I'd like to scratch build a twin engine helicopter cockpit that has a working overhead panel and over head throttles in fsx.
I don't know where to start. Any pointers would be appreciated.
I'm handy with engineering, and using microprocessors and electronics etc and have done a...
Thanks for your help, Arno. I realised it was simply the file directory paths were pointing to the wrong place. I thought I had it covered by liberally dropping the bitmaps everywhere, but still missed the one place that they really had to be. :)
I have a Direct X file, that I read in ModelConvertor, and it looks perfect with texture from a .bmp file.
I use ModelConvertor to export to dae and then import that into 3ds Max 2015.
Everything is fine, except in 3ds Max everything is grey. No textures.
It's probably something...
Thanks Chris. I've downloaded the DXT Bmp software.
I was wondering, would scenery work better in FSX, regarding Frame rates, if I use MIPs ? Are they to be recommended?
I know the theory of them , but in practical terms should I bother?
I think I'll batch convert the dds to bmp, then use your MCX to go straight from X file to BGL with the convert and position tool.
I have faith in ModelConverter, so I'll adapt to suit it, rather than expecting it, to adapt to me.
My head is fried at the moment, so I'd like to ask a solution to my problem, if you don't mind.
I'm working purely with existing dds files, not bmp ones.
I convert straight from the X file in ModelConvertor, and it places the object ( BGL file) in the scenery directory of fsx.
Are the older versions of Google Earth not freely available to the public ?
Anyway, in case they are not, let me re-phrase the question.
I'm exporting from a non-Google earth 3ds max 2014 model, to a direct X file.
When I look at the x file output, the shape looks "jelly mouldy".
I know this...
I wonder if anyone can help me.
I've successfully used 3D Ripper to get buildings off of Google Earth, and loaded the
result into 3ds Max 2014, where it looks really good.
I export a "Draw Call worth" to an X file.
Problem, is it the X file showing a simple square building (row of...
I've been using the ESP1.0 Direct X exporter with 3DS Max for a while now.
Recently I got a new PC, and loaded on 3ds Max 2015, but I cannot remember
how I installed the ESP 1.0 .X exporter, on my old machine.
Could anyone tell me in simple steps what I have to do?
Thanks for replying. I could have 100 textures, as they will be smaller than 1024 x 1024.
For example, a small chimney will have a texture to a side, being only tens of pixels wide and high.
My issue in the search for optimum performance, is how far can I push huge numbers of...
I've been thinking that minimising Drawcalls may be the holy grail of keeping frame rates respectable.
But, is there a point where too few draw calls has a detrimental effect, instead.
If I had an entire city block of hundreds of textures, but every texture is on one bitmap...