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Gmax in FSX

Sidney Schwartz

Resource contributor
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us-oregon
I've installed the FSX demo version. I went back to FS9, created a scenery consisting of one of my Gmax objects, then installed the scenery in the FSX demo scenery library. The object displays fine in FSX. I'm guessing this means that the rest of our Gmax stuff will probably work as well. :D

Sid
 
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FSX appears to accept FS9 models and scenery placement files. The format of the mdl files and bgl files which shipped with the demo are different than those for FS9. As I understand it the new animation capabilities being introduced with FSX are one of the reasons for the change in mdl format - it no longer contains a BGL section or animation sections as far as I can see.

Nevertheless MS are following the usual path of making sure that stuff created for the previous version of FS (FS9) will work in the current version.
 
Hi,

I hope all those FS2002 Gamepack style ground-polygons will still work in FSX. Better still if they implemented new ways of doing such...waiting for the SDK...

Regards,
Jeff
 
ie through 2 transperencies.

Jeffrey Stähli said:
Hi,

I hope all those FS2002 Gamepack style ground-polygons will still work in FSX. Better still if they implemented new ways of doing such...waiting for the SDK...

Regards,
Jeff

We live in hope Jeff
And with a bit of luck problems with transpency's etc
have been resolved.

Anyone out there willing to put an effect inside the control tower
(Forest Fire) and see if it is visible from outside and also through
one of the aircrafts windows. ie through 2 transperencies.

Tas
 
Hmm, I installed one of my airports in the demo, and it displays about 90% correctly. The only problem I have is with non-textured materials. They don't show the assigned colour, they appear black.
By the way, the airport I installed had an AFCAD file included, so it showed up in the airport list. I couldn't get surrounding ground textures to display, but I think this is more to do with the fact that the rest of the world is just not defined as texturable:)
 
toprob said:
The only problem I have is with non-textured materials. They don't show the assigned colour, they appear black.
Yes, it seems FSX can't handle non-textured objects anymore. :(
I hope all those FS2002 Gamepack style ground-polygons will still work in FSX.
Yes and no. FSX doesn't seem to have flattens any more. It seems to me that any surface is a bit arched due to the new spherical terrain model. I'm still not sure what this means for flattens and ground-polys.
But of course there will be a way to create nice ground polys. :)
 
I used flattens extensively in my photoreal scenery primarily for ensuring lakes don't climb up mountains, depressing river beds, and raising and lowering highway segments. In the present Beta 3 release they certainly don't seem to work but Microsoft closed out the feedback item I put in about it with the indication it was fixed. There was no comment but I assume it wasn't a difficult thing, probably just something overlooked. I'm hopeful about this.

One other omission that they indicate as fixed is that object excludes seemed to be not working. MS, when placing landmark objects such as downtown buildings, often put them in the wrong place. The only way to fix that was to exclude the current model and create a new bgl that relocates it. In the FSX beta, the buildings I dealt with in that manner showed up in both places so something was askew.

I'm really looking forward to Beta 4 if they're going to release another one. Has anyone heard?

Oh also, I've seen comments by people that the _LM.bmp textures didn't work in FSX betas. I've found that the ones I created in my photoreal releases seem to work as expected. Was there something deeper to this issue?

Art Martin
 
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