January 10, 201412 yr Hi! I don't know where to put this thread but anayway, is there a way to convert xplane 10 scenery to fsx? Joakim Kostet
January 10, 201412 yr Not that I'm aware of. Only the other way around, using a program called FS2Xplane We are all connected..... To each other, biologically...... To the Earth, chemically...... To the rest of the Universe atomically. Devons rig Intel Core i5 13600K @ 5.1GHz / G.SKILL Trident Z5 RGB Series Ram 64GB / GIGABYTE GeForce RTX 4070 Ti GAMING OC 12G Graphics Card / Sound Blaster Z / Meta Quest 2 VR Headset / Klipsch® Promedia 2.1 Computer Speakers / ASUS ROG SWIFT PG279Q ‑ 27" IPS LED Monitor ‑ QHD / 1x Samsung SSD 850 EVO 500GB / 2x Samsung SSD 860 EVO 1TB / 1x Samsung - 970 EVO Plus 2TB NVMe / 1x Samsung 980 NVMe 1TB / 2 other regular hd's with up to 10 terabyte capacity / Windows 11 Pro 64-bit / Gigabyte Z790 Aorus Elite AX Motherboard LGA 1700 DDR5
January 11, 201412 yr Hi! is there a way to convert xplane 10 scenery to fsx? No. With modern X-Plane 10 sceneries it is impossible. FSX doesn't even know the concepts that are used in X-Plane 10. It can't handle the same number of objects and so on. Karsten Schubert
January 11, 201412 yr Commercial Member No. With modern X-Plane 10 sceneries it is impossible. FSX doesn't even know the concepts that are used in X-Plane 10. It can't handle the same number of objects and so on. It is true that there is no automated way to do this, and I doubt one will be created. However, your arguments are very ... shortened, at least when we only talk about airports or city sceneries, i.e. without mesh stuff. In these cases you could read all the necessary data from XP's apt.dat, nav.dat and .dsf files (they are all text files) and use them for creating a XML source file which then gets compiled with the BGL compiler from FSX' SDK. Of course you'd also need to provide all the required 3d models in a format FSX can read, so there is also conversion work needed (but this can also be done by the tools provided in the SDK). Of course, a converted scenery would miss a lots of things, such as HDR lighting and seasonal textures needed by FSX, and any mesh changes could not be converted. Also, lots of errors will probably occur, so manual editing would still be needed. So it may be a long and not-simple process, but it should certainly be possible at least in theory. This said, you also have to show me a XP addon that has so much objects that FSX could not handle it just based on the number of objects. We all know that FSX has lots of OOM problems, but your statement creates the impression that current XP sceneries are so complex object-wise that FSX could never handle something similar. This is wrong. Mario Donick .:. vFlyteAir
January 11, 201412 yr It but your statement creates the impression that current XP sceneries are so complex object-wise that FSX could never handle something similar. This is wrong. I never claimed this. But it simply would be ridiculous, since you would run directly into the limitations of FSX. That's the problem. You would have to work differently to get the same results. You loose things like the HDR lighting simply because it is a concpt that doesn't exist in the FSX. In a way some systems of X-Plane are extremely limited compared to FSX but exactly this is the problem for an automatic conversion. It was not asked if you can't recreate a scenery in FSX but if you could convert it automatically. And this answer is no. The result would look worse than even the cheapest sceneries for the FSX, while its performance hit would be huge. There are a lot of tricks used to create a good FSX scenery. Try to recreate these tricks with an automatic conversion tool and you will create a monster. And you would still loose the effects that you would admire in an X-Plane scenery. The secret of good X-Plane sceneries is simply its rendering engine that works on a totally different level. And you can't convert the rendering engine. That's the problem. Karsten Schubert
January 12, 201412 yr Commercial Member I did mention that HDR etx. would be missing. On the other hand, many FSX sceneries rely on mesh tricks and other FSX specific stuff that a conversion with FSX2XP fails or requires heavy editing. It's the same. Anyway, your new post is much more precise. Your statement regarding the number of objects was very simplified. Would have been better you mentioned HDR instead of objects Mario Donick .:. vFlyteAir
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