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