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FSX model to FS2004

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85
What's the best path to convert convert a 3dsMax airplane model that I have created for FSX and export it for FS2004, do I need to revert back to all the old tools or is there some way to export it directly from Max for 2004 (minus the FSX materials)

Also is the FS 2004 gamepack still available, I can't find it for download anywhere.

Thanks :o
 
Hey,

All the FS 2004 SDK's are available on this website through the downloads section.

Top of the page click "Downloads"; they're at the bottom of the list titled "SDK" :)

Regards,
Stratobat
 
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There is only one practical path from Max to FS2004, and that is via the Pandasoft X file exporter to create the X file(s) needed, then use of MakeMDL.exe to compile an FS9 .mdl file.
 
Hey Bill,

If I was developing an aircraft and I wanted to have a FS9 and FSX version of the model, at which point would I need to stop developing the FS9 model before it became counter productive to developing a FSX model?

I read that FSX handles animations and materials differently to FS9.

Regards,
Stratobat
 
Hey Stratobat,


Basically, you can load up a FSX model into FS9 format Gmax and simply start renaming parts to FS9 handles, then create all new FS9 materials and attach to the model, and you are good to go.


This is why I make a full model in FS9 first, then convert to FSX so that attachments/attachpoints will not interfere with model creation in the next format.

(FSX format models use attach points for all animations and effects (lights, etc). FS9 does not).



Bill
 
Hey Bill,

Thank you for your help :)

What I've done so far is install all the FS 2004 SDK's along with collecting as many tutorials as I can. My intention is to first design the model for FS 2004 and then export it at a later date into FSX (Once I become more familar with FSX).

(FSX format models use attach points for all animations and effects (lights, etc). FS9 does not).

Does that mean that any models flown in FSX that were developed using the FS 2004 Gmax SDK have no animation or lighting effects, etc?

Regards,
Stratobat
 
FS9 compiled models with few exceptions will work just fine in FSX...

Personally, I've found that the process of "downconverting" an FSX model to FS9 standards is far easier than "upconverting" from an FS9 model to FSX... :D
 
FS9 compiled models with few exceptions will work just fine in FSX...

Personally, I've found that the process of "downconverting" an FSX model to FS9 standards is far easier than "upconverting" from an FS9 model to FSX... :D


Its the opposite for me Bill. You must have some clever strategy for that.

For me, FS9 runs faster, so exporting to FS9, getting things running, and finalised, then creating the FSX version is faster, but thats me.


Bill
 
I'm with Bill (the first one) on this.

"Down converting" is simpler for me as I structured my FSX export for 3D canvas along the same lines as the FS9 export.
The FS9 export just ignores all the extra FSX stuff.
For me it's mostly just a matter of removing all the animations that are automatic in FS9.

Going that way, removing features is often easier than adding them for FSX. Although I am finding you still need to model with FS9 in mind.

Going from FS9 to FSX it would be tempting not to add the bump/specular maps and other features.
 
Its the opposite for me Bill. You must have some clever strategy for that.

For me, FS9 runs faster, so exporting to FS9, getting things running, and finalised, then creating the FSX version is faster, but thats me.

Bill

Of course I have a strategy. Since I'm intimately familiar with the requirements for an FS9 model, I quite deliberately build the FSX model with those requirements in mind...

For example, I am positively anal about using correct, "default FS9 partnames" for any object for which FS9 has "default animation" support.

For example, if I name the left aileron "l_aileron" to begin with, then for the FS9 version all I need do is set the time slider to 50, then delete the 0, 50, and 100 keys from the animation track! The left aileron will remain in the "neutral" position, and when run through MakeMDL.exe the left aileron will be animated in FS9 automatically. :D

The same strategy holds for every part in the FSX model. Of course if a modeler doesn't have the discipline to properly NAME objects to begin with, then this strategy is useless.
 
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