Recent content by Firestriker

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    3D VIZ or 3D Max export modulo for Gmax?

    Don't count gMax or FSDS out quite yet. As long as MS provides a way to convert *.X files to FS models, any program that can export to X is usable. Even those that are capable of exporting to the *.3ds format are usable via 3dsconv.exe, if you know what you are doing. If you have the money to...
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    need help with glass....

    Something tells me that perhaps your setup is just not right. How is your gmax directory structure set up? Have a look at this and maybe it will give you some clues. Multi_Gamepacks Lou
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    need help with glass....

    Unless you feel a need to save the *.X file, there really is not much need for mdlcommander or middleman when using the FS2004 gamepack. The simple makemdl.cfg file with the Keep=1 should be sufficiant to save the *.asm files. The makemdl.part.xml file is for aircraft animations and is not...
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    Applying Multiple Textures

    Clean your materials up.... unused materials just use memory. The quickest way to do this is to start an empty scene and merge the old scene to the new. Unused materials will be left behind and removed. Then save as and overwrite the old scene. Lou
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    Applying Multiple Textures

    Anytime you are applying more than one texture to a single object, you should use a Multi-Material. Each texture is assigned to a sub-material of the Multi-Material and have a unique Material ID. Each sub polygon or group of sub-polygons of the object are assigned a Material ID that...
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    Object priority within a scene for FSX

    Jon, Just a thought, but maybe FS10 needs a cascaded heirarchy, from inner most to outer most objects. You might even want to place a dummy or geometry-less box at 0,0,0 as a top node. Lou
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    Using MdlCommander and GMax

    After you have turned on file extensions, in Windows Explorer, right click on the *.par.txt file and then select Rename. Delete the .txt part of the name. Hit enter, a warning window will pop up, just click Yes. Lou
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    Using MdlCommander and GMax

    It is very easy to see that you must not be setup correctly. When you export to save as an X file you should not see the REAL makemdl.exe pop up at all and the process is totally transparent. You will be compiling the finished product manually anyway. Here are my suggestions. It is a good idea...
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    Animation part in FS9 gmax

    It sounds like you have "Isolated Vertices" in at least one object. The cure is to go through all of your objects and use the "Remove Isolated Verticies" button in the Modify panel. Makemdl does not like verts that are not connected, meaning they are not part of a face. Lou
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    Animation part in FS9 gmax

    When you make animated aircraft parts using non-standard names you need to define what the animation is based on in the makemdl.parts.xml file. Open this file with notepad or similar text editor and use the many examples to make your own. Just remember, the animated part must have an animation...
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    FS2004 Ground Polygon Help Required

    I think you are mixing apples and oranges here. The placement code should already be in the *.asm file. No need to use bglcomp.exe. So all you should need to do after you do your tweaking, is compile to a *.bgl file with bglc.exe. Not sure if bglc_9.exe will work as I always use the old...
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    Converting FSDS files to 3DS or Gmax

    Thorsten, That is correct. It is the only version I have found and seems to work with just about any SCASM source with drawing code I feed it. Sometimes I have to edit the source a bit and remove "white space" (tabs, extra spaces and carriage returns) and it only works for texture coords with...
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    Converting FSDS files to 3DS or Gmax

    Thorsten, Since moving on to gMax from FSDS1 when FS2002 came out, I don't use it much, but I did get FSDS2 when it came out so I can still deal with those formats. I do not have FSDS3, so I can not tell what export features it has. As I mentioned before, FSDS2 can be set for different sims...
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    Converting FSDS files to 3DS or Gmax

    Thorsten, When you export from gMax to X, you need to have your texture files in the same directory as the X file. Paths are not saved in an X file, only the file name. This is also probably why you are not getting the textures in your 3ds conversions so you need to make sure the settings...
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    Obtaining Static Aircraft libraries.

    Felix is right. It is not to difficult to make scenery api/scm files from flyable FS98 and FS2000 aircraft. Infact, with a little more work you could probably do it with later sim models since MDLC will make raw scasm code. The main problem you have is so many of the FS2000 and later flyable...
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