A rather interesting puzzle for all. We have recently created a custom mesh for an island. The mesh file covers the airport as well. The elevation of the area covering the airport is an exact match to the elevation of the airport, which is set in the AFD airport file. Also, of course...
small idea for implementation, which would expand on the awesome material template feature.
Heavily relying on MCX for processing the .X file after export from MAX. Usually this involves tweaking material settings, adding texture maps, etc..etc..When files are big, with more than...
have a question regarding animation
I created a few animated paths, on which I ve constrained various vehicles to create traffic; that works fine as expected.
Along with those anims, I also got some static anims, i.e. traffic lights switching red/green, hangar dooes...
just wanted to share some of the latest find..I upgraded my GTX560Ti to a GTX760 just a few days ago.
One of the first things I noticed was a 10-frame drop in performance in FSX..anyone else has had similar experiences in the past?
I recently noticed the following problem in a (static-no bones) jetway model with glass bodies and internal modeling. When the model was exported straight from MAX, all sorting was fine and internal textures easily seen through the glass (attached).
When I exported the model...
Can you elaborate a bit more into how this works? In my (limited) understanding, this breaks the whole model into pieces (500m apart) with their own reference point and hence the visibility of each material becomes relative to the center of that ref.point.
***Is there a way to get a...
A question regarding drawcalls on skinned meshes.
I was lately modeling a complex model to use as animated FSX jetway. If I skin the whole mesh, it'll be impossible to edit envelopes. Instead, I have skinned each part individually to the bone structure.
Will this result in more...
We are looking for one or two 3D artists to help us speed up development (paid of course ;))
So if you are experienced with the following, please drop me a pm with some samples.
-Low poly 3D modeling (3DSMax 9.0 or later)
-Photo-real texturing using reference material
That'd be an easy one :) could we have the 'add specular texture' function embedded into the material template drop-down? It's the second most common after the night texture.
I think most people use the *_S.dds
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Small question on placement function. I see that some of the 'tags' are not retained in the placement dialog.
For example, I export a scenery .BGL with a 'NoCrash' and 'NoAutogenSuppression' = True but both those values are again set to =False upon re-importing the same .BGL file.
Currently, there is no option to multi-select attachpoints.
It would be useful to be able to select 10 attachpoints and add the day/night;dawn/dusk parameters in one go. Same applies for duplicating multiple effects.
Think it's possible at some later release? :)
Again on material templates. How I love that feature!
OK about the request now, would it be possible to have an option called:
' Create template from current material '
This would save the time going in the template editor and cloning all the properties.
Not sure how popular...
Quick question on boned animation exports. I seem to only be able to properly export such an animation if I use the MDL export option on 3DS but not if i export the X file and compile through XtoMDL.
Is this a known 'problem'?
I never had this problem in the past. Might be something I did but no idea what.
If I load the .X file in MCX, I cannot see any attachpoints.
If I first create a .MDL using XtoMDL, then I can see them in MCX too.
Would it be possible to add the option of duplicating a current material template (and use a temporary name -e.g. *_temp- until it is properly renamed)
It is rather useful in case you only want one or two properties changed :)