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in 3DMAX how convert 3DS to .X file?

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spain
hi

i have in 3d max the object in 3DS.

what step is the next for convert the object to .x object?

i need install any plugin or script?

Thank you very much
 
You're not talking Martian, but you're not speaking Flight Sim either. The sdk you have been told to download tells us how to export from Max to FSX/P3D and includes the tools you need. Read the sections "New Aircraft Procedures" and "Using Modelling Tools" in the sdk documentation.

I did warn you it was a lot of work. Now you're about to discover how much!
 
Last edited:
When I have Max linked in....

1. Select parts to export, select 'Export Selected'. (Do not use 'Export'. Use 'Export Selected' ).
2. Select the one related to FSX. It might be ESP, it might be Prepar3D V4. Depends on what SDK you are using to export with
3. Window pops up, where to export to. Select location, such as Desktop, etc.
4. A window now might popup stating some materials arent FSX, go ahead and export them as FSX? Click 'Yes'.
5. A window pops up with settings for the export. Select 'Export Animations' and click OK.

Project should now export to your selected location. You will find an X and Xanim set of files (2). The Xanim is your animation file.

You then use the second stage export system to convert the X/Xanim files to MDL format file.

Check your MDL file after you convert it. If its zero bytes, then it didnt compile. Something is wrong with the file.


wrgwredx.JPG
 
To link in Max to your SDK.....

1. Click Customize/Configure System Paths/3rd Party Addon 'tab'
2. Click Add
3. Navigate to your Plugins folder of your SDK of choice, whichever it is
4. Give it a name, like Prepar3D V4 SDK, FSX SDK, etc.
5. Click OK to add. Might have 2 OK's to click.
6. Reboot Max. You must reboot it.
7. Now you should see Aces Tools and Aces Documentation at the top of Max on the heading bar.
8. When you select something to export, you should see the name of your SDK exporter system (not your named one, but the name of the system you are using, such as ESP or Prepar3D V4, etc) in the 'Export Selected, File Type to export choices'.


Hope that helps. :)
 
Nubin,

In case the 'compile to MDL' system doesnt work for you, (it didnt work for me for some reason), then you can also create a BAT file to compile your planes through the XtoMDL process (conversion from X/Xanim to MDL).

1. Open Notepad
2. Copy paste the code below to the Notepad file
3. Edit the locations I have in my code to match 'your' locations on your computer. If you mess this up, it will not work.
4. Save, close, and rename it something like Compiler.BAT You must rename the file type as BAT. Notepad will save it as TXT. Rename it later as BAT.
5. Place the BAT file in the Plugins folder of the SDK that will convert X files to MDL files.
6. Drop the X/Xanim files into your Plugins folder also
7. Click or Double Click the BAT file and you should get a MDL file. Check it to see if it has worked by seeing if it has size. If its zero bytes, it didnt work and something is wrong. Check the LOG file for ideas on what failed.

The BAT file also has the name of your file in it. Mine has the files named as LJ and LJ_Interior. Change that to what ever you wish. To open and edit a BAT file, rename it to TXT file and edit it, save, then rename back to BAT format.

Begin copy///////////////////////////////////////////////////////////////


rem Move this file to Local Disk\Lockheed Martin\Prepar3D v2 SDK 2.0.8547.0\Modeling SDK\3DSM2014_x64\Plugins\
rem Move LJ.x and LJ.xanim to same location.
rem Execute this file.

XtoMdl /XANIM /DICT:..\..\bin\modeldef.xml LJ.x > LJ.log

XtoMdl /XANIM /DICT:..\..\bin\modeldef.xml LJ_Interior.x > LJ_Interior.log

pause

END copy//////////////////////////////////////////////////////////////
 
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