• 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.
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    • 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 Moonlight Sonata

  1. M

    Blender <-> FSX MDL

    just revisting an old thread - the blender libraries changed from version 2.5 so these files will need to be reworked. I am looking at modding the exporter for fs9.
  2. M

    objects in single bgl vs multiple bgl

    I have a question about object placement and bgl files. I got carried away and placed 600+ pylons in within 30-40 mile radius. One bgl file (FSX), placed using Instant Scenery. The problem is that this has made performance stuttery. Is this caused by the sheer number of pylon objects...
  3. M

    Blender <-> FSX MDL

    thanks great contribution - thanks. Blender is definately the way forward for hobbyists, and the more GPL in the FS community the better imho.
  4. M

    would you use 3dsmax 6 or gmax 1.2 for FSX scenery design?

    Many thanks Bill - you've saved me some time !
  5. M

    would you use 3dsmax 6 or gmax 1.2 for FSX scenery design?

    Thanks Bill, I've spent some time with both and to be honest I can't see any advantages of 3ds over gmax for my basic FSX needs. A slightly more refined user interface, maybe. Do you know if 3ds max gives you any more features over gmax for scenery design apart from the renderer (which is of...
  6. M

    would you use 3dsmax 6 or gmax 1.2 for FSX scenery design?

    The title says it all - I have 3dsmax 6.0 and would like to use it instead of gmax because it looks a bit more polished. According to the fsdeveloper wiki, I understand that you can export in 3dsmax 6 via the x-file and then use MakeMDL. Is this still possible with FSX ? I know you can export...
  7. M

    gmax lods -> not displaying in fs

    problem solved....mod delete if possible
  8. M

    please critique my approach on scenery design

    jon, Thanks for helping me along! Neil.
  9. M

    please critique my approach on scenery design

    Hi scruffyduck I downloaded your tutorials and installed sbuilder last night so I am pleased you approve! the flatten extends too far from the airport - I want to constrain it to the real airport edge, rather than a large square.
  10. M

    please critique my approach on scenery design

    Hi all, after a long haitus in scenery design, I am working on a default airport (in fs2004). My approach is: 1) Make AFCAD2 file using afcad2 2) exclude default buildings using a building exclude (use sbuilder?) 3) remove existing flatten (how???) 4) add new flatten (use sbuilder) 5)...
  11. M

    draw surface AFCAD option

    hi, I've made an AFCAD for an airport. There is photoscenery underneath the airport. I defined an apron area and unchecked draw surface - so the photoscenery shows through and the ground responds to the plane. The apron is displayed as a white semi-transparent concrete texture which does...
  12. M

    Help with Multitexture

    can you individual uvw map each texture with this drag and drop method - i.e. control the way the texture repeats itself? For buildings I find the easiest way is to multitexture small (32z32,64x64 etc) custom textures rather than constructing larger texture sheets. This gives greatest...
  13. M

    FSDS or GMAX

    GMAX is easy if you ignore most of the features.... I started by placing simple 3d blocks then learnt how to extrude line polygons to make complex shapes. for texturing, I learn to texture using tiling (UVW mapping - box) or mapping (unwrap UVW) using multi-materials - nothing else...
  14. M

    Trees with GMax

    You can use Gmax AttachTool but I am not sure if you can use this with standard fs autogen tree objects (do they have GUID?)
  15. M

    Texturing Compound Objects

    thanks for you replies - I ended up selectively re-applying the multi-material texture. I never convert to mesh - what is the benefit of doing so? Am I missing a trick here ?
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