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FSXA Engine Details -- Compiled Same As Interior?

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unitedstates
Hey all --

I had a question for you --

I'm working on the engine right now for the Angel 44, which is a Lycoming, and I have the diagrams and all, and so far coming along pretty good. Now my only question is this --

When you compile the model, I know we compile the interior seperate, but is that also the same for the engines as well?

Just curious on that. It brings my model poly count to almost 400K after importing the engin model I built.

Thanks again -- Gonna compile another model for the sim and test performance it looks like with it. Was hoping for a maintenance mode that would show engine detail.
 
Will the engines be seen from the interior? If so, then yes.

If you cannot see something from the interior, then dont put it in. But, if you want people to be able to do those cool shots of the exterior done from in the plane, slewing outwards, then you need them in there (the parts).

So you have to call the shot. To put the high detail exterior bits in the interior, or not...
 
Thanks Bill -- Appreciated on the tips, and thanks Flying Officer Jevans, much appreciated on that advice too -- was wondering, for it seems to hang at 77% when I compile the model.

The engines are coming out wonderfully too. :(.
 
My interior models are the same model as the exterior models, aside from passengers inside only being on the exterior model. All my gauges and things are in the exterior, all the exterior bits are in the interior model.

Experiment! See what you like. See if having the engines in the interior works for you. Dont be afraid to just experiment on how the model performs and works.

I do sometimes make a interior panel that is designed for the exterior, so that it performs faster. Just depends on the sophistication of the gauges. If the gauges are being rendered (visible, seen), even from a distance, they are being rendered and 'managed' by computer resources, so RPM, fuel levels, etc, are being generated, even though they are just a few pixels in size. But if the frame rates stay about the same, then it really doesnt make a difference and for simplicity, just make them the same, inside and out, (again... if the frame rates do not change).
 
Ahh, I see what you're saying Bill -- I'll have to fool around with it to see what works best.

Just out of curiosity, any reason why my compiler would not compile after 55% and Gmax just stops responding? This is getting really irritating for it just hangs there.

Everything has been ungrouped that was grouped before, but this is the first this has really happened. Won't complete a compile since adding the engines which is odd.....:confused:
 
Are you compiling pure FSX or pure FS9?

If FS9, you could be hitting the 65K limit in Polygons.

If you have something like 400,000 Polygons in an FSX model, you may have reached that compilers limit as well.
 
Everything has been ungrouped that was grouped before...

Ouch! I shudder every time I read that word: "group..."

I do sincerely hope you aren't refering to that insidious and evil Max/GMax "feature" named "Group," as that has long been a proximate cause for eventual failure and poisoning of a model...

Google search for the term "OBED Scaling Error" for details. :eek:

Here is a repost of a reply I made at flightsim.com about six years ago:

In general, having an OBED Scaling error will not prevent your model from exporting and displaying properly.

However, that DING is truly annoying!

Rule #1: never use GROUP for FS modeling!
Rule #2: If you've already violated Rule #1, then don't UNGROUP!

"When you Ungroup a group, the objects within the group lose all group transforms that were applied on nonzero frames, but they retain any individual animation."

All ungrouped entities remain in the current selection set.

Instead of "UnGrouping," you can still access "Grouped parts" via the Open command:

"The Open command lets you temporarily ungroup and access objects within a group.

You can transform and modify the objects within the group independently from the rest of the group, then restore the original group using the Close command."

BTW, you can usually get rid of an OBED Scaling Error by selecting every single object, one-by-one, and applying a "Reset Scale" to the object.

Rule #3: Do NOT under any circumstances whatever use the "Explode" command!
 
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Bill,

Well, compiling, I get duplicate parts names -- fixed all that, now I get an out of memory error while compiling? What's up with that? I have files saved with out the engines -- I'll have to see if they compile with out it.

Hopefully nothing happened to this model --- hoping hoping hoping hoping :(
 
Some thoughts...

Regarding the "hang" on export, how long do you wait until you decide it's indeed stopped working? My current project is just over 200k right now, and the compile takes a couple of minutes on average.

Are you exporting very often as you go? You really need to constantly check your work this way or else you end up with a problem like you are seeing and you have no idea which of the 107 parts you just made is the culprit.

Have you put any artwork on it yet? If not, I would suggest that you are setting yourself up for a lot more problems in the future. Texture mapping with an eye towards minimal texture vertices will become crucial as the model becomes more complex. For me more than once now the project has refused to export and I had to go back and re-map things to drop those t-verts. Each time it has worked, and I have become more clever about how to map.
 
:banghead::banghead::banghead:Hey Rob --

Yeah, I've been compiling as I go along, no issues what so ever. This happened as soon as I added the Engines to the model. :confused:

I also got this message too today, which is really weird in the screen shot:

Scrshot024-3.jpg


Is this computer related or Gmax related? :confused: :banghead:
 
Sadly that is the message I was expecting to see you ask about eventually. It's the one I know very very well.

Try this...select all of your engine parts, and then use "Export Selected" and for me I just send it to my desktop. See if that works, and if it does make note of any errors it gives at the end.
 
Thanks Robert --- I will do so immediately. I know there's gotta be a way to fix this. Has to. Just has to (Praying very hardly that there is! :eek:
 
Here's the errors:

ERROR: Vertex list has too many vertices (365411) Max allowed 65535
ERROR: Attempting to add an invalid vertiex buffer
ERROR: Vertex list failed allocating. Most likely exceeds the 65535 Limit
ERROR: Failed to resolve Vertex: 13642

That's what I get from it.

Hope this can be translated so I understand it? :confused:
 
Looks like a case of too many parts using the same material. Was this one engine or both on the export?
 
Next step...

Are all of the engine parts assigned to one material in Gmax, and how many polys does the engine have in it?
 
I've made sure that the engine has seperate materials for each of the components, for example, material 1 would be for something, then I'd copy that to copy of material 1 for the other engine.

The engine has 58317 polys in it, after being optimized. I always optimize when I compile, to help with the count.

Edit: Exporting the Engine on it's own with out the aircraft works. All I get is an index buffer exceeds maximum size error. But with the aircraft, nothing.

In other words, when I'm working on the engine it can be exported alone.
 
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I prefer to build my parts so that I don't have to rely on the optimize modifier as that way I have total control over the final product.

That buffer error is the one that is always associated with a failed export for me. While I have had times where I could get an export with even a few of those errors at the end I have also had a lot of times where only after eliminating the errors would I get success.

Wade through this thread...http://www.fsdeveloper.com/forum/showthread.php?t=22735&highlight=buffer

Pay attention toward the end where that "select by material" script is brought up ;)
 
Thanks Robert, will definitely do so. I'll keep you posted as to how I make out. I have to take a little break and go in the pool a bit, but thanks very much for your assistance.

One thing I tried doing too while you were looking for this, is save the properly scaled engine seperate, and will import it into the older model. I'll see what happens.

I'll let you know, I will probably fool around with this later on tonight. Need to cool off a bit. :)
 
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