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Flightdeck with lights

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83
Country
italy
Hi,
I started to add lights on my flightdeck
I'm using 3ds max 9 and aces tools +pandasoft exporter and MCX
what I did:
1.created a single-poly flightdeck
2.created 2 LIGHT_LAND_01 and 02
3.created 2 LIGHT_LAND_01_01 and 02 clone with a Z a little bit minor than the others
Now what I have to do ?
have to link LIGHT_LAND_01 to LIGHT_LAND_01_01 and than add the effect to LIGHT_LAND_01_01 ......and than?
An help to finish please
regards
Cobby
 

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hi I tried to export with panda but .x does not have to attached effect
I attached the effect with aces tools and I noticed that my light_land_02 linked to light_land_01 changed Name in attpt_navyellow01 ...why?
I changed the pivot as in the image...but when exported I do not have any effect
 

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Who can explain to me why on the exported object I do not have any attached effect ?
what is wrong ......How I have to set pandasoft exporter?
 
In 3DS Max if u select your attach point mesh right click and than go to "object properties" under the tab User defined is the something written like:

FSXML = <?xml version="1.0" encoding="ISO-8859-1" ?> <FSMakeMdlData version="9.0"> <Attachpoint name="YOUR_ATTACHPOINT_NAME"> <AttachedObject> <Effect effectName="YOUR_EFFECT_FILE" effectParams=""/> </AttachedObject> </Attachpoint> </FSMakeMdlData>

?

if not than the effect is not exported and then not visible.
 
here you may read what I found according to your answer
FSXML = <?xml version="1.0" encoding="ISO-8859-1" ?> <FSMakeMdlData version="9.0"> <Attachpoint
name="attachpt_kvclight_2"> <AttachedObject> <Effect effectName="fx_kvclight" effectParams=""/>
</AttachedObject> </Attachpoint> <NoCrash/> <Visibility name="light_nav_vis"> </Visibility> </FSMakeMdlData

But in MCX there is not any attached effect
so I made an Other fault I think....
 

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So how do you export the model from 3DS Max than ... I never heard from your tool you talk about (pandasoft exporter)
Normal way would be to click export in Max and choose the .x file. Next would be to convert your x file to MDL with XtoMDL from the SDK.
I wrote a batch file to do this. Looks like this:
Code:
"C:\YOUR PATH TO...\XtoMdl.exe" /XANIM /BMP2DDS /DICT:"C:\YOUR PATH TO...\modeldef.xml" "C:\YOUR PATH TO...\YOUR_X_FILE.X"
pause

For which Sim is your model (FS2004 / FSX / P3D)? there are differences in the converter to use.
 
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I read your
"C:\YOUR PATH TO...\XtoMdl.exe" /XANIM /BMP2DDS /DICT:"C:\YOUR PATH TO...\modeldef.xml" "C:\YOUR PATH TO...\YOUR_X_FILE.X"
pause

could you explain me step by step please? so I will follow your method
 
Basicly I did this already ... could say read the SDK cos everything is explaind there ... but ok:
In 3DS Max
1. go to "Aces Tools" --> "ExportLOD" in there on "File Properties" and set a GUID and Friendly Name. Friendly Name should be the same as the File name.

2. If you click in the Export LOD Tool on Verify --> Verify! you might get some error messages about wrong LOD and stuff. Some of them can be ignored some not (would be to much to explain now with u can ignore)
I would suggest to not export your model over the ExportLOD tool. I use this one to give GUID and FN only.

3. Go to File -> Export and choose .X file (Depending on the version of your Max plug-in it might be ESP .X file). Name the .X file as you have named the Friendly Name of your File. In the dialog choose what to export. Default is ok. If you have animations in your file click on "Export animations"

4. Click ok. Max writes a .x file and .xanim file.

5. Go to the folder where you have exported the files --> place a new .txt file copy and paste the code I gave you into the .txt file addapt the paths to what you need, save the .txt file and rename .txt to .bat.

6. Execute the .bat and an MDL should be placed in the folder with your .x and .xanim files.

7. Convert the textures with the the ImageTool from the SDK

If you would like to convert the Textures with your .bat file as well add the following to the .bat as well.

Code:
"C:\YOUR_PATH_TO_THE IMAGETOOL\Imagetool.exe" -batch -nogui -o "C:\YOUR_PATH_WHERE_TEXTURES_SHOULD_BE_SAVED\FILENAME.dds" -dds -DXT5 -nomip "C:\YOUR_TEXTURE_PATH_OF_THE_MAX_MODEL\FILENAME.tga"

Paste that before the "pause"

This converts a .tga to DXT5 .dds file with no mipmaps. If you want a DXT1 .dds file just replace that.

If you have more than 1 texture for your model simply add another line to the batch file.

Thats it - MDL is done.

Hope that helps
 
thank you , mate

I made in 3ds max 9 a test file called BOX01

I stopped on exporting process because I do not have the 2 files :
.x and .xanim file
using pandasoftplugin I have only .x file

question :
please can you link the exporter plugin you use in 3ds.max 9: It will be the right start I think
we will have the same plugin to export

with acestools I did what you told and it seems to work well the GUI and FN e.g. FN =BOX01 and GUI: 27bdba99-b424-4e30-9e94-42ae009e918a

I attached the .max file and the texture file, it will be easier to have a control for you
all my best
Cobber
 

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I will check that by tomorrow. I don't have any time today.

Your Max plugin is ok because it is working (as far as I can see on your tool bar). Mine will not help you as my Plug-in is for Max 2012.
Simply don't use your Panda soft thing and export your model directly with Max.
Everything else looks fine (on your screenshots).
You don't have to get an .xanim file if you don't have any animations in your model.
 
Hi,

So I have tried your Box. Some warnings because of no FSX materials and because of the material name that begins with 01 (material names should not start wit a number) but the rest worked fine. I have all the attach points + effects in my MCX.
Just something to mention. I had some problems with MCX as well (models could not be loaded ....). Since I use the Developer Version of MCX these things are gone.
 
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question : is it possible to find your plugin for 3ds max 9?
about your MCX may be I can help if I've understood your trouble with.
Check your exporter setting in MCX options
FSX material are? something as specular textures?
 

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You missunderstood!
I have no trouble with my MCX.
Everything works fine here.

Just one basic question before we go on here!

Have you ever read the SDK? ---> Because FSX or FlightSimX Materials are needed if you want to have your textured models in the Sim.

I like to help you ... no problem with that ... but at some point you have to read stuff by yourself.
 
you mean about dds for fsx or dxt1 or dxt3 in fs2004 ?
IF not please can you link me to read stuff by myself?

I put my ship in fs2004 and works fine
to export her I used gw-exporter to have an OBJ first and MCX as next step to convert in MDL.
unfortunally gw-exporter does not export effects
with your help
I'm trying to use flightsim DirectX to have .x that comes with SDK
Today I tried to export only the flight deck using flightsim DirectX and here is the result seen with MCX
you may see that in MCX all is flipped why?
I'm convinced that the right solution lies in having or finding the right plugin that includes effects and animation, to export and I do not know which is that file
 

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I have no knowledg about FS2004. So might be that you don't need any FSX materials there. Might be a FSX/Prepar3D specific thing.

No, OBJ is a common 3d format and dose not support the FS related stuff.

Another question than ... why don't you set and configure your attach points in MCX?

Your DDS are flipped because that is a common thing about DDS. In MCX go to "Options" --> "Texture Settings" and set "FlipDSS" to "False"
 
about
DDS are flipped.....
I had that flag before the import It seems that ALL poligons are Flipped

second
than ... why don't you set and configure your attach points in MCX?
I do not know HOW....... so please explain to me what I have to do
ciao

PS
I'm searching for 3ds max 2012 is it your version right?
 

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today
I exported my flght-deck (wip14) with flightsim DirectX plugin that comes with sdk
NOW I have an effect but :
The flight deck is upside down,(wip16.17.18)
the yellow lights are in place andas z but rotated 180 deg (wip15)
there is a texture that is not seen (that white....you see)
If I export using pandasoft plugin according to http://www.fsdeveloper.com/wiki/index.php?title=Exporting_from_3DSMax_using_Pandasoft_plugin
all comes ok (wip 19) except for effects that I do not have
I included the log files
What I have to do ?
BAH
 

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Hi guys,

I changed the method to add effects and I'm using GMAX for FSX

I'm using what I did:
1.created a single-poly flightdeck
2.created 2 planes :LIGHT_LAND_01 and 02
3.linked LIGHT_LAND_02 to LIGHT_LAND_01
with both Z pivot directed in the opposite direction where the beam light should be
4.......and than?
An help to finish please
regards
Cobby
 
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