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You might want to ask such questions in the scenery design forum, instead of here. But if you installed the new GMax gamepack correctly you should be able to export to a MDL object fine. There is no real need to have access to the X file.
I disagree about that there is no need to have access to the x-files.
First: Mulder and Scully can only be kept in check if someone else has access to the x-files and ..
Second: One of the most annoying things while working on an aircraft model was that you need for example an exterior and interior model for the vc. If you have access to the .x-file you just copy your working model to an interior model and you always have both (which is what mdlcommander does automatically if you use the correct options).
Third: Seeing the x-files also helps a lot in determining problems when stuff doesn't work as intended, for example how to set the material properties correct to get reflections etc.
Fourth: it allows to see how stuff has to be exported for XToMDL so that someone with a more decent knowledge of Python than me can write an exporter for Blender for FSX .x-files. (I wish actually MS/ACES would do that)
Fifth: Another advantage is, that when creating scenery that needs multiple instances of your model you could just call makemdl multiple times altering the coordinates using the .x-file without being in gmax.
Sixth: you can use the .x-file to import into other programs, such as Blender.
I'm still wrestling with SimConnect and didn't have time to look into the gmax side of FSX yet, so no new mdlcommander yet. I don't know whether they changed the "inner workings" of the export. If not then mdlcommander would basically still work i guess, just XToMDL.exe would have to be renamed to mkmdl.exe like described in the doc. Not sure about the parameter passing stuff but since XToMDL uses xml files for its parameters it might work.





