• There seems to be an uptick in Political comments in recent months. Those of us who are long time members of the site know that Political and Religious content has been banned for years. Nothing has changed. Please leave all political and religious comments out of the forums.

    If you recently joined the forums you were not presented with this restriction in the terms of service. This was due to a conversion error when we went from vBulletin to Xenforo. We have updated our terms of service to reflect these corrections.

    Please note any post refering to a politician will be considered political even if it is intended to be humor. Our experience is these topics have a way of dividing the forums and causing deep resentment among members. It is a poison to the community. We appreciate compliance with the rules.

    The Staff of SOH

  • Server side Maintenance is done. We still have an update to the forum software to run but that one will have to wait for a better time.

ARNO's MDLX

on the aircraft when i am converting it from fs2004 to X the rudder key when you use it spins the rudder completely around its funny looking


i am working on converting the martin Mariner Freeware for FSX and P3D i just need to get the rudder to work correctly
 
Animation Tweaker

Try adjusting the Rudder with the Tweaker

attachment.php
 

Attachments

  • Untitled.png
    Untitled.png
    109.8 KB · Views: 4
when i open the model up in the tweaker thing how do i change the max move limit i dont see much it only says export
 
on the aircraft when i am converting it from fs2004 to X the rudder key when you use it spins the rudder completely around its funny looking

Are you seeing this in FSX or only in MCX?

Do not change anything until you test it in the sim.

You will see animation key frames in MCX that never show in the sim.

cheers,
Lane
 
on the aircraft when i am converting it from fs2004 to X the rudder key when you use it spins the rudder completely around its funny looking
i am working on converting the martin Mariner Freeware for FSX and P3D i just need to get the rudder to work correctly

Many FS9 models use this kind of rudder animation, you can convert it to FSX using a custom animation code in the MCX Animation Editor. First, you need to add the code lines from the attached TXT file to your ModelDef.xml file:
<animation name="Rudder_360_fs9" guid="065c0e10-cf50-4161-b7bc-fcbbf333370f" type="Sim" typeparam2="Rudder_360_fs9" length="100" typeparam="AutoPlay"></animation>
 

Attachments

  • FS9_Rudder_ModelDef.txt
    517 bytes · Views: 2
i have the current build number :)


Going to edit the modeldef.xml any one have any ideas why no matter what i try the windows are black even with a Transparent texture?
 
Maybe a dim question....but

Are Mcx and Mdlx the same Thing? I know this is probably an obvious question but I've been out of the loop a while whilst my rig's going through routine maintenance and people seem to be converting fs9 models to native left right and centre which I thought was impossible without going right back to source files. has someone done cracked it or am I getting the wrong end of the stick here?

Many thanks peeps

Hooky
 
I think MCX and MDLX are both short for ModelConverterX. Arno is still expanding and improving this brilliant tool, with the more recent development releases you are able to convert FS9 MDL files to native FSX. One of the show stoppers was that FS9 animations do not work in FSX but now you can convert those as well. To be successful you need some understanding of XML code which defines the animations in the SDK ModelDef.xml file.
 
Thanks for the reply. Thats fantastic news. The models I've seen converted so far have primarily been jets has anyone converted props or helos? Has a cure been found at last for the transparent rotor disk on my beloved simshed wessex???
 
Grumpy old gnome is working on that:banghead: FSX requires a animated prop disc in the model, then there seems to be some other materiel handwavium to get things showing and vanishing in the right places. So, a propeller is going to require a pair of animated disc's with the fast and slow prop blur, or at least one for fast blur, the existing prop animation gives the start and stop rotation. A rotor, depending on animation requirements might need two or three different animated disc's and/or custom coding for various blurs and coning-droop. Not impossible, I think, but I'll wager you'll tie your uvula to your outflow valve at least once, if you can avoid taking a nine-mil pill in frustration. I have no idea why I think this is a relaxing diversion...except in comparison to coping with third world ATC...
I have some prop disc's modelled in MDL format for MDLX merge, if any one else wants to join in this gluttonous orgy of self-abuse.
Drop a PM if you're not getting enough aggravation.:dizzy:
 
Nice to know it's being looked into if I have time tomorrow I may speed up the necessary work on the Rig and take time to experiment perhaps with the Virtavia F-4 Toom packs first and see where I get.
 
In MCX it's possible to get the prop discs to show by entering high numbers in the condition variables whilst importing. Once everything else is deleted they can be merged back into the rest of the model and visibility conditions applied.
Arno's made various things much easier in recent months.

I think from memory the most difficult part of the AS F-4s will be all the animations in the VC.
 
In MCX it's possible to get the prop discs to show by entering high numbers in the condition variables whilst importing. Once everything else is deleted they can be merged back into the rest of the model and visibility conditions applied.
Arno's made various things much easier in recent months.

I think from memory the most difficult part of the AS F-4s will be all the animations in the VC.

When you export the FS9 interior MDL to native FSX, the animated switches/levers modelparts are not clickable anymore. If you assign the correct animation, they will move but only upon keyboard commands. I have not been able yet to assign a new mouse click property to a switch/lever modelpart with MCX. The Hierarchy Editor has a feature to view/edit modelpart mouseclick properties but for some reason they are not saved once you export the FS9 MDL to native FSX.

BTW: Editing modelpart mouseclick properties of native FSX interior MDLs works with MCX.

Edit: I thought about converting the Alphasim F-4s but it does not make sense for me because there are good naval F-4's now for FSX (Milviz F-4J/S and very soon SimWorks Studios F-4B/N). The ones that might be worth doing are the newer pack 3 RF-4/RAF Spey engined models because these do not exist for FSX. You might consider converting the exterior only, then marry it with a good native FSX interior. I can highly recommend the Milviz F-4 - I use the J/S interior with the IRIS RAF Phantom exterior, works like a charm.
 
Last edited:
The switches are a mixed bag. I'm finding some are clickable in VC...dunno what the difference is. Both Bruce's X-wing and Tim's Y-wing cockpit all have working clickspots.
 
The switches are a mixed bag. I'm finding some are clickable in VC...dunno what the difference is. Both Bruce's X-wing and Tim's Y-wing cockpit all have working clickspots.

Maybe they use 2D gauges with mouse click area's ?
 
In MCX it's possible to get the prop discs to show by entering high numbers in the condition variables whilst importing. Once everything else is deleted they can be merged back into the rest of the model and visibility conditions applied.
Essex, could you clarify this a bit. I am having some trouble wrapping my old grey head around this. LOL
 
Back
Top