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FMS Forum • View topic - Converting .x back to .mqo?

Converting .x back to .mqo?

Converting .x back to .mqo?

Postby Tigermoth » Mon Oct 30, 2006 12:40 pm

Hi

Is there a way to convert .x files back to .mqo format?

Tried searched the forums, without any luck.

Thanks
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Postby TreeHugger » Mon Oct 30, 2006 3:15 pm

Hi Tigermoth,

reads .x and writes .mqo (among other formats). The results are not always perfect, but it's worth a trial. I suggest reading the whole thread, because it adresses some typical problems with UMC2.

Regards,
Frank
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Postby Tigermoth » Mon Oct 30, 2006 5:25 pm

Thanks for that, TreeHugger.

That program does open .x files, but the planes I tried to save as .mqo files lost their list of objects, which were replaced with a single object called 'comp1.mod' in Metasequoia LE.

Also thought the models hadn't even appeared in Metasequoia, but it was just the scale has converted to miniature. Would be interested to see if this program produces the same results for everyone else.
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Postby Kevinator_9 » Mon Oct 30, 2006 6:19 pm

There was a x to geo file cobverter. Don't know what a geo file is for...
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Postby TreeHugger » Mon Oct 30, 2006 6:46 pm

Hi again,

the UMC2 does not merge the single objects into one, they are already merged within the .x-files. That's what metaseq does upon directX export.

Simply open one of the .x-files with notepad, and you'll see they consist of just one object. Several objects within one file are not properly read by FMS, it's a matter of the DirectX version.

All that helps is cutting them again if you need the parts seperated.

Regards,
Frank
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Postby Tigermoth » Mon Oct 30, 2006 9:08 pm

I take your point about what Metasequoia does to the exported files, but I've no idea how to reverse an .x file back to a workable .mqo file, with objects separated and workable upon import.
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Postby TreeHugger » Mon Oct 30, 2006 10:07 pm

Hi Tigermoth,

a .mqo file with seperated objects can not be generated automatically from the .x file. :( The object information is lost and nowhere present in the exported file.

If you want seperated objects, you need to cut them manually:
1) choose "selsect", then "select joined faces",
2) select continous faces from one object,
3) refine your selection with normal select,
4) Menu: "move selected to new object".

That's it, regards,
Frank
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Postby plastic bonsai » Tue Oct 31, 2006 6:05 am

UMC2 can also be used to break down models into separate parts - see the notes attached to the program.

The X files in FMS have model sized dimensions - of the order of 1-3 metres. The .mqo models are about 100 times bigger. I don't know if Metasequoia does the scaling automatically on conversion to .x but you have to ensure the model is scaled before you export in .x in UMC2.

UMC2 keeps the model parts in the .x file.

If anyone has any models that are not converting well in UMC2 then I may be able to help. It gives me a chance to find program bugs and tricks in the file formats I hadn't found previously.
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Postby TreeHugger » Tue Oct 31, 2006 1:32 pm

Hello plastic bonsai,

thank you very much for your offer to help!
I use UMC2 occasionally to convert MSFS .mdl files into metaseq .mqo. Some of the models make the converter crash without an error message, e.g. Perhaps a matter of the file version?

I will have a look if I can find any other files that didn't work perfectly.
Basically, UMC2 is a huge help whenever I need some kind of conversion. Smooth work, thumbs up!!

Kind regards,
Frank
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Postby plastic bonsai » Wed Nov 01, 2006 6:48 am

Hi Treehugger

I think this model has too many points for that version of UMC2.

The version I am working on can read it in. A few of the components are not in the right place as I haven't got the model transform structure correct but I should be able to correct them. If you would like the model processed into UMC2 .mod form then let me know.
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Postby TreeHugger » Wed Nov 01, 2006 5:59 pm

Hello plastic bonsai,

thank you for your offer to convert the file; it's not necessary at the moment as I'm busy with other projects.

I understand there is a vertex count limit you are currently pushing upwards (or even removing it). I'm looking forward to an updated version of UMC2 - please post a link into this forum!

As for parts beeing in the wrong place, I fond another file where this happened: where the rudder appears to be out of place. If it had a wrong place within the transformation hierarchy, that would perfectly explain the effect. If you'd like, have a look into it.

Kind regards,
Frank
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Postby plastic bonsai » Wed Nov 01, 2006 11:10 pm

I'm having trouble picking up the Stinson file. I will see if I can find it elsewhere. If the rudder is moved my latest version will have an easy way to move it to the right place. This was developed as an alternative to trying to get the transforms right :D !

I have a few more conversions and fixes to do before I will put out a newer version but it does work on quite few models as is.
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Postby TreeHugger » Thu Nov 02, 2006 11:01 pm

Hi,

I found the direct link to the MSFS , hope this works.

Another one from the same page with an interesting problem: This loads incompletely into UMC2, the import appears to terminate after some small parts.

It's not urgent for me to convert these models, I'd be just curious how they look within meta. Thanks for your efforts!

Kind regards,
Frank
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Postby plastic bonsai » Sat Nov 04, 2006 11:40 pm

plastic bonsai
 
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Postby TreeHugger » Sun Nov 05, 2006 12:44 pm

Hi,

FMS can not handle alpha textures (at least I've never seen it...). The textures within the MSFS model file don't have an alpha channel either - just ordinary bitmaps. I believe it's a rather simple 3D-Model with the cabin windows painted on top instead of cut out.

Kind regards,
Frank
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