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Using a 3rd party program to place objects...

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norway
Hello,

Since FSX is on it's way out. I would like to use as little as possible of the SDK tools for making my scenery.

Is there a possiblility to place objects in my favorite 3dprogram on a plane, import the object into FSX and automatically get the meshes to sleep on ground level?

Best regards,
Mikkelen
 
Huh? My copy of FSX shows no signs of fading away into unusability... :rotfl:

Since I know it will never be "updated" again, there's absolutely no reason I can think of to NOT use the available SDK to the fullest extent possible.
 
Compile

Yes there is, I would like to have my scenery compatible with next generation simulators with as little work as possible. The more files that are automatically compiled from my source files to FSX, the better...
 
A model is a model, regardless of how it is "exported & compiled" for any given platform.

It is highly likely that the Material & Texture assignments would not be compatible with other platforms, irrespective of the exporter/compiler used.
 
Yes, thats why I bake all my textures into large sheets, that are only imported into 3dsmax when I'm finished.

Your answer is not an answer to my question, if there is a way to get objects automatically to rest on ground?
 
What's wrong with using the default Object Placement Tool?

Or, simply using the XML placement file when compiling your model to BGL?
 
Note that unlike FS9, no "sample" XML placement file is generated when compiling.

You will need to keep a template XML file handy, and edit the parameters as needed. The FSX SDK has such a template in the document on Scenery.
 
Note that unlike FS9, no "sample" XML placement file is generated when compiling.

You will need to keep a template XML file handy, and edit the parameters as needed. The FSX SDK has such a template in the document on Scenery.

Umm... sorry Bill, I've been using "/XMLSAMPLE" switch on XToMdl, and it does just that...

Misho
 
Umm... sorry Bill, I've been using "/XMLSAMPLE" switch on XToMdl, and it does just that...

For 3DS Max that works indeed, but not with GMax.
 
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