Manfred and Tom took the baton and went farther then I could have. I simply got help from Luka who was the first to figure out how to do it. He is the inventor of ULE.

Amazing hack. Man, that brings back memories. I had totally forgotten. It was (my version) unstable. Sometimes it was fine, then suddenly it would stop. Never figured out why. I prayed and prayed for a way to do unlimited exports, and the Lord blessed 'us' with it. Thank You Jesus for helping us all to get the right pieces together and getting it working.
Bill, I still don't fully understand it.
However, what I've learned,
roughly and without any proof, is this :
1.- To have LODs for the tail and main rotor (still, slow and blurred) in the first place, then the fuselage, the VC, central console and finally, all crew members.
2.- One scene in Gmax for
every single LOD.
3.- As you can figure out by now, LODs
may share the same material! So, all materials within different levels of detail
must be perfect clones in each separate scene!.
4.- No repeated names! All parts must have different names in each LOD and therefore in every scene.
So far, those are my findings. At least, last basic steps have been entirely consistent with helicopters. I know you are now working with P3D, but if you (or someone else) is interested; please let me know.
Of course, this is thanks to all knowledge left by the pioneers who successfully created and use it in the past.
I guess I was lucky to find out how to decipher the "recipe" and use it as well. TONS of help in the process! What about 3D parts and gauge coding? That's another lovely story!!!
Too many kind people has jumped in for me all the time!
All credits will be published
here in the near future
Sergio
