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#21
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Uh oh. I'll send you a debug build over PM so I can get a proper stack trace.
What were the specific settings you used? |
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#22
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Quote:
It could be the pandasoft generated .x file. I've heard it has some bugs. it doesn't seem to like textures, that i do know and it doesn't like my model as it is really complicated in bits. If the 3ds exporter in Max 2013 hadn't changed from 2012, i wouldn't be exploring .x files !
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If you're not on the edge, then you're taking up too much space!! http://egpd.site50.net/FSX/ipindex.html |
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#23
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Oh, okay. That is the problem. My tool can only work with files generated by the Microsoft/Lockheed exporter plugins. They use specific extensions to the .x format and have a rigid hierarchy that must be followed for the mesh to be displayed and animated properly. The pandasoft exporter only uses default .x file templates, but leaves out a lot of data that is necessary for the model to be represented properly in the FSX scene graph.
If you go over to LM's Prepar3d forums, you might be able to nag them into releasing a version of the exporter compatible with Max 2013 in the next SDK update. Out of curiosity, what were you using the .3ds format for? I'm not aware of any method that can export a 3ds directly to a FSX .mdl. Last edited by theisomizer; 25 Apr 2012 at 15:26. |
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#24
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Quote:
The other problem with nearly every exporter is that people and companies don't have or won't develop x64 versions. Everybody I know uses x64 machines and software and have for years. We need the power! And the guy who wrote pandasoft .x wont answer his email to get some support on most of his bugs.
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If you're not on the edge, then you're taking up too much space!! http://egpd.site50.net/FSX/ipindex.html Last edited by Angelus1971; 25 Apr 2012 at 15:54. |
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