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hey people, im a 3d artist and animator for years now, i mostly do animation, and i decided to give games a chance now. so i thought fsx could be a good start, since im aviation enthusiast and flight simmer for even longer.

so im fine with the modeling, texturing, rigging, animating. i just need directions on how to export the whole thing into fsx. i have the SDK installed, but i dont see much help for the subject.

so could someone please point me directions on how to get my models ported to fsx?

thanks in advance
 
Hi fael ... what are you using to make them?

FSX supports:

Gmax 1.2
3DSMax7
3DSMax8
3DSMax9
3DSMax2008
(but no later versions)

In addition, there is FSDS 3.5, and some have used other tools to create scenery.
 
hey,

i recently upgraded to 3ds max 2011, but i always assumed there was a way of exporting files, regardless of the version, or even the app? there must be a plugin to do so, or a way to compile 3ds files into mdl, no matter where do they come from...

but no problem, gmax is pretty much the same, so its really fine for me to use it.
i just need to know how to get things going after i model.

thanks
 
Hi,

The FSX gamepack is not available for each 3DS Max version, so as already mentioned you are a bit limited. The plugin is not being updated for newer versions.

Btw, in the list of possible tools you can also add SketchUp.
 
thanks, but i also wanted to know if i use gmax / or another version of 3ds max, lets say 2008, after i make the model, then i just export to mdl and place in fsx? i dont think so, so i wanted to know what exactly to do
 
Hi,

It depends a bit. From 3DS Max you can only export as X file. You then need to use XtoMDL from the SDK to compile the MDL file. GMax will export only as MDL file.

Once you have the MDL file you need to write a XML file and use BGLComp to position the object where you want. Or you can use a object placement tool to help you do this.

Also you need to make sure that the textures are in the right format for FSX (DDS is preferred).
 
Creating the MDL - whether for scenery or aircraft - is the important first step.

AFTER you create the MDL, then the fun starts - if you're creating an aircraft model.

The MDL is just the visual model.

Look at one of the default FS-X (or FS9) aircraft folders and you'll have an idea what we're talking about.

You create the folder hierarchy, (MODEL/PANEL/SOUND/TEXTURE) and the all important aircraft.cfg and <model>.ini files '(which are the files that REALLY tell you how the model will "fly" in FS-X

Within the panel folder, you'll see the the files that actually make up your 2D panel (within - the bits you'll see in a 3D panel that aren't animated in your interior model...)

Of course, animating for FS-X is an enterprise all to itself - what with the naming requirements, etc., and then using the animation manager within the gamepack to associate your animated part with a specific animation name (found in the modeldefparts.xml (or something like that) in the SDK folder...)

(at this point, you may call for those nice young men in the clean white coats and march off to Bedlam)....

BUT, if you persevere, and drink your milk, you'll grow up to be as nutty as most of us here.

I will suggest, even though you're an experienced modeller, one of the available "cradle to grave" tutorials that will guide you through a simple model.

I'll post a couple of links to "basic" how to tutorials.. you can easily skim through the basic modelling/mapping sections to the "getting it into FS" section(s).

(Yes, I'm an aircraft modeller at heart - a lot of the guys here are scenery builders, so the outlooks are different)
 
wow thanks a lot guys!

@ felix: all your help is really useful, looking forward to the tuts you said!

i just wanted to manage to put something as a box inside fsx, so i could have an achievement, to start with, but honestly my objective is making aircrafts. maybe an aircraft carrier, who knows, the possibilities are infinite.

im curious to know, and with your experience modeling aircrafts for fsx i think you can answer, how do you make the separated parts for the aircrafts?
for example, should i model the flaps in the same scene, as a separate object? should i animate it inside gmax, or i have to configure animation positions in the configuration files?

i know im thinking big for a start, but just curious.
i should probably start with the "making a landable platform" tutorial :D

thank you again!
 
wow thanks a lot guys!

@ felix: all your help is really useful, looking forward to the tuts you said!

Thanks. (he don't know me too well, do he?)


im curious to know, and with your experience modeling aircrafts for fsx i think you can answer, how do you make the separated parts for the aircrafts?
for example, should i model the flaps in the same scene, as a separate object? should i animate it inside gmax, or i have to configure animation positions in the configuration files?


You will create/model all the bits and pieces within one scene (well, they all have to be in one scene to finally export it. You can create separate scenes for different sections, as long as you merge them into the final scene).

All the (keyframe/bone) animations are created within the scene(s), and associated with the animation codes in an external file.
 
fael ... if you have a current subscription with your 2011, ask Autodesk for a license to use Max 2008 alongside it (available with your subscription)

This is the VERY last version that is compatible with the FSX SDK ... and if you have a subscription you can use 3 versions back from current.
(A small note, due to a bug, installing Max 2008 after 1st Jan 2009 causes an activation error, there is a hotfix required before you can activate it!)

It is much easier to make your native FSX materials within Max, with all the ACES tools.

Come April, with Max 2012 released, FSX developers will have hit complete crisis, with no legit version available that will run the tools. So talk to Autodesk now ...

So it is the material and animation tags and attachpoints that need to work.

After making in Max:

Export as an X-file --> feed that to X2Mdl (from the SDK)
(I have X-files set to open with X2Mdl.exe by default, so double clicking an X-file compiles it for me)
(a little more complex if you are incorporating animations, eg on an aircraft)
 
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@hcornea:
perhaps im wrong, but i dont see the need for using max 2008, as i can easily make my mesh in max 2011, export as .3ds and import in gmax.

but to be honest, i dont even see the need to use max 2011, as i dont need to render anything, and since max 4, there are little / no improvements on modeling tools.

and plus, gmax is a hundred times faster, so its ok to use it.

but im having a hard time trying to export a .mdl file.
i create a box inside gmax, go to fstools>LODnametool>create new guid from this file, and friendly name it "box". idk what should be the friendly name, but i guess "box" should be fine. then i click "go" and close the window

so i go to file>export and try to save as "box.mdl" and preserve the export options as they come by default. so i click "ok" and i ALWAYS get these errors in a row:
Error! - ConvertData failed!
Error! - Failed to run exporter!
Flight Simulator Model Exporter error - Failed to export model "C:\...\...\box'.
Export - Export module failure

and this sucks.
 
Export Problem:
You possibly need DirectX9 redist ... particularly if using Win 7, some of the core files seem to be missing required for exporting to FSX models. Although none of the messages you have there look especially diagnostic.

Failing that, ensure that the SDK is configured properly (perhaps run configsdk.exe to be sure, if it is in a non-standard location, and patched to SP2)

You can certainly make thengs in gmax (I have only just moved to Max myself).

The problem with .3ds files is ... loss of smoothing groups, no exported materials .. animations borked.

If you have ability to access Max 2008 (and you will only have the opportunity for a finite time due to Autodesks rigid licensing practices) then take it, particualrly if you can do it along Max 2011 for free!

I am surprised that you find gMax faster .. it starts faster for me, but that is about where it ends: viewport update and rendering, response times ... pretty much everything in Max 2008 is faster.

Less corrupted files and crashes to desktop in Max also (careful when changing material names!)

Rendering textures / animation helpers etc etc ... all better in Max.

Gmax is quite ok, however ;)
 
Thanks for the new Pandasoft link ... the only issue, I think, is that you don;t get the full gambit of native FSX material properties, which are not entirely standard.

Basic things should work though ...

Will take a look.
 
Thanks for the new Pandasoft link ... the only issue, I think, is that you don;t get the full gambit of native FSX material properties, which are not entirely standard.

Basic things should work though ...

Will take a look.

Pandasoft is completely useless for FSX aircraft modeling. All exported animations from Max via the FSX export module parses the modeldef.xml file and generates a companion .xanim file.

The xtomdl.exe compiler will merge the .x and .xanim files to create the .mdl file.

As already mentioned, you can't create FSX Materials and export them via Pandasoft either.

Lockheed-Martin have compiled a new export module for Max 2010, but haven't released it in their (free) SDK yet. Hopefully soon though! :D
 
ok, no problem, so lets keep max away from this discussion for now. should i make another thread to ask for help with my error messages?
 
anyways, i made a new thread.
before i go through all the process of asking autodesk a 2008 license, where do i find the software for max 2008?

@felix: unfortunately that tutorial didnt help much. it has 22 chapters, where 21 are about modeling and animating, wich im pretty familiar with, for years now :)

the only chapter that could be relevant is the 21.exporting project, wich also unfortunately was made for fs2004, and i dont seem to be able to port it to fsx.
so didnt help much...

what i wanted to know, is how to export for fsx, also how to export animations, whats relevant to xml/bgl files, the whole process after my model is done.

thanks
 
to export to fsx with gmax you first need somewhere to export to...gmax wont build the folders for you.....you COPY a set of folders....and then modify
to suit your new build....

then you export....to your new mdl file....for fsx two models...interior and exterior....interior is a cloned and modded version of your exterior mdl...exterior all the outside including a cockpit...interior everthing you can see from inside,but with all the not visible,deleted...including the exterior cockpit...replaced by a fabulous vc....

give your mod gmax colours,,from the command panel not the mat editor...then your mod wont need any textures for the time being...then it wont show up as all black...

you need to uvw map..before you apply fsx tex....and you need something built before you can map it....

when building i export constantly...so i dont end up with a model of dozens of components..complete with a vast list of degenerate polys..or co located vertices...dont use the mirror button on the top tab.its bugged...use the command panel mirror.....dont save over a save when building..use increment save..or you may find gmax cant open your work...look in fsx for the way folders work....get lithunwrap. and the correct version of md3 exporter...it makes uvw mapping a breeze....

search the forum theres loades of info on this...mostly answers to my questions when i foul up...

apologies you probably know a heck of a lot more than i do...and i lack the succint and masterfull answering skills of the geniuses that frequent fs developer....jim
 
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