding box.
 

arno

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#9
I just removed that one part, it seems to be a small part anyway. But maybe it was put in on purpose.
 
#10
I'm trying to open/edit the .MDL but i cannot find how to?

What program do you use to open/edit the .mdl file ?

I know that the MDL tweaker does not work...
 
#11
I just quickly read thru your post and I may be coming in here during the 7th inning stretch, so please forgive, but you can certainly open an MDL with MCX and you can edit such things as "name" and GUID. With the "attached object editor" you can make some mods to attachpoints or add same. To change such things as texture files and names, I have found it necessary to "export" the the MDL to a format such as 3ds max and then work with is with a program such as Blender or Gmax.
Again, I apologize if I have totally missed the point of your open/edit an MDL.
Lemon
 
#12
To change such things as texture files and names, I have found it necessary to "export" the the MDL to a format such as 3ds max and then work with is with a program such as Blender or Gmax.
Nope, you can do that in the material editor. But you cannot modify the UV mapping of the textures as that has to be done in the program you made your model with.
 

tgibson

Resource contributor
#13
Hi,

To edit the MDL file (i.e. remove that part) you use the Hierarchy Editor. Click the Highlight Selected box, click through the parts on the left until the one you want turns red, and click Remove. In the Hierarchy Editor you can also change the animation variable used, as well as set a visibility condition.

A short description of the Hierarchy Editor is included in this page of my FS2004 aircraft conversion tutorial:

http://www.calclassic.com/convert_tutorial/part2.html

Hope this helps,
 

arno

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#16
What I did was check in the hierarchy editor which part gives the enormous bounding box and then I removed those nodes.
 
#17
Nope, you can do that in the material editor. But you cannot modify the UV mapping of the textures as that has to be done in the program you made your model with.
Roby,
Holy smoke!!! It works! I used the Material Editor as you instructed...BOOM!....like a champ, Exactly what I wanted and 1000x faster and easier than my suggestion... :)

Arno, Thank you for MCX...its awesome!!

Lemon
 
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