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New model design - first steps and questions.

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7
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russia
Hi guys!

I'm trying to start a new aircraft design. And first stranges and question arrives. Environment I'm using:

3DS Max 9 SP2
FSX SP2 SDK (there is a folder named 3DSM9 within Modeling SDK)

Q1: Should I point my 3DS Max 9 to 3DSM7/Plugins directoty even if I'm using 3DSM9? (I think no, but SDK doc said "3DSM7").

Starting 3DS Max 9, want to start a new design. There is a working "Aces Tools" and "ACES Documentation" menus that gives me an idea that I was right when point my 3DS to 3DSM9/Plugins directory. Plug-in Manager also shows FSX plugins loaded.

Trying to create a GUID and LOD hierarchy. Invoking ExportLOD tool from Aces Tools menu, click File Properties, click Create (GUID), see a newly generated GUID, click Edit (Friendly) and enter a new friendly name. Press Enter and new name grays. Look at File Properties-Custom and see that there is a "Guid" and "FriendlyName" fields. Back to LOD and Export Tool, hide File Properties rollout and expand Verify. Select all checkboxes and click Verify! New dialog box displayed, and I see "The following parts of this model are broken:Broken GUID or Friendly name". So Q2: Why? What I'm done wrong?

There is also a "LOD Info" field that informs me "#("This model has no correctly named LODs!") (Yes, with pound and parenthesises! MaxScript bug?)

Ok, let's try to create a LOD hierarchy. Expand "LOD Tool" rollout, click "Populate the LODs!" and... nothing happens. Reading through the SDK doc raises next two questions:

Q3: What SDK means under term "dummy node"? Smth like a box with all-zero sizes or smth else?
Q4: As far as I understand, pressing "Populate the LOD" causes creating a LOD_nnn subtrees under root node. In my case pressing "Populate.." has no effect at all. Same to "Match LODs to Filename!". Why?

And for now the last question. Looking into SetupAcesRoot.ms script in 3DSM9/Plugins folder I've found a sentence that looks strange to me:
Code:
global acesScriptsFolder = ((maxUtils.getRegKey "HKEY_LOCAL_MACHINE" "SOFTWARE\Microsoft\microsoft games\Flight Simulator X SDK" "SetupPath") + "SDK\\Environment Kit\\Modeling SDK\\3DSM7\\Scripts")

Q5: Is that correct? Or it's a bug and I should replace 3DSM7 with 3DSM9?

Thanks in advance
Igor
 
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I'm using Max 8 but assume the solutions are the same.
Q3: name the file name same as "friendly name". The GUIDs and friendly names need to match at export time.
Q4: if you only have one model in your scene, the populate LODs will do nothing. If you have made LOD models, then it is easier to name them yourself such as:
House_LOD_400
House_LOD_100
then the script will pick them up automatically.

I suggest that you don't bother with the Placement File section, just aim to get the mdl file exported and then add it to an object library if that is practical.

Once you have the idea behind the script, it does become routine.
Q%: I understand that Max 6/7/8 plugins don't work in Max 9, perhaps you should check that though.
 
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The SDK contains a Max9 plugin as well, so that is the one you need to use the version 9. If I remember correctly on the XtoMDL.exe in that version is not signed correctly, so you will have to replace that one with the version form the other gamepack.
 
The SDK contains a Max9 plugin as well, so that is the one you need to use the version 9. If I remember correctly on the XtoMDL.exe in that version is not signed correctly, so you will have to replace that one with the version form the other gamepack.

Yes, either that or Codesign it yourself - if you know how... ;)

From what I've read from other's experience, there are also some script errors in the ones supplied for Max9, so those will need to be identified and fixed as well... :)
 
Hmm.. Does X2MDL need to be signed? :)

Would you be so glad to be more detailed? :)

Yes. If you right-click on the MAX7 xtomdl.exe file and check the Properties, you'll see that Microsoft "code signed" the executable. This allows it to run without Vista pitching a hissy-fit...

Right-click on the MAX9 xtomdl.exe file and notice that it is NOT "code signed..."

As I don't own Max9 myself, I honestly didn't ask for details, but Chuck Jodery could fill you in on the details. He hangs his hat at Freeflight Design's forums: http://www.aerodynamika.com/cgi-bin/yabb/YaBB.cgi
 
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