• Which the release of FS2020 we see an explosition of activity on the forun and of course we are very happy to see this. But having all questions about FS2020 in one forum becomes a bit messy. So therefore we would like to ask you all to use the following guidelines when posting your questions:

    • Tag FS2020 specific questions with the MSFS2020 tag.
    • Questions about making 3D assets can be posted in the 3D asset design forum. Either post them in the subforum of the modelling tool you use or in the general forum if they are general.
    • Questions about aircraft design can be posted in the Aircraft design forum
    • Questions about airport design can be posted in the FS2020 airport design forum. Once airport development tools have been updated for FS2020 you can post tool speciifc questions in the subforums of those tools as well of course.
    • Questions about terrain design can be posted in the FS2020 terrain design forum.
    • Questions about SimConnect can be posted in the SimConnect forum.

    Any other question that is not specific to an aspect of development or tool can be posted in the General chat forum.

    By following these guidelines we make sure that the forums remain easy to read for everybody and also that the right people can find your post to answer it.

Recent content by FSEdge

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    Help with Multitexture

    Hi Brandon, Would you be willing to send the files to me? I'd be glad to have a look at them and help resolve the mapping issues. ;) FSEdge
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    Help with Multitexture

    Hi Brandon, Just to add a bit to Dick's method, you can take an object and break it up with Material IDs thus allowing for the assignment of individual UVW Map modifiers to each Material ID. This opens the door to using a Multi Material. By mapping an object this way, you can place one Unwrap...
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    GMAX Scenery Animation

    Nick's tutorial is very good. It would be worth your time to review it. You can also try this tutorial that explains how to use the FS naming convention "Tick_18" to add rotation to an object. It will also demonstrate one type of material used in FS. Material (BRIGHT_) is used to produce...
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    Lofting in Gmax

    Thank you for the offer to post your videos too. If I had enough web space I would certainly do it. I down loaded both of them and I must say they are quality work as well!! ;) Do you plan to produce any others? FSEdge
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    Lofting in Gmax

    Hi all, Just a short note, I would like to let everyone know of a new Flash video covering lofting techniques with Gmax. It shows how to build a simple nosecone and runs approximately 8 minutes in length. The principles can be applied to just about any object created in Gmax however. Feel...
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    editable mesh/patch/poly

    An editable mesh is a type of deformable object in gmax. An editable mesh is a trimesh; that is, it uses triangular polygons. Editable meshes are useful for creating simple, low-polygonal objects or control meshes for MeshSmooth modeling. You can convert a patch surface to an editable mesh...
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    Thank you FSEdge

    Hi Nick, You are very much welcome!! Thank you for giving it a try. Best regards FSEdge
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    Novice needs help

    Hey flyboy1370, As the old saying goes...It truly is a small world...I see you are located in Cedar Park, TX. I call Cedar Park home too. Been here now about 12 years. While I also have just recently joined this forum and probably won't be able to help answer your question, as I am sure...
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    BGLComp question

    Mr. Reilly, Thanks for not giving up on me. :D I down loaded the msi installer as you suggested and darn if that didn't do the trick for me. I can compile my xml to bgl. Look there's a mad man on the loose now :yikes: and I am sure it's only a matter of time before I am back to ask more...
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    BGLComp question

    You bet I'll give it a try. Thank you very much!! FSEdge
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    BGLComp question

    Hi Dick, I hadn't thought to copy bglcomp.exe and bglcomp.xsd to the FS root folder. I gave it a go and got the same result...Nothing. :( In the last couple of days I have also tried creating a working folder and moving all related files including the three-msxml4 dlls. Not to sound like a...
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    Problem Texturing

    What you need to do is break the model into multiple material IDs. By this I mean select the entire model at the polygon sub object level and change the material ID to 7. Next, open the material editor and create a new multi material. Change the count on the sub-materials to 7. Change the...
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    BGLComp question

    Well, a fresh down load of the bglcomp SDK proved unsatisfactory too. I feel now as though I have exhausted all avenues for resolving my compile issues. It would seem I am going to be forced back to using bglc for it's the only working option I currently have. I'll continue to research as to why...
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    BGLComp question

    I don't really understand how it could be the MSXML4.dll. I don't have any problems when exporting to aircraft *.mdl using the 2004 gamepack. To be sure though, I did down load the msxmlcab.exe from Microsoft and extracted 3 files msxml4.dll, msxml4a.dll and msxml4r.dll to the system32 folder. I...
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    BGLComp question

    I moved the folder just trying to make a change, good or bad. I did however spend several attempts trying to compile when the folder was in its default installation location. I tried both XML files from the FS2004 SDK BGLComp2 setup. The picture I posted shows an attempt at compiling using the...
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