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GMax blows!

Heretic

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That f*****g UV mapper is driving me nuts!

I just want to remap a fuselage, FFS and not mine for diamonds with my bare hands! Why does this dumb tool miss half of the necessary functions?!?!?

GAAAAAAAAAAAAAAAAAAAAAAAAAAAAAH!


If I should ever decide to use Gmax for work on mesh or complex UVW unwrapping procedures, SHOOT ME!




Why can't 3DS Max open .gmax files? Why, why, why?
Everything would be so much better!


*Sob*


:(
 
<snork>

Map it in FSDS, then use ModelXconverter to bring it into gmax and finish tweaking it there...
 
Since even Max 9 couldn't help me, I needed to work around the problem - as usually. :rolleyes: *Sigh*


I should stop touching other people's mesh and just do a basic FSX conversion instead. No matter how many holes it has. :rolleyes:
 
How?!

That's what I do... I build my stuff in FSDS and convert. I hate Gmax!

and i threw my 2 cents in because i accidentally posted what was supposed to be a new thread to this thread. how? idk...
 
FSDS and Gmax are two entirely different solar systems while Gmax and 3DS Max are neighbouring planets.

I'm not doubting that you can be happy with GMax, but for me that program is like a main battle tank with a VW Golf engine...


GMax has one advantage at least: You can export and compile in one go instead of having to do it externally.
 
Can’t you export your Gmax fuse part out as any of the convertible formats, there are a half dozen ways , then import the fuse into 3DS and do your work there , send the bit back into Gmax as a .3ds mapping intact ?

I had to open Gmax up a couple of days back and had some of the reactions you are experiencing , one gets spoiled , 3DS with VRay does the same kind of thing, once you use it you can’t go back
 
I will readily admit that the UVW Editor in GMax v1.2 doesn't have near the number of tools and flexibility as the ones in Max7/8/9, but...

...having had a lot of practice with it, I've learned how to maximize it's useage via some work-arounds and so forth.

I suppose it's much easier for me since I learned to drive the 3d modeling world's Volkswagen before attempting to drive the Porsche analogue... :rotfl:
 
Torture in three letters - U, V and W. Gmax giving you a headache compared to 3ds Max? Be thankful you have Max, some of us would love to.

I suppose you'll just have to think a bit, that's what we gmaxers have to do. :duck:

Ah well, back to the manual gearbox and no syncromesh...
 
I suppose you'll just have to think a bit, that's what we gmaxers have to do. :duck:

Ah well, back to the manual gearbox and no syncromesh...

Wrong, oh learned one.

To THINK you need FSDS ....

Now mapping in FSDS - THAT's a manual gearbox and no synchromesh ... difficult to get right, but when you do, oh is it sweet!~
 
Can’t you export your Gmax fuse part out as any of the convertible formats, there are a half dozen ways , then import the fuse into 3DS and do your work there , send the bit back into Gmax as a .3ds mapping intact ?

I've tried ModelConverterX as a "translator", but the result in 3DS Max wasn't usable.



I suppose it's much easier for me since I learned to drive the 3d modeling world's Volkswagen before attempting to drive the Porsche analogue... :rotfl:

That's actually the best way to do it. I must have done something wrong. :D



I suppose you'll just have to think a bit, that's what we gmaxers have to do. :duck:

All the thinking doesn't help if the tools don't play along. :rolleyes:
Since I'm working on someone else's original model I also have to adhere to the creator's modeling philosophy which makes matters even more complicated...
 
Bjorn ... in what way was the mesh unusable after 3ds import export?

I'm curious, because apart from loss of materials and smoothing groups I've found it pretty useful.

One suggestion (because your imported parts will be arranged by material) ... you may wish to apply separate dummy materials before exporting so the parts you want are isolated before export.

This way, they will be discrete geometry when imported in from the .3ds file. Smoothing groups are still lost of course.

It is one of life's little mysteries (or Autodesk's deliberate stubbornness) that Max can't open gmax files. How pig-headed can a company be!?
 
It is one of life's little mysteries (or Autodesk's deliberate stubbornness) that Max can't open gmax files. How pig-headed can a company be!?

Oh, I don't think it's that much of a mystery. After all, Max9 can't open .max files from Max5 either!

Also, the entire raison-d'etre for GMax was to supply a "free" 3d modeling program that was limited to exporting only via expensive, licensed modules that were coded and compiled by the "game producers."

Unfortunately for Discreet, only three "game producers" signed up for the license and ponied up the big money for the licensed SDK, if I recall correctly... :rolleyes:

AFAIK, the "Bobo's Scripts" are the only truly effective way to migrate projects back-and-forth between GMax and Max, but even they aren't without problems!
 
Bjorn ... in what way was the mesh unusable after 3ds import export?

No more elements and weirdly triangulated polys.

Selecting stuff like doors was next to impossible without basically redoing the whole area.



AFAIK, the "Bobo's Scripts" are the only truly effective way to migrate projects back-and-forth between GMax and Max, but even they aren't without problems!

Were they from that .pdf tutorial posted somewhere on a MSFS development site? :confused:
 
@Bill ... where is BOBO now when you need him !!
And yes, I can understand why you wouldn't allow files to go "back" to Gmax, but I would have thought Autodesk would be quite keen for files to go "forward" to Max.

Even Microsoft allow you to "Save for Word 97-2000" ... deliberate pigheadedness.

@Bjorn ... I didn't think the triangulation altered (smoothing is Lost however)
If each part is given a different material (eg the door) before export from Gmax .. they will be exported with discrete part names AA_LOD_100 AB_LOD_100 etc

Whilst the animations etc are stuffed you should at least be able to select each bit separately.

It may be quicker just to remake the model completely of course :D
 
Memories

Wrong, oh learned one.

To THINK you need FSDS ....

Now mapping in FSDS - THAT's a manual gearbox and no synchromesh ... difficult to get right, but when you do, oh is it sweet!~

I have just downloaded FSDS, My next model is going to be made there. But i had to quote this because i learned to drive in a '56 Ford Pickup. Granny-Low and all that. By the end of the summer i was shifting without a clutch when my uncle wasn't around. I've worked two models now in GMax. It can be done but what a convoluted mess from day one. first theres the gamepack install. Then there's this odd corruption of files thing on occasion. I wont say any more though. Who can complain about free software and sleep well at night.
 
Yep .. there is little that you cannot do on Gmax ... and once you understand it ... it isn't difficult

The biggest problem is the lack of documentation .....

When you look at Max, you realise that all the basics are there in Gmax albeit in a (slightly) more clunky way.

As for file corruptions
Check "Increment on Save" for all projects .. and you will shed less tears.
 
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