Makemdl: Difference between revisions
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Normally, this file is located in the same folder in which MakeMDL.exe resides, e.g. "C:\gmax\gamepacks\fs2004\plugins" | Normally, this file is located in the same folder in which MakeMDL.exe resides, e.g. "C:\gmax\gamepacks\fs2004\plugins" | ||
== MakeMDL.cfg == | == Sample MakeMDL.cfg == | ||
[Settings]<br> | |||
LastDir=<br> | |||
SaveDir=''C:\gmax\GAMEPA~1\FS2004\plugins'''''<br><br> | |||
[Options]<br> | |||
Debug=1<br> | |||
ViewLog=0<br> | |||
KeepErrorLog=1<br> | |||
Keep=0<br> | |||
I8=1<br> | |||
I=0<br> | |||
FullMat=1<br> | |||
Deffallback=1<br> | |||
WeldPoints=0<br> | |||
Optimize=0<br> | |||
Flatten=0<br> | |||
NoAnimate=0<br> | |||
HasReflectMap=1<br> | |||
;HasNightMap=0 | ;HasNightMap=0 | ||
;HasLightMap=1 | ;HasLightMap=1 | ||
| Line 37: | Line 34: | ||
;Vis=0 | ;Vis=0 | ||
;Crash=0 | ;Crash=0 | ||
;XML=1 | ;XML=1 | ||
Of special interest to avid modellers for FS9 are the "Debug", "KeepErrorLog", "WeldPoints", "Optimize" and "Flatten" settings.<br><br> | Of special interest to avid modellers for FS9 are the "Debug", "KeepErrorLog", "WeldPoints", "Optimize" and "Flatten" settings.<br><br> | ||
;Debug: Set to "1" (no quote marks) to enable debug functionality<br> | ;Debug: Set to "1" (no quote marks) to enable debug functionality<br> | ||
;KeepErrorLog: Does not delete the log file if set to "1"; useful for finding erroneous parts or animations<br><br><br> | ;ViewLog: Automatically opens the log file after compilation if set to "1"<br> | ||
The next three settings can be a cure to the 4mm vertex weld issue otherwise present for FS9 models | ;KeepErrorLog: Does not delete the log file if set to "1"; useful for finding erroneous parts or animations<br> | ||
;Keep: Does not delete temporary files created during compilation if set to "1"<br> | |||
;I8: ???<br> | |||
;I: ???<br> | |||
;FullMat: ???<br> | |||
;Deffallback: ???<br> | |||
;<br><br> | |||
The next three settings can be a cure to the 4mm vertex weld issue otherwise present for FS9 models (very notable and annoying in virtual cockpits) | |||
;WeldPoints: Disable vertex welding if set to "1".<br> | |||
;Optimize: Does not optimize the mesh if set to "0"<br> | |||
;Flatten: Set to "0"<br> | |||
<br> | |||
;NoAnimate: Does not parse animations during compilation if set to "1"<br> | |||
;HasReflectMap: Set to "1" to enable reflectivity for the model. Make sure to put a "_t" suffix into the texture's file name, e.g. "fuselage_t.bmp" and make sure "Reflections" is enabled in FS9's "display" menu. | |||
[[category:Modelling]] | [[category:Modelling]] | ||
Revision as of 12:39, 20 December 2012
Basics
MakeMDL is the primary compiler for objects created for Microsoft's Flight Simulator 9
In its latest iteration, available in the MakeMDL SDK [1] for FS9, it supports input commands via a file named "makemdl.cfg". Normally, this file is located in the same folder in which MakeMDL.exe resides, e.g. "C:\gmax\gamepacks\fs2004\plugins"
Sample MakeMDL.cfg
[Settings]
LastDir=
SaveDir=C:\gmax\GAMEPA~1\FS2004\plugins
[Options]
Debug=1
ViewLog=0
KeepErrorLog=1
Keep=0
I8=1
I=0
FullMat=1
Deffallback=1
WeldPoints=0
Optimize=0
Flatten=0
NoAnimate=0
HasReflectMap=1
- HasNightMap=0
- HasLightMap=1
- HasDamageMap=0
- NegateZ=1
- NoLeftToRight=0
- SwapBH=0
- Vis=0
- Crash=0
- XML=1
Of special interest to avid modellers for FS9 are the "Debug", "KeepErrorLog", "WeldPoints", "Optimize" and "Flatten" settings.
- Debug
- Set to "1" (no quote marks) to enable debug functionality
- ViewLog
- Automatically opens the log file after compilation if set to "1"
- KeepErrorLog
- Does not delete the log file if set to "1"; useful for finding erroneous parts or animations
- Keep
- Does not delete temporary files created during compilation if set to "1"
- I8
- ???
- I
- ???
- FullMat
- ???
- Deffallback
- ???
The next three settings can be a cure to the 4mm vertex weld issue otherwise present for FS9 models (very notable and annoying in virtual cockpits)
- WeldPoints
- Disable vertex welding if set to "1".
- Optimize
- Does not optimize the mesh if set to "0"
- Flatten
- Set to "0"
- NoAnimate
- Does not parse animations during compilation if set to "1"
- HasReflectMap
- Set to "1" to enable reflectivity for the model. Make sure to put a "_t" suffix into the texture's file name, e.g. "fuselage_t.bmp" and make sure "Reflections" is enabled in FS9's "display" menu.