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GMax vertex resolution

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4
Country
greece
Hi Friends,
A "dumb" question.......
I'm searching for the way to solve the problem of the GMax/MakeMdl (FS2004) vertex resolution (limitation to 0.004m) in VC modeling.
Someone has found a way?
:confused::confused::confused::confused:
 
Luka has since found a way to also get around the Maximum Vertice/Polygon issue as well via LOD's.

It would be awesome if Luka could create a nice step by step tutorial on exporting a model via these techniques. I would love to try this.


Bill
 
The method described in FFDS scaled the model down too much after the .asm edit. Instead of changing (in the final step) the scale of model_inside to 0,0,4 try 0,0,3. I suppose 4 works for FFDS, but for some strange reason didn't with Gmax (in my case). All the other steps are OK. BTW, Lukas' trick might work with more certain results, give it a try.
 
The method described in FFDS scaled the model down too much after the .asm edit. Instead of changing (in the final step) the scale of model_inside to 0,0,4 try 0,0,3. I suppose 4 works for FFDS, but for some strange reason didn't with Gmax (in my case). All the other steps are OK. BTW, Lukas' trick might work with more certain results, give it a try.

There are no magic one size fits all values for every model. In my second reply to the following topic I posted the method that I use:

http://www.fsdeveloper.com/forum/showthread.php?t=19581

but I fear that some of the advice I offered there:

“Using an .asm file from a normal, properly scaled model, get the numbers from the places shown above to use as a baseline. For my project, the numbers were “7” and “2”. In the scaled x 16 .asm file, they’re “102” and “6”.”

was lost as I sandwiched it between some lines from the .asm files.

When I first began using this to avoid the 4mm welding, I was concerned about my model returning to the original scale after editing and compiling with BGLC_9. So I created a static scenery object using the fuselage, wings, tail feathers, and landing gear from an un-scaled model, and placed it at KSEA. Loading my tweaked aircraft model compiled with BGLC_9, I slewed it over and superimposed it on the scenery model. The tweaked aircraft model was an EXACT match to the scenery model.

So once again, it’s important to establish a baseline for YOUR model’s normal scale, radius, and eyepoint before scaling it up. Grab the numbers from a “normal” .asm file and use those to replace the values in the scaled up file. Luka’s values don’t mean anything outside of his model, unless by strange coincidence your model happens to be a very close match to his. This is especially true with regard to the aircraft radius and VC eyepoint.

For reference only to the method I use, I’ll repeat again the examples from my current project. The values in the main .asm file before scaling the model are:

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

visual_model_header label dword
dd visual_model_header_end - $ - 4
dd 0
dd 0
dd 7
dd 0
dd 0
dd 700
db 'F','S','8','0'
dd 2304
visual_model_header_end label dword

~ animation code snipped here ~

aircraft_model label BGLCODE
VPOSITION no_model,0,7,AIRCRAFT_PARAMS.llapbh.lla
VFILE_MARKER AIRCRAFT_PARAMS.texture_dir

IFMSK inside,AIRCRAFT_PARAMS.gen_model,GEN_MODEL_OUTSIDE+GEN_MODEL_DISPLAY
BGL_CALL shadow
VPOSITION no_model,0,7,AIRCRAFT_PARAMS.llapbh.lla
SUPER_SCALE no_model,0,0,2
VINSTANCE_CALL model_outside,AIRCRAFT_PARAMS.llapbh.pbh
no_model label BGLCODE
BGL_RETURN
shadow label BGLCODE
BGL_IF AIRCRAFT_PARAMS.gen_model,GEN_MODEL_NOSHADOW
BGL_RETURN
BGL_ENDIF
SHADOW_VPOSITION AIRCRAFT_PARAMS.llapbh.lla
SUPER_SCALE shadow_out,0,7,2
SHADOW_VICALL model_shadow,AIRCRAFT_PARAMS.llapbh.pbh
shadow_out label BGLCODE
BGL_RETURN

inside label BGLCODE
IFMSK inside2,AIRCRAFT_PARAMS.gen_model,GEN_MODEL_FRONT
inside1 label BGLCODE
BGL_RETURN
inside2 label BGLCODE
IFMSK inside3,AIRCRAFT_PARAMS.gen_model,GEN_MODEL_DOWNWARD
BGL_CALL shadow
BGL_RETURN
inside3 label BGLCODE
VPOSITION no_model,0,7,AIRCRAFT_PARAMS.llapbh.lla
SUPER_SCALE no_model,0,0,2
VINSTANCE_CALL model_inside,AIRCRAFT_PARAMS.llapbh.pbh
BGL_RETURN

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

With reference to the above, in a normally scaled model the numbers are “VPOSITION”= 7 and “SUPER_SCALE”= 2.

Scaling up by 16 and compiling produces the following:

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

visual_model_header label dword
dd visual_model_header_end - $ - 4
dd 0
dd 0
dd 102
dd 0
dd 0
dd 308
db 'F','S','8','0'
dd 2304
visual_model_header_end label dword

~ animation code snipped here ~

aircraft_model label BGLCODE
VPOSITION no_model,0,102,AIRCRAFT_PARAMS.llapbh.lla
VFILE_MARKER AIRCRAFT_PARAMS.texture_dir

IFMSK inside,AIRCRAFT_PARAMS.gen_model,GEN_MODEL_OUTSIDE+GEN_MODEL_DISPLAY
BGL_CALL shadow
VPOSITION no_model,0,102,AIRCRAFT_PARAMS.llapbh.lla
SUPER_SCALE no_model,0,0,6
VINSTANCE_CALL model_outside,AIRCRAFT_PARAMS.llapbh.pbh
no_model label BGLCODE
BGL_RETURN
shadow label BGLCODE
BGL_IF AIRCRAFT_PARAMS.gen_model,GEN_MODEL_NOSHADOW
BGL_RETURN
BGL_ENDIF
SHADOW_VPOSITION AIRCRAFT_PARAMS.llapbh.lla
SUPER_SCALE shadow_out,0,102,6
SHADOW_VICALL model_shadow,AIRCRAFT_PARAMS.llapbh.pbh
shadow_out label BGLCODE
BGL_RETURN

inside label BGLCODE
IFMSK inside2,AIRCRAFT_PARAMS.gen_model,GEN_MODEL_FRONT
inside1 label BGLCODE
BGL_RETURN
inside2 label BGLCODE
IFMSK inside3,AIRCRAFT_PARAMS.gen_model,GEN_MODEL_DOWNWARD
BGL_CALL shadow
BGL_RETURN
inside3 label BGLCODE
VPOSITION no_model,0,102,AIRCRAFT_PARAMS.llapbh.lla
SUPER_SCALE no_model,0,0,6
VINSTANCE_CALL model_inside,AIRCRAFT_PARAMS.llapbh.pbh
BGL_RETURN

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Again, from the above you can see that in the x16 scaled model the numbers are “VPOSITION”= 102 and “SUPER_SCALE”= 6. I return all of those to “7” and “2”, to reset the model to normal scale. The VC eyepoint and aircraft radius will also return to normal without hex editing the .mdl file or using AFCAD.

At the risk of belaboring the point, I’ll once again remind all who read this that the examples above are from my project, which has a length and wingspan of considerably less than 50 feet, and do not represent the numerical values that should be used to re-scale a 747, or an ultra-light. You should FIRST compile a normally sized model (no scale applied) with Makemdl, grab and save somewhere the values from main .asm file created during that compile, and use those to edit the main .asm file that results from compiling a scaled x16 model.
 
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