Bug description: I went to merge a 2020 3ds max model into 3ds max 2024 with the new core installer and it does not convert the material from 2020 to 2024. I was forced to revert back to MSFS2024_SDK_Core_Installer_1.2.4 and it instantly converted the materials rather than open up the scene converter.
Also is there any reason I must continue to use 2023 and 2024? Why is there no SDK core 2020 to install to 3ds max 2024? I find this odd as we have to use two 3ds max installations.
Looking forward to some feedback and I hope we can just use 3ds max 2024 in the near future.
I have figured out the exact issue on why 3ds max 2024 can’t convert material from 2020 to 2024.
Having the 2024 sdk does not work in 3ds max 2024 because it does not know what a 2020 material is. Asobo forgot to make an install option for 3ds max 2024 for the msfs2020 sdk.
I could not repro with the msfs2020 sdk da62 sample.
Any chance ytou could provide us with a sample max 2020 that reproduce the issue ?
See 3) Provide Private Content
This a max 2024 ui issue and I’m afraid we can’t do much about it.
I will test some other scenes and get back to you. And see if i can figure out the bug.
But can you tell me how this same scene ended up getting this strange tag? See image.
This is causing all my parts to not align properly. And how can I remove all of them? I suspect a sim tool added all of these to all my parts.
Thanks @Boris you are a life saver.
I remember when I first started to use 2024 this was the first time I started to learn how to use the multi exporter. And I think there was still no SDK info on it. And I was messing with the wrong category. i should had been on the layer category not the hierarchy. And yes I now remember i clicked the keep transform option.
I actually realized today that I never clicked this option because another project is now moving all the parts to the center of the scene and it did not before today. So after reading the SDK seems this is normal now. I find this backwards. If the tag does not exist everything is ok. I found some parts have no tag and some do. I never touched these options so why the mix. And why did it work prior to this last two weeks and not now. I consider this a bug or backwards. Maybe you can explain why the SDK stated position by default it not selected.
What you experienced is a known bug that has been fixed in the upcoming SDK release (most likely version 1.4.5).
The issue was that the root node was incorrectly assigned the position (0,0,0) when clicking on an object in the “Scene Hierarchy-Based Export” tab. This position was then retained when exporting using the “User-Defined Layer-Based Export” method.
When exporting via the “Scene Hierarchy-Based Export”, tags are applied depending on the selected “Keep Transform” options. For example, the root node will be positioned at (0,0,0), while its children will maintain relative positions accordingly.
I think you mean Scene not Scenery. And yes I have clicked the other tab sometimes or found it active once. Don’t remember. But I can see how the bug caused it to assign the current tags to the parent mesh.
I find just clicking the "Scene Hierarchy-Based Export” tab now using SDK 1.4.3 does not seem to cause this bug anymore. Or it could be that I used the "Scene Hierarchy-Based Export” options to update all my parent mesh so that it can no longer bug them. Glad I was able to confirm this and a fix is coming. I figure 1.4.4 is next.