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How should I make this corner?

No... NO NO!!!! Read the damn tutorial! It tells you exactly how to do it.

I get that, but I thought: Just start at point one,. So I did and I'm stuck with it because somehow my image that I use as an example (part of it in post #1) doesn't apply to the plane anymore... It's really a basic error (probably) but I don't know how to fix it...
 
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hmmm... Okay, but I still don't get it to work propperly, see:

Capture_zpsd148ce5b.jpg


Add: Seems to be a Gmax_FSX problem since it doesn't do this with the normal Gmax...
 
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It's probably because the file is too big. Either delete the material, start GMAX again and recreate it and texture the plane. Or cut it into 2 and create 2 materials and map them onto the plane 50/50. Or save another copy of it at a lower resolution and create the material again, starting gmax up again in between.
 
It's probably because the file is too big. Either delete the material, start GMAX again and recreate it and texture the plane. Or cut it into 2 and create 2 materials and map them onto the plane 50/50. Or save another copy of it at a lower resolution and create the material again, starting gmax up again in between.

Tried lowering the resolution, didn't work and I tried to create a new material, didn't work...
So then I tried another image (just a random small image) didn't work...

Reinstall gmax? although the Gmax self is doing fine, the FSX_Gmax isn't...
Could it be because I had FSX all up and running (SP1 + Acceleration) and after that reinstalled gmax (+sp1A + Acceleration) that something went wrong there?
 
As long as nothing's changed in the GMAX FSX Gampack, it shouldn't make a difference. I don't know what's wrong.
 
As long as nothing's changed in the GMAX FSX Gampack, it shouldn't make a difference. I don't know what's wrong.

And the FSX_Gmax tools are required to do this... I'll just have to keep on searching for a solution..

Thanks for all the help BTW! I really appreciate it!
 
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Adding to that, after a couple of more attempts I've figured out it's only with FSX_Gmax using a plane object, I tried a box and that worked fine....

Adding even more to the confusion, only happens when I make the plane into editable Poly, not when I size it from zero without moving the Vertexis..
 
hmmm... Okay, but I still don't get it to work propperly, see:

Capture_zpsd148ce5b.jpg


Add: Seems to be a Gmax_FSX problem since it doesn't do this with the normal Gmax...
Did you map on the plane that you just created? You need to apply the material and map it with PLAN shape.
 
Ohh, how many times I have already told, switch to 3ds max ! At least to 2013 ! fsfox makes a really good points, also don't use makes boolean as it is rubbish ... !
Technique that fsfox showed in video, can be easily done in 3ds max only one recommendation from my side is to switch object to half transparent mode as you could see what is under so you could orientate easier.
Few tips from me:
To make objects in 3ds max half transparent use alt+x.
To "extract" another polygon from polygon use edge mode + shift + drag.
Try to make topology as nice as possible the less triangles the better, don't make polygons which have more than 5 vertices, split them and if required re-factor your model, the best idea would be to keep 4 vertices per polygon.
If you have problems with 3ds max, contact me I will try to help you and answer your questions.
Another idea:
If you make really low polygon model, you could apply mesh-smooth, and if the mesh has really nice topology it will subdivide your topology and you will be able easily make adjustments.

Actually this is one of the methods I have used for few other projects:

image.png
 
Just be aware that unless you're a bona-fide student, Max is going to cost thousands. £155/month, or £1240/year or £3100 outright, plus VAT at 20%. Just sayin'
 
Before this gets too far off topic :scratchch... I think he resoled this in another post: It wasn't mapped.
 
Before this gets too far off topic :scratchch... I think he resoled this in another post: It wasn't mapped.

I did! (sorry for the late reply)
Also I do have 3DS MAX 2014 (1 year free), but since I didn't know how to export for FSX with that I used Gmax here. So I guess I'll download the P3D V2 SDK for 3DS MAX 2014? Or perhaps switch to blender( I've heard it's better then gmax)?

Just one more thing I was wondering, I'm now mapping some of the taxiways/runways with a dark asphalt layer and it seems to get much brighter/lighter in 3DS MAX then the actuall texture is, how will this work out when exporting to FSX?
 
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Well I'm not going to resolve this Boolean discussion, nor do I want to be caught in the middle. But just too ask, why's this discussion happening now? Because as far as I can see I don't think I'll need to use any cutting tool to make this segment, or am I overseeing something? In the end it won't be one solid piece of taxiway, would it? Because how are you going to texture it then? I guess you'd have to use UV unwrapping then, but how would that work in such a case?
Fsfox, I think you don't understand what F747fly doing. He is doing a groundpoly, which is not a 3d model until the last stage of conversion. Boolean does not work well in 3d model or 2d model but works so good in spline. My tutorial is a complete work in Gmax. I don't think any program is different, it depends on your skill on the program.
If you read my tutorial, you will find that I work on splines and lines until the last stage that I convert to 2d model.

@F747fly, I think you don't need to rush yourself on any thing. Any 3d program has a steep of learning curve. You need to take some time learning about it in the tutorial that is separated download from http://www.turbosquid.com/gmax. Do any thing you can find and familiar with it. Reading your question at the first thread I know that you want to make thing for flight sim at the first time you grasp the program. Relax! It just need to take some time. I will show you how it is done:

First you need to have Reference Plane in Gmax/max as my tutorial that Shuan refer to.



Then use Line tool to draw the line (1). Click on the Ref.Plane and draw the line. You don't need to be very careful at the first drawing, just a rough shape is fine.



Finnish the drawing by clicking on the first vertex that you just draw and YES on Close the spline? question.




Then turn your vertices on the curve to be a Bizzie and you can adjust its curve now.



Now, it is just line the area you want.



Click on the right button of the mouse and turn it into Editable Poly.



Now you can apply the texture to the polygon you just made.



I think you might now has more and more questions. How to apply texture? How to make it seamless? How to make it.....
It is not working if you keep asking. You need to read and read. I would suggest you read the tutorial and do as it told you. If you have questions, I am happy to answer. Here is my tutorial: http://www.fsdeveloper.com/wiki/index.php?title=Ground_Poly_Tutorial_for_the_year_2014+
We need to read a lot and train ourselves before we can come this far. It just needs time and patient. And you need to do it by yourself. Search, read then try to do. Ask when you hit the problem and cannot find the answer. If you keep asking, sorry to say this but it is true, no answer will come to help.
 
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Unfortunately easy way is not always right way, some may say that it is easier for beginners, but I say we should learn modeling in correct way from the beginning no matter how long it takes because quality matters.
In this case ok, the texture is about to be seamless, but one day this is going to be different and in result you stuck.
When a model has clean topology, that is designed to flow with the surface, you’ll find the mesh is much easier to modify as the mesh naturally flows with the subject matter. I have a very big doubt that this is going to be happened in Tic's method.

Again I show two options that are up to your choise.:
1. Topology on the Left (Tic's method), Topology on the right (Common method).
2. Topology on the Left (Tic's method), Topology on the right (Common method).



Sorry Tic, nothing personal, just a geometry..
 
Actually, using the spline method it's like this:–

SplineKungFu_zpshhpfv0qu.jpg



This shows the triangulated mesh as it would be when exported to FS, otherwise it's quads in Max. Your mesh would be the same, fsfox; but I'm saying no more on the subject. Over and out.
 
There isn't boolean on the polys just the splines. Then the spline is converted to a polygon. Then it is a single face, unlike quads.
 
Tom, this is because you used 2 point splines "parallel" each other with the same amount of resolution. Because you know the trick. Newbie doesn't know this, and most likely will interrupt the spline , make bend again and so on.
See example of Tic's.
And your trick..
with me ?
 
Then it is a single face, unlike quads.

It cannot be a single face. Even quad is triangulated and that counts as 2 polygons.
If you have 20 vertices on a single face, then it means that you have:
20 verts
37 Edges
18 faces.
 
Fsfox, I think you got me attention. I just notice the link of your video.

It is nice but please open your mind and see how many vertices you have to manipulate along the way and the it is very difficult to get a perfect curve.

I agree that my method would bring a lot of vertices. However, I think the number of vertices on ground poly does not effect FPS much since it is not 3d model, less calculation for computer. Do not need to pay attention to number of vertices so much.

I'm not saying my method is the best. But I can tell you that it takes less time and manipulation. Do not change to editable poly until you are done. Boolean works fine with splines, line, rectangle etc but not with 2d object.

I can see what you try to explain and I agree with that you can map the texture along the model easier than my method. The texture will taper along the taxiway.
If you work on small airport, single runway, it is the best!. I will do your method too.
But if you are making a big airport, with thousand of taxiways and intersections, it is time consuming.

Whatever works for you is good, no doubt about it.
Choose the method that you are comfortable with. It is fine with me (us).
 
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