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FSX Native Conversion Tutorial

falcon409

Moderator
Staff member
I may have dreamed this, but I thought that several years ago someone here put together a tutorial on how to get started with converting aircraft to Native FSX. The two that came to mind were Henk and Shessi, but I came up dry there unless I'm not looking deep enough. Any ideas?
 
The tutorials I remember are good but were based on older versions of MCX, so can be a little bit confusing at first. One thing that's important is to use the development version of MCX.
 
. . . . .One thing that's important is to use the development version of MCX.
Actually I didn't know there was anything other than the Development version. I've been using MCX for years for converting my Sketchup models and every time there's been an update I've installed it. . .just did another one a few days ago. Currently Ver 1.4.0.0 cbd41df3 DEV 7/8/2019.
 
Well, first conversion attempt (FS9 L-16) ended with about 50 lines of "Failed" information. All seemingly referring to Makemdl or some function of that. I had already gone over all the "Options" settings and everything was consistent with where they should be so no idea why all the errors. I had just completed reassigning all the animations and assigned a new name and GUID number and exported as FSX MDL. . .proceeded to spit out line after line of errors, lol
 
Also check whether the model has multiple LODs. MCX will generate a light attach point for every LOD and then barf on compile because of duplicate light entries.

Gavin
 
Thanks guys, I'm going to set this aside for a few years and let it marinate, lol

I'm going back to flying!!
 
I think when you use MCX' options to point to a new modeldef.xml, you need to exit MCX and restart it. Then the new modeldef.xml will be used.
 
Oh, man, this is a subject I'd love to see some tutorials focused on this subject (Using MCx to convert to FSX)(Change texture types, etc.).

I was hoping to modify the Alphasim Bobcat to fix the instrument panel in the VC, and ended up lost. I wanted to remove the landing gear control box and some other box that weren't supposed to be there (the landing gear is controlled by a switch on the panel) to make the panel more realistic, and remove some plane that was causing issues in the VC and blocking the panel in some models I found out there, and recompile it, but, MCx removes animations(? I believe I'm correct there?). And how come I can't see the rudder pedals when I read the model into MCx?

So I started working on the GMax model to add the animations in... (where did the rudder pedals go?). But I'm not experienced enough with GMax. I have been using engineering Solid Modeling software since the late eighties, so it's not beyond me, but that interface is too much like an Apple interface, and I just ain't any good at that.... And then I deleted the LOD's, which I guess I shouldn't have done... sigh

I did figure out a way to convert SolidWorks models into GMax models though, so that was a plus. I can model in that and the old I-DEAS Master Series all day long.... :)

Learning GMax would be a huge help for me in scenery design, too...

I've got a ton of started nearly done projects and would love to finish them this winter....

I will check out Tom Gibson's tutorial referenced above...
 
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