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GMax plugin for FsX

FSDS has its die-hard fanatics. Yes, it's not as powerful a modelling program as gmax, and clearly not in the same league as 3DSMax 7/8.

gmax is a "dead end" program only in that discreet has stopped direct development. For Flight Simulator content creation, it is clearly anything but dead - caveat so long as Microsoft continues to support and create the necessary gamepacks for it.
 
As Felix already said we should be fine with GMax for FsX. What happens for the next version we'll have to see then. But as MS is still going to provide a new gamepack for GMax it is certainly not death yet.

Once we have the new gamepack and we can explore the X file created by it, I am sure it is possible to create plugins for other tools like Blender that generate similar X files that can be used by XtoMDL. But as long as GMax is the "official" tool supported by GMax, not many people might want to spend their time on writing exports for other tools as well.
 
Remember - gmax 1.2 is basically 3DSMAx 4 with nurbs, rendering engine, and a few bits and pieces missing. Splines, tubes, cylinders and other tools needed to really screw up, er create fantastic models, (yeah, that's what I meant, not what I do), are all there.
 
Thank you felix...

I have a book: "The gMax Handbook" - Crooks (2003) published by Charles River Media. This book doesn't discuss some of the techniques you list. Do you know of a better book?
 
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As Felix already said we should be fine with GMax for FsX. What happens for the next version we'll have to see then. But as MS is still going to provide a new gamepack for GMax it is certainly not death yet.

Once we have the new gamepack and we can explore the X file created by it, I am sure it is possible to create plugins for other tools like Blender that generate similar X files that can be used by XtoMDL. But as long as GMax is the "official" tool supported by GMax, not many people might want to spend their time on writing exports for other tools as well.

Unfortunately, Arno... Someone will have to use Max7/8 in order to examine the nnn.X file(s). Autodesk specifically forbid ACES from exposing the nnn.X file(s) in the GMax export/compiler toolset...
 
Unfortunately, Arno... Someone will have to use Max7/8 in order to examine the nnn.X file(s). Autodesk specifically forbid ACES from exposing the nnn.X file(s) in the GMax export/compiler toolset...

For the old gamepack we were also able to capture it with MDLCommander, so I am not 100% sure yet if we can't do that again. I do now understand that MS is not allow to give us the file directly, but maybe it can still be capture somehow.
 
Yes, I feel sorry for the ACES team here...

Essentially they had to write this tool from the ground up for the community...

As they say... if there is a will, there is a way.
 
Hi everyone. My first post here. :)

Im also anxiously awaiting for the plugin, but Im curious does the gmax plugin that will be released soon have any new features from the FS9 version? Anything to look forward to other than compatibility with FSX?

Last night I exported a few shapes from Gmax using the fs2004 gamepack into FSX and they were visible in FSX (albeit the shapes were all black, I didnt add any texture to them). Its been a couple of years since Ive done scenery for FS (I have a few sceneries in avsim.com, under "Jorge Machado" author) so I might have missed something.
 
Thank you felix...

I have a book: "The gMax Handbook" - Crooks (2003) published by Charles River Media. This book doesn't discuss some of the techniques you list. Do you know of a better book?
I have that book, and it isn't great. I bought "the GMAX Bible for a friend (to encourage him to work with GMAX) and this is a much better book. I kept the PDF version when I gave the book, and this always gets me out of trouble when I run into a problem.
 
Hi,

Im also anxiously awaiting for the plugin, but Im curious does the gmax plugin that will be released soon have any new features from the FS9 version? Anything to look forward to other than compatibility with FSX?

I can't say much about it yet, but it looks like some of the features that we had to tweak our object for in Fs2004 have made it into the new gamepack. So that looks good.

But the main feature will of course be that we can create objects in the FsX MDL format, which is totally different from the Fs2004 one.
 
Thank you felix...

I have a book: "The gMax Handbook" - Crooks (2003) published by Charles River Media. This book doesn't discuss some of the techniques you list. Do you know of a better book?


The gmax handbook is a nice collection of basic tutorials. I consider it as an help to the gmax tutorials.

As far as a better REFERENCE, with examples, "The Gmax Bible" is much better, as already stated.
 
Unfortunately, Arno... Someone will have to use Max7/8 in order to examine the nnn.X file(s). Autodesk specifically forbid ACES from exposing the nnn.X file(s) in the GMax export/compiler toolset...

Are we talking .X as the DirectX standard or some other internal intermediate .X file specific to GMAX?

I'm still hoping that the next SDK will have some specs for the metadata and .X/.X anim so there's a (Python) hope in getting a Blender export. The .X specs exists out there in the DirectX SDK, and an existing pretty good .X exporter for DirectX 8. I believe it's the "no-no" information on what makes the XTOMDL program blow up with an "unknown exception error" that would be useful (perhaps you can tell I've been able to create a perfectly valid .X file with Blender, visualize it in the DirectX viewer, and ka-boom in XtoMDL even after adding the "extras" such as GUID and templates found in the .X provided with the SDK :))

Cheers,

Etienne
 
Basically we are indeed talking about the DirectX X file format, but there are some FS specific meta tags used in it that XtoMDL uses. So we would have to figure them out if we want to make an exporter for Blender (or any other tool).
 
Hi Arno,

I suppose I'm quite surprised by Bill's message on Autodesk preventing the generation of visible intermediate .X files. Not having 3DSMAX, I'm really don't know how this works.

I would love for ACES to give us a document that describes the extensions to the DX9 format, and in particular, a few more examples... I'm already working with Python on this, even though I'd much rather do this in C#....

I know GMAX is a good product (at least was in its day), but having the option of a tool like Blender (or others like it) would greatly benefit the designers out there, and expand the FS world without a $3,495 ticket to get in cost (US retail cost of 3DSMax).
 
Hi Arno,

I suppose I'm quite surprised by Bill's message on Autodesk preventing the generation of visible intermediate .X files. Not having 3DSMAX, I'm really don't know how this works.

Michael Z. suggested that those of us who were "upset" by this restriction from Autodesk should write directly to them, explaining why it's a "bad idea."

I do understand why they don't want a .gmax source file made "exportable" via .X to another program though, but they should at least provide a migration path from GMax to Max!

BTW, I'm happy to report that - thus far at least - the GMax tools seem to be working as designed.
 
There IS a way to get a GMax model into 3DS Max...I just did it. MDLCommander allows you to make a tweak that causes GMax to export an .X file using the FS9 gamepack. You then import that .X file into Milkshape, export from there as .3DS, and import that into Max.

A few caveats, though. Milkshape dosen't seem to like large files, so big models need to be done in pieces - it took about 8 rounds of import/exports to bring my helicopter from Gmax over to Max. Also, I needed to do a lot of tweaking in 3DS Max once everything was converted...animations, pivot points, and object names get blown out and need to be re-done in Max. You also end up with all your polygons triangulated, which can be a pain in the neck if you're making more edits (though the extra edges can be removed if necessary). I also needed to rotate everything 90 degrees and add a Mirror modifier. Mapping coordinates make the transition ok, though.

Altogether the process took a whole weekend...but it will hopefully pay off in the future.
________
Carmenn cam
 
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There IS a way to get a GMax model into 3DS Max...I just did it. MDLCommander allows you to make a tweak that causes GMax to export an .X file using the FS9 gamepack. You then import that .X file into Milkshape, export from there as .3DS, and import that into Max.
<snipped for brevity>
Altogether the process took a whole weekend...but it will hopefully pay off in the future.

Oh, I'm well aware of at least ten different ways to "get a .gmax project into Max," but not one single one is worth the trouble... :eek:

There needs to be a seamless way to move a project back and forth without the need for so much polygon/normal/pivotpoint kung-fu! :D

Oh well, at this juncture though it's pretty much a moot point, since the FSX GMax exporter/compiler is working pretty solidly now. Hopefully it will be released soon so everyone who has the RTM SDK installed can run the update patch... :cool:
 
The gmax handbook is a nice collection of basic tutorials. I consider it as an help to the gmax tutorials.

As far as a better REFERENCE, with examples, "The Gmax Bible" is much better, as already stated.

thanks Felix, I've ordered it.
 
BTW, I'm happy to report that - thus far at least - the GMax tools seem to be working as designed.

Very nice! "Soon I hope"...

For those of you with a wire to ACES, let them know that the Blender folks would love to see some specs on file formats and the scoop of the gmax export tool dark magic so we can python our way from blender to .x and .xanim :)

Cheers,

Etienne
 
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