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	<updated>2026-05-06T16:31:00Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Jetway_IK_video_tutorial&amp;diff=9634</id>
		<title>Jetway IK video tutorial</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Jetway_IK_video_tutorial&amp;diff=9634"/>
		<updated>2014-10-18T16:32:34Z</updated>

		<summary type="html">&lt;p&gt;Heretic: Removed non-working link to video. Download still available.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{:Ambox-Content-Video}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| FSXA = true&lt;br /&gt;
| FSX = true&lt;br /&gt;
| FS2004 = false&lt;br /&gt;
| FS2002 = false&lt;br /&gt;
| FS2000 = false&lt;br /&gt;
| FS98 = false&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This video tutorial explains how you can make a jetway for FSX that uses the Inverse Kinematics (IK) animations to automatically dock to the door of the aircraft. Thanks to Adrian Woods from Microsoft, for creating this in his personal time.&lt;br /&gt;
&lt;br /&gt;
Author: Adrian Woods&lt;br /&gt;
&amp;lt;br&amp;gt;[http://www.fsdeveloper.com/video/IKJetway.flv Download] this video tutorial to your computer (right click, save as).&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Tutorials]]&lt;br /&gt;
[[Category:Scenery Design]]&lt;br /&gt;
[[Category:Modeling]]&lt;/div&gt;</summary>
		<author><name>Heretic</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Jetway_IK_video_tutorial&amp;diff=9633</id>
		<title>Jetway IK video tutorial</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Jetway_IK_video_tutorial&amp;diff=9633"/>
		<updated>2014-10-18T16:30:07Z</updated>

		<summary type="html">&lt;p&gt;Heretic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{:Ambox-Content-Video}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| FSXA = true&lt;br /&gt;
| FSX = true&lt;br /&gt;
| FS2004 = false&lt;br /&gt;
| FS2002 = false&lt;br /&gt;
| FS2000 = false&lt;br /&gt;
| FS98 = false&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This video tutorial explains how you can make a jetway for FSX that uses the Inverse Kinematics (IK) animations to automatically dock to the door of the aircraft. Thanks to Adrian Woods from Microsoft, for creating this in his personal time.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;flashplayer&amp;gt;file=IKJetway.flv|width=800|height=600|path=http://www.fsdeveloper.com/video/&amp;lt;/flashplayer&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Author: Adrian Woods&lt;br /&gt;
&amp;lt;br&amp;gt;[http://www.fsdeveloper.com/video/IKJetway.flv Download] this video tutorial to your computer (right click, save as).&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Tutorials]]&lt;br /&gt;
[[Category:Scenery Design]]&lt;br /&gt;
[[Category:Modeling]]&lt;/div&gt;</summary>
		<author><name>Heretic</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Jetway_video_tutorial&amp;diff=9632</id>
		<title>Jetway video tutorial</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Jetway_video_tutorial&amp;diff=9632"/>
		<updated>2014-10-18T16:28:59Z</updated>

		<summary type="html">&lt;p&gt;Heretic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{:Ambox-Content-Video}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| FSXA = false&lt;br /&gt;
| FSX = false&lt;br /&gt;
| FS2004 = true&lt;br /&gt;
| FS2002 = false&lt;br /&gt;
| FS2000 = false&lt;br /&gt;
| FS98 = false&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This video tutorial explains how you can make a jetway for FS2004. Part 1 explains how to setup the pivots and links, while part two discusses the actual animations.&lt;br /&gt;
&lt;br /&gt;
Author: Nick Whittome&lt;br /&gt;
&amp;lt;br&amp;gt;[http://www.fsdeveloper.com/video/PivotandLink.swf Download] part 1 of this video tutorial to your computer (right click, save as).&lt;br /&gt;
&amp;lt;br&amp;gt;[http://www.fsdeveloper.com/video/gateanimation.swf Download] part 2 of this video tutorial to your computer (right click, save as).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
FSX users should follow this tutorial: http://www.fsdeveloper.com/wiki/index.php?title=Jetway_IK_video_tutorial&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Tutorials]]&lt;br /&gt;
[[Category:Scenery Design]]&lt;br /&gt;
[[Category:Modeling]]&lt;/div&gt;</summary>
		<author><name>Heretic</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Jetway_animation_with_GMax&amp;diff=9631</id>
		<title>Jetway animation with GMax</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Jetway_animation_with_GMax&amp;diff=9631"/>
		<updated>2014-10-18T16:27:46Z</updated>

		<summary type="html">&lt;p&gt;Heretic: Changed article to point to the correct article containing the correct tutorial video,&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;See: http://www.fsdeveloper.com/wiki/index.php?title=Jetway_video_tutorial&lt;/div&gt;</summary>
		<author><name>Heretic</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=XML:_Macros_-_Universal_Timer&amp;diff=9342</id>
		<title>XML: Macros - Universal Timer</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=XML:_Macros_-_Universal_Timer&amp;diff=9342"/>
		<updated>2014-08-26T05:04:32Z</updated>

		<summary type="html">&lt;p&gt;Heretic: /* Gauge Example (FSX) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox-Applicable-FSVersion&lt;br /&gt;
| P3D = true&lt;br /&gt;
| FSXA = true&lt;br /&gt;
| FSX = true&lt;br /&gt;
| FS2004 = true&lt;br /&gt;
| FS2002 = false&lt;br /&gt;
| FS2000 = unknown&lt;br /&gt;
| FS98 = unknown&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Universal Timer Macros ==&lt;br /&gt;
&lt;br /&gt;
Making elapsed time based on gauge update cycle is simple to code and easy to understand.&lt;br /&gt;
&lt;br /&gt;
Courtesy of Tom Aguilo (taguilo) in post: http://www.fsdeveloper.com/forum/threads/adding-a-timer.431123/#post-681198&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Macros ===&lt;br /&gt;
&lt;br /&gt;
A group of macros, but with an universal score could be the following. &lt;br /&gt;
Both macros can be copied and pasted on every gauge so to have elapsed timers available for the entire code.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FS9 syntax:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;Macro Name=&amp;quot;GetElapsed&amp;quot;&amp;gt;&lt;br /&gt;
   (P:Absolute time,@2) (L:@1,@2) - abs&lt;br /&gt;
 &amp;lt;/Macro&amp;gt;&lt;br /&gt;
 &amp;lt;Macro Name=&amp;quot;SetElapsed&amp;quot;&amp;gt;&lt;br /&gt;
   (P:Absolute time,@2) (&amp;gt;L:@1,@2)&lt;br /&gt;
 &amp;lt;/Macro&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FSX syntax:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;Macro Name=&amp;quot;GetElapsed&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;MacroValue&amp;gt;(P:Absolute time,@2) (L:@1,@2) - abs&amp;lt;/MacroValue&amp;gt;&lt;br /&gt;
  &amp;lt;/Macro&amp;gt;&lt;br /&gt;
  &amp;lt;Macro Name=&amp;quot;SetElapsed&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;MacroValue&amp;gt;(P:Absolute time,@2) (&amp;gt;L:@1,@2)&amp;lt;/MacroValue&amp;gt;&lt;br /&gt;
  &amp;lt;/Macro&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Implementation ===&lt;br /&gt;
&lt;br /&gt;
The above macros are called within update sections in the following way:&lt;br /&gt;
&lt;br /&gt;
 @SetElapsed(name_of_var,unit)&lt;br /&gt;
 @GetElapsed(name_of_var,unit)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Gauge Example (FSX) ===&lt;br /&gt;
&lt;br /&gt;
This is an example gauge for triggering an engine failure after five minutes above a certain temperature treshhold. In order to capture the absolute start time for the event, a G:var &amp;quot;lock&amp;quot; has to be employed. In this example, the lock will &amp;quot;open&amp;quot; when the engine temperature falls below the temperature treshhold.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;SimBase.Document Type=&amp;quot;AceXML&amp;quot; version=&amp;quot;1,0&amp;quot;&amp;gt;&lt;br /&gt;
 &amp;lt;SimGauge.Gauge id=&amp;quot;Gauge&amp;quot; ArtDirectory=&amp;quot;.&amp;quot;&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
 &amp;lt;Macro Name=&amp;quot;GetElapsed&amp;quot;&amp;gt;&lt;br /&gt;
 &amp;lt;MacroValue&amp;gt;(P:Absolute time,@2) (L:@1,@2) - abs&amp;lt;/MacroValue&amp;gt;&lt;br /&gt;
 &amp;lt;/Macro&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
 &amp;lt;Macro Name=&amp;quot;SetElapsed&amp;quot;&amp;gt;&lt;br /&gt;
 &amp;lt;MacroValue&amp;gt;(P:Absolute time,@2) (&amp;gt;L:@1,@2)&amp;lt;/MacroValue&amp;gt;&lt;br /&gt;
 &amp;lt;/Macro&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
 &amp;lt;Update&amp;gt;&lt;br /&gt;
 &amp;lt;Script&amp;gt;&lt;br /&gt;
    (A:TURB ENG ITT:1, celsius) 907 &amp;gt;&lt;br /&gt;
    (G:Var1) 1 !=&lt;br /&gt;
    and&lt;br /&gt;
    if{  @SetElapsed(MyTimer,minutes) 1 (&amp;gt;G:Var1) }&amp;lt;br&amp;gt;&lt;br /&gt;
    @GetElapsed(MyTimer,minutes) 5 &amp;gt;&lt;br /&gt;
    if{ (&amp;gt;K:TOGGLE_ENGINE1_FAILURE) }&amp;lt;br&amp;gt;&lt;br /&gt;
    (A:TURB ENG ITT:1, celsius) 907 &amp;lt;&lt;br /&gt;
    (G:Var1) 0 !=&lt;br /&gt;
    and&lt;br /&gt;
    if{ 0 (&amp;gt;G:Var1) }&lt;br /&gt;
 &amp;lt;/Script&amp;gt;&lt;br /&gt;
 &amp;lt;/Update&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
 &amp;lt;/SimGauge.Gauge&amp;gt;&lt;br /&gt;
 &amp;lt;/SimBase.Document&amp;gt; &lt;br /&gt;
&lt;br /&gt;
[[category:Aircraft Design]]&lt;br /&gt;
[[category:Panel and Gauge Design]]&lt;/div&gt;</summary>
		<author><name>Heretic</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=XML:_Macros_-_Universal_Timer&amp;diff=9341</id>
		<title>XML: Macros - Universal Timer</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=XML:_Macros_-_Universal_Timer&amp;diff=9341"/>
		<updated>2014-08-26T05:04:16Z</updated>

		<summary type="html">&lt;p&gt;Heretic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox-Applicable-FSVersion&lt;br /&gt;
| P3D = true&lt;br /&gt;
| FSXA = true&lt;br /&gt;
| FSX = true&lt;br /&gt;
| FS2004 = true&lt;br /&gt;
| FS2002 = false&lt;br /&gt;
| FS2000 = unknown&lt;br /&gt;
| FS98 = unknown&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Universal Timer Macros ==&lt;br /&gt;
&lt;br /&gt;
Making elapsed time based on gauge update cycle is simple to code and easy to understand.&lt;br /&gt;
&lt;br /&gt;
Courtesy of Tom Aguilo (taguilo) in post: http://www.fsdeveloper.com/forum/threads/adding-a-timer.431123/#post-681198&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Macros ===&lt;br /&gt;
&lt;br /&gt;
A group of macros, but with an universal score could be the following. &lt;br /&gt;
Both macros can be copied and pasted on every gauge so to have elapsed timers available for the entire code.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FS9 syntax:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;Macro Name=&amp;quot;GetElapsed&amp;quot;&amp;gt;&lt;br /&gt;
   (P:Absolute time,@2) (L:@1,@2) - abs&lt;br /&gt;
 &amp;lt;/Macro&amp;gt;&lt;br /&gt;
 &amp;lt;Macro Name=&amp;quot;SetElapsed&amp;quot;&amp;gt;&lt;br /&gt;
   (P:Absolute time,@2) (&amp;gt;L:@1,@2)&lt;br /&gt;
 &amp;lt;/Macro&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FSX syntax:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;Macro Name=&amp;quot;GetElapsed&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;MacroValue&amp;gt;(P:Absolute time,@2) (L:@1,@2) - abs&amp;lt;/MacroValue&amp;gt;&lt;br /&gt;
  &amp;lt;/Macro&amp;gt;&lt;br /&gt;
  &amp;lt;Macro Name=&amp;quot;SetElapsed&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;MacroValue&amp;gt;(P:Absolute time,@2) (&amp;gt;L:@1,@2)&amp;lt;/MacroValue&amp;gt;&lt;br /&gt;
  &amp;lt;/Macro&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Implementation ===&lt;br /&gt;
&lt;br /&gt;
The above macros are called within update sections in the following way:&lt;br /&gt;
&lt;br /&gt;
 @SetElapsed(name_of_var,unit)&lt;br /&gt;
 @GetElapsed(name_of_var,unit)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Gauge Example (FSX) ===&lt;br /&gt;
&lt;br /&gt;
This is an example gauge for triggering an engine failure after five minutes above a certain temperature treshhold. In order to capture the absolute start time for the event, a G:var &amp;quot;lock&amp;quot; has to be employed. In this example, the lock will &amp;quot;open&amp;quot; when the engine temperature falls below the temperature treshhold.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;SimBase.Document Type=&amp;quot;AceXML&amp;quot; version=&amp;quot;1,0&amp;quot;&amp;gt;&lt;br /&gt;
 &amp;lt;SimGauge.Gauge id=&amp;quot;Gauge&amp;quot; ArtDirectory=&amp;quot;.&amp;quot;&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
 &amp;lt;Macro Name=&amp;quot;GetElapsed&amp;quot;&amp;gt;&lt;br /&gt;
 &amp;lt;MacroValue&amp;gt;(P:Absolute time,@2) (L:@1,@2) - abs&amp;lt;/MacroValue&amp;gt;&lt;br /&gt;
 &amp;lt;/Macro&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
 &amp;lt;Macro Name=&amp;quot;SetElapsed&amp;quot;&amp;gt;&lt;br /&gt;
 &amp;lt;MacroValue&amp;gt;(P:Absolute time,@2) (&amp;gt;L:@1,@2)&amp;lt;/MacroValue&amp;gt;&lt;br /&gt;
 &amp;lt;/Macro&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
 &amp;lt;Update&amp;gt;&lt;br /&gt;
 &amp;lt;Script&amp;gt;&lt;br /&gt;
    (A:TURB ENG ITT:1, celsius) 907 &amp;gt;&lt;br /&gt;
    (G:Var1) 1 !=&lt;br /&gt;
    and&lt;br /&gt;
    if{  @SetElapsed(MyTimer,minutes) 1 (&amp;gt;G:Var1) }&amp;lt;br&amp;gt;&lt;br /&gt;
    @GetElapsed(MyTimer,minutes) 5 &amp;gt;&lt;br /&gt;
    if{ (&amp;gt;K:TOGGLE_ENGINE1_FAILURE) }&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    (A:TURB ENG ITT:1, celsius) 907 &amp;lt;&lt;br /&gt;
    (G:Var1) 0 !=&lt;br /&gt;
    and&lt;br /&gt;
    if{ 0 (&amp;gt;G:Var1) }&lt;br /&gt;
 &amp;lt;/Script&amp;gt;&lt;br /&gt;
 &amp;lt;/Update&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
 &amp;lt;/SimGauge.Gauge&amp;gt;&lt;br /&gt;
 &amp;lt;/SimBase.Document&amp;gt; &lt;br /&gt;
&lt;br /&gt;
[[category:Aircraft Design]]&lt;br /&gt;
[[category:Panel and Gauge Design]]&lt;/div&gt;</summary>
		<author><name>Heretic</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=XML:_Macros_-_Universal_Timer&amp;diff=9340</id>
		<title>XML: Macros - Universal Timer</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=XML:_Macros_-_Universal_Timer&amp;diff=9340"/>
		<updated>2014-08-26T04:00:49Z</updated>

		<summary type="html">&lt;p&gt;Heretic: Cleanup, comprehensibility, differences between FS9 and FSX, example gauge&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox-Applicable-FSVersion&lt;br /&gt;
| P3D = true&lt;br /&gt;
| FSXA = true&lt;br /&gt;
| FSX = true&lt;br /&gt;
| FS2004 = true&lt;br /&gt;
| FS2002 = false&lt;br /&gt;
| FS2000 = unknown&lt;br /&gt;
| FS98 = unknown&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Universal Timer Macros ==&lt;br /&gt;
&lt;br /&gt;
Making elapsed time based on gauge update cycle is simple to code and easy to understand.&lt;br /&gt;
&lt;br /&gt;
Courtesy of Tom Aguilo (taguilo) in post: http://www.fsdeveloper.com/forum/threads/adding-a-timer.431123/#post-681198&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Macros ===&lt;br /&gt;
&lt;br /&gt;
A group of macros, but with an universal score could be the following. &lt;br /&gt;
Both macros can be copied and pasted on every gauge so to have elapsed timers available for the entire code.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FS9 syntax:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;Macro Name=&amp;quot;GetElapsed&amp;quot;&amp;gt;&lt;br /&gt;
   (P:Absolute time,@2) (L:@1,@2) - abs&lt;br /&gt;
 &amp;lt;/Macro&amp;gt;&lt;br /&gt;
 &amp;lt;Macro Name=&amp;quot;SetElapsed&amp;quot;&amp;gt;&lt;br /&gt;
   (P:Absolute time,@2) (&amp;gt;L:@1,@2)&lt;br /&gt;
 &amp;lt;/Macro&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FSX syntax:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;Macro Name=&amp;quot;GetElapsed&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;MacroValue&amp;gt;(P:Absolute time,@2) (L:@1,@2) - abs&amp;lt;/MacroValue&amp;gt;&lt;br /&gt;
  &amp;lt;/Macro&amp;gt;&lt;br /&gt;
  &amp;lt;Macro Name=&amp;quot;SetElapsed&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;MacroValue&amp;gt;(P:Absolute time,@2) (&amp;gt;L:@1,@2)&amp;lt;/MacroValue&amp;gt;&lt;br /&gt;
  &amp;lt;/Macro&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Implementation ===&lt;br /&gt;
&lt;br /&gt;
The above macros are called within update sections in the following way:&lt;br /&gt;
&lt;br /&gt;
 @SetElapsed(name_of_var,unit)&lt;br /&gt;
 @GetElapsed(name_of_var,unit)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Gauge Example (FSX) ===&lt;br /&gt;
&lt;br /&gt;
This is an example gauge for triggering an engine failure after five minutes above a certain temperature treshhold.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;SimBase.Document Type=&amp;quot;AceXML&amp;quot; version=&amp;quot;1,0&amp;quot;&amp;gt;&lt;br /&gt;
 &amp;lt;SimGauge.Gauge id=&amp;quot;Gauge&amp;quot; ArtDirectory=&amp;quot;.&amp;quot;&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
 &amp;lt;Macro Name=&amp;quot;GetElapsed&amp;quot;&amp;gt;&lt;br /&gt;
 &amp;lt;MacroValue&amp;gt;(P:Absolute time,@2) (L:@1,@2) - abs&amp;lt;/MacroValue&amp;gt;&lt;br /&gt;
 &amp;lt;/Macro&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
 &amp;lt;Macro Name=&amp;quot;SetElapsed&amp;quot;&amp;gt;&lt;br /&gt;
 &amp;lt;MacroValue&amp;gt;(P:Absolute time,@2) (&amp;gt;L:@1,@2)&amp;lt;/MacroValue&amp;gt;&lt;br /&gt;
 &amp;lt;/Macro&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
 &amp;lt;Update&amp;gt;&lt;br /&gt;
 &amp;lt;Script&amp;gt;&lt;br /&gt;
    (A:TURB ENG ITT:1, celsius) 907 &amp;gt;&lt;br /&gt;
    if{  @SetElapsed(MyTimer,minutes)  }&amp;lt;br&amp;gt;&lt;br /&gt;
    @GetElapsed(MyTimer,minutes) 5 &amp;gt;&lt;br /&gt;
    if{ (&amp;gt;K:TOGGLE_ENGINE1_FAILURE) }&lt;br /&gt;
 &amp;lt;/Script&amp;gt;&lt;br /&gt;
 &amp;lt;/Update&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
 &amp;lt;/SimGauge.Gauge&amp;gt;&lt;br /&gt;
 &amp;lt;/SimBase.Document&amp;gt; &lt;br /&gt;
&lt;br /&gt;
[[category:Aircraft Design]]&lt;br /&gt;
[[category:Panel and Gauge Design]]&lt;/div&gt;</summary>
		<author><name>Heretic</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=FSX_KML&amp;diff=9204</id>
		<title>FSX KML</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=FSX_KML&amp;diff=9204"/>
		<updated>2014-07-06T18:36:02Z</updated>

		<summary type="html">&lt;p&gt;Heretic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox-Applicable-FSVersion&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| FSXA = true&lt;br /&gt;
| FSX = true&lt;br /&gt;
| FS2004 = false&lt;br /&gt;
| FS2002 = false&lt;br /&gt;
| FS2000 = unknown&lt;br /&gt;
| FS98 = unknown&lt;br /&gt;
}}&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
[[Image:before_and_after.jpg|thumb|right|150px|Before and after screenshot]]&lt;br /&gt;
&lt;br /&gt;
FSX KML is a freeware scenery design tool for Microsoft Flight Simulator X (FSX). &lt;br /&gt;
&lt;br /&gt;
It converts KML (Keyhole Markup Language) files generated by Google Earth into FSX scenery.&lt;br /&gt;
&lt;br /&gt;
Using Google Earth to draw polygons and polylines you can accurately and easily create many types of scenery.&lt;br /&gt;
&lt;br /&gt;
===Shp2Vec based scenery===&lt;br /&gt;
FSX KML uses the FSX SDK Shp2Vec tool to create the following types of vector scenery:-&lt;br /&gt;
&lt;br /&gt;
* Water polygons including oceans, rivers, lakes and canals&lt;br /&gt;
* Islands inside water features&lt;br /&gt;
* Irregular shaped land class polygons for cities, parks, beaches, forest, golf courses etc&lt;br /&gt;
* Airport boundaries and flatten polygons and AUTOGEN EXCLUSIONS&lt;br /&gt;
* Shorelines &lt;br /&gt;
* Streams&lt;br /&gt;
* Roads&lt;br /&gt;
* Railways&lt;br /&gt;
* Freeways (ie Moving traffic)&lt;br /&gt;
* Utility lines (eg power and telephone lines)&lt;br /&gt;
* Exclusions polygons (for vector data)&lt;br /&gt;
&lt;br /&gt;
===BGLComp based scenery===&lt;br /&gt;
FSX KML uses the FSX SDK BGLComp tool to create the following types of scenery:-&lt;br /&gt;
&lt;br /&gt;
* Place scenery objects (from the FSX library) along a polyline using a wide variety of [http://www.fsdeveloper.com/wiki/index.php?title=FSX_KML#v1.08_Beta_-_18th_May_2007 placement options]&lt;br /&gt;
* Exclusion rectangles&lt;br /&gt;
* Extrusion bridges&lt;br /&gt;
&lt;br /&gt;
===Resample based scenery===&lt;br /&gt;
FSX KML uses the FSX SDK Resample tool to create the following types of scenery:-&lt;br /&gt;
&lt;br /&gt;
* Land class tiles&lt;br /&gt;
* Water class tiles&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Make sure you also download and install [http://fsdeveloper.com/wiki/index.php?title=FSX_KML#Installing_FWTools FWTools] which is required for creating these types of scenery.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Support Forum ==&lt;br /&gt;
&lt;br /&gt;
You can discuss FSX KML at the fsdeveloper.com  &lt;br /&gt;
[http://www.fsdeveloper.com/forum/forumdisplay.php?f=81 FSX KML forum]. This is the best place to ask support questions about FSX_KML since other FSX_KML users (as well as the author) can answer your questions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Downloading FSX KML ==&lt;br /&gt;
&lt;br /&gt;
The latest version of FSX KML (1.10) can be downloaded from:- &lt;br /&gt;
&lt;br /&gt;
* Flightsim.com - http://www.flightsim.com/vbfs/fslib.php?do=copyright&amp;amp;fid=115211&lt;br /&gt;
* FSDeveloper - http://www.fsdeveloper.com/forum/resources/fsx-kml.85/download?version=85&lt;br /&gt;
&lt;br /&gt;
== Installation ==&lt;br /&gt;
&lt;br /&gt;
=== Installing FSX KML ===&lt;br /&gt;
&lt;br /&gt;
FSX KML can be installed in a folder of your choice. Simply unzip the FSX KML installation zip file into the desired folder. &lt;br /&gt;
&lt;br /&gt;
After unzipping the installation file you should have the following files:-&lt;br /&gt;
&lt;br /&gt;
* FSX_KML.exe&lt;br /&gt;
* ShapeLib129.dll  &lt;br /&gt;
* FreeImage.DLL&lt;br /&gt;
* FSX_KML_TAGS.XML&lt;br /&gt;
&amp;lt;!-- * Tutorial.KML --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Installing the FSX Software Development Kit (SDK) ===&lt;br /&gt;
&lt;br /&gt;
To generate FSX scenery you will need the FSX SDK, which is distributed with the FSX Deluxe version. &lt;br /&gt;
To install the SDK:&lt;br /&gt;
&lt;br /&gt;
(1) Browse the FSX Deluxe Edition Disk 1 &lt;br /&gt;
&lt;br /&gt;
(2) Open the SDK sub-folder&lt;br /&gt;
&lt;br /&gt;
(3) Double-click the setup.exe&lt;br /&gt;
&lt;br /&gt;
(4) Tell it where to install. Default is C:\Program Files\Microsoft Games\Microsoft Flight Simulator X SDK&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If the SDK is not installed in the default SDK folder you must specify its location on the FSX_KML build tab.&lt;br /&gt;
&lt;br /&gt;
For more info on the SDK installation and Service packs: [http://www.fsdeveloper.com/wiki/index.php?title=SDK_Installation_%28FSX%29 http://www.fsdeveloper.com/wiki/index.php?title=SDK_Installation_%28FSX%29]&lt;br /&gt;
&lt;br /&gt;
=== Installing FWTools ===&lt;br /&gt;
&lt;br /&gt;
FSX KML makes use of the freeware tool set called [http://fwtools.maptools.org/ FWTools].  FW Tools is required for scenery that uses the FSX SDK Resample tool, such as landclass and waterclass.&lt;br /&gt;
&lt;br /&gt;
Download and install the latest version of FWTools. &lt;br /&gt;
&lt;br /&gt;
Specify the location of FWTools on the FSX KML Build tab.&lt;br /&gt;
&lt;br /&gt;
=== Installing Google Earth ===&lt;br /&gt;
&lt;br /&gt;
If you notice some null values for vertices when importing KML files from Google Earth, pls consider to revert to an older version of GE. More information about this issue you can find [ http://www.fsdeveloper.com/forum/showthread.php?p=144034 here]&lt;br /&gt;
&lt;br /&gt;
Google Earth, Vers 5.1 is available here: [http://www.google.com/earth/download/thanks.html#release=previous#os=win#single=yes  Google Earth 5.1]&lt;br /&gt;
&lt;br /&gt;
== Building Scenery ==&lt;br /&gt;
&lt;br /&gt;
Building your own scenery with FSX KML is easy.&lt;br /&gt;
&lt;br /&gt;
=== Step 1 - Creating a KML file with Google Earth ===&lt;br /&gt;
&lt;br /&gt;
The first step in creating your FSX scenery is to create a KML file by using Google Earth to &amp;quot;trace&amp;quot; scenery features. &lt;br /&gt;
&lt;br /&gt;
==== Creating polygons and polylines ====&lt;br /&gt;
&lt;br /&gt;
Using Google Earth create a polygon using the &amp;quot;Add Poly&amp;quot; function or create a polyline using the &amp;quot;Add Path&amp;quot; function, &lt;br /&gt;
and then trace the scenery feature (for example a lake or road). &lt;br /&gt;
&lt;br /&gt;
After you click the &amp;quot;Add Poly&amp;quot; or &amp;quot;Add Path button&amp;quot; you will be presented with a form as shown to the right&lt;br /&gt;
&lt;br /&gt;
[[Image:GE-polygon-dialog.jpg|thumb|right|150px|Google Earth dialog for creating new polygon or polyline]]&lt;br /&gt;
&lt;br /&gt;
* Name - Give your polygon or polyline a description or leave blank&lt;br /&gt;
&lt;br /&gt;
* Description - This is where you &amp;quot;tag&amp;quot; your polygon or polyline.   You may enter a tag from FSX_KML_TAGS.XML or leave blank and tag later using FSX_KML&lt;br /&gt;
&lt;br /&gt;
* Style &amp;amp; Color - You may choose the border and fill color for polyline or polygon&lt;br /&gt;
                               &lt;br /&gt;
* Altitude - You may enter an altitude for your polyline or polygon. This can be used to specify the elevation of lakes. You may also enter the elevation later using FSX_KML. All elevations must be entered in meters.&lt;br /&gt;
&lt;br /&gt;
Begin tracing your polyline or polygon.  You may either click the mouse or hold the mouse button down and drag the mouse to create vertices.&lt;br /&gt;
&lt;br /&gt;
* Use your mouse wheel to zoom the view in and out vertically.&lt;br /&gt;
&lt;br /&gt;
* Use the up, down, left, right arrow keys to move the view horizontally.&lt;br /&gt;
&lt;br /&gt;
* Hold Shift and press left or right arrow to rotate the view.&lt;br /&gt;
&lt;br /&gt;
* Hold Ctrl and press up or down arrow to tilt the view.&lt;br /&gt;
&lt;br /&gt;
To make things easier; it is good to get into the habit of drawing polygon vertices in the same direction, perhaps always draw clockwise. That way if you decide to add new vertices to define details better, then you can simply click to the right of the currently selected vertex (blue) to add a new one in. Avoid adding vertices that make the polygon twisted.&lt;br /&gt;
While polygon &amp;quot;properties&amp;quot; is open, take the time to change the transparency (from the colour tab)- if you leave it opaque, then you end up covering important details and spotting mistakes is more difficult.&lt;br /&gt;
&lt;br /&gt;
Once you have finished click OK to save your polygon or polyline.&lt;br /&gt;
&lt;br /&gt;
To edit your polyline or polygon highlight it, right click the mouse and choose properties.&lt;br /&gt;
&lt;br /&gt;
==== &amp;quot;Tagging&amp;quot; the scenery features ====&lt;br /&gt;
&lt;br /&gt;
To describe what scenery feature your polygon or polyline represents it needs to be &amp;quot;tagged&amp;quot;. The file FSX_KML_TAGS.XML contains a list of the tags you can use.&lt;br /&gt;
&lt;br /&gt;
There are two ways to tag a polygon or polyline:-&lt;br /&gt;
&lt;br /&gt;
* Place the name of the tag in the description field of the polygon or polyline.&lt;br /&gt;
* Place the name of the tag in the description field of the parent folder that contains the polygon or polyline. If a polygon/polyline has no tag then it will inherit its tag from the parent folder.&lt;br /&gt;
&lt;br /&gt;
You can place these tags in GE using the properties dialog of the polygon or polyline, or you can use FSX_KML to place these tags. &lt;br /&gt;
&lt;br /&gt;
To tag using FSX_KML click on a description &amp;quot;cell&amp;quot; and press F2. An arrow will be displayed so then click on the arrow to drop down a list of valid tags. Highlight the tag you want and press ENTER. If you had multi-selected several cells then all the selected cells will be tagged. To select multiple cells hold down the shift key while clicking cells.&lt;br /&gt;
&lt;br /&gt;
==== Saving your work to a KML file ====&lt;br /&gt;
&lt;br /&gt;
Once you&#039;re done drawing your polygon(s) or polyline(s), simply right-click on the top-most folder you created (or the polygon itself if you didn&#039;t create folders) under the &amp;quot;My Places&amp;quot; tab on the left side of your GE window. Select &amp;quot;Save As&amp;quot;, makes sure that you choose .kml as the file type, and select your desired location in your file structure.&lt;br /&gt;
&lt;br /&gt;
=== Step 2 - Processing the KML file with FSX KML ===&lt;br /&gt;
&lt;br /&gt;
[[Image:project.jpg|thumb|right|150px|The Project tab]] [[Image:build.jpg|thumb||150px|The Build tab]]&lt;br /&gt;
&lt;br /&gt;
* Run FSX_KML&lt;br /&gt;
* On the &amp;quot;Project&amp;quot; tab, click the &amp;quot;Add KML&amp;quot; button and choose a KML file. The contents of the selected KML file will be displayed. You may add multiple KML files. A FSX BGL file will be generated for each KML input file.&lt;br /&gt;
* Change to the &amp;quot;Build&amp;quot; tab&lt;br /&gt;
* Set the following build options:-&lt;br /&gt;
** &amp;quot;FSX folder&amp;quot; - Input the folder where FSX is installed. By default this is &amp;quot;C:\Program Files\Microsoft Games\Microsoft Flight Simulator X&amp;quot;&lt;br /&gt;
** &amp;quot;Terrain SDK&amp;quot; - Input the location of the FSX terrain SDK&lt;br /&gt;
** &amp;quot;FW Tools&amp;quot; - Input the location where you installed FW Tools.  FW Tools is required for scenery that uses the FSX SDK Resample tool, such as landclass and waterclass.&lt;br /&gt;
** &amp;quot;Run SDK tools&amp;quot; - If you select this option FSX KML will automatically run the SDK tools to turn your Shape Files into a FSX BGL &lt;br /&gt;
** &amp;quot;Copy generated scenery to FSX Addon Scenery Folder&amp;quot; - If you select this option FSX KML will copy the generated BGLS to the FSX addon scenery directory&lt;br /&gt;
* Click the &amp;quot;Build&amp;quot; button. FSX KML will now build your scenery. The progress of the build will be displayed in the build log window. The following actions will occur during the build:-&lt;br /&gt;
** For each KML file in your project&lt;br /&gt;
*** For vector based scenery an appropriate set of Shape files is generated depending on the features that have been tagged in the KML&lt;br /&gt;
*** For resample based scenery an appropriate Tiff file is created.&lt;br /&gt;
*** An XML config file is created for use by Shp2Vec, BGLComp and Resample&lt;br /&gt;
** A batch file called &amp;quot;Run_SDK_Tools.bat&amp;quot; will be created. This batch file contains the appropriate commands to call the FSX SDK tools (Shp2Vec, BGLComp and Resample)&lt;br /&gt;
** If you have selected the &amp;quot;Run SDK Tools&amp;quot; option then the Run_SDK_Tools.bat file will be executed. This will create various scenery .BGL files ready for use by FSX&lt;br /&gt;
** If you have selected the &amp;quot;Copy generated scenery...&amp;quot; option then the BGL files(s) will be copied to the FSX addon scenery directory. &amp;lt;U&amp;gt;Please note:&amp;lt;/U&amp;gt; If FSX is running and using a  previous version of your BGL file then the copy will not work because FSX will have the file &amp;quot;locked&amp;quot;. The easiest way to ensure your file is copied to the addon scenery folder is to make sure FSX is not running.&lt;br /&gt;
&lt;br /&gt;
=== Step 3 - Testing the scenery ===&lt;br /&gt;
&lt;br /&gt;
* If you selected the &amp;quot;Copy generated files...&amp;quot; option then your scenery will have been copied to the FSX addon scenery folder. Simply run FSX and goto your scenery location to test the scenery&lt;br /&gt;
&lt;br /&gt;
== Scenery Design Tutorial ==&lt;br /&gt;
&lt;br /&gt;
The [http://www.fsdeveloper.com/wiki/index.php?title=FSX_KML_Tutorial FSX KML Tutorial] provides help with a variety of scenery design tasks.&lt;br /&gt;
&lt;br /&gt;
== Editing a KML file using FSX_KML ==&lt;br /&gt;
&lt;br /&gt;
Using FSX_KML you can easily edit your KML file.  The following types of edits can be performed:-&lt;br /&gt;
&lt;br /&gt;
=== Copy ===&lt;br /&gt;
To copy a KML item (folder or polygon/polyline) select the item to copy and click the copy button.&lt;br /&gt;
=== Delete ===&lt;br /&gt;
To delete a KML item select the item to copy and click the delete button.&lt;br /&gt;
=== Edit === &lt;br /&gt;
To edit the Name and Description attributes of a KML item select either a single item or &amp;lt;B&amp;gt;multiple items&amp;lt;/B&amp;gt; (hold the shift key to multi-select) and then press F2 to display the inline editor. Enter the new value and press enter. Your edit will be applied to the items you selected&lt;br /&gt;
&lt;br /&gt;
=== Saving your changes ===&lt;br /&gt;
Click the save button to write your changes back to disk..&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
=== Open in Notepad ===&lt;br /&gt;
Click the &amp;quot;Open in Notepad&amp;quot; button to open the selected KML file in Notepad.&lt;br /&gt;
=== Open in Google Earth ===&lt;br /&gt;
Click the &amp;quot;Open in Google Earth&amp;quot; button to open the selected KML file in Google Earth.&lt;br /&gt;
=== Reload a KML file ===&lt;br /&gt;
If you have edited the selected KML file using an external program (eg Google Earth or Notepad) then you can reload those changes back into FSX_KML by clicking the reload button.&lt;br /&gt;
&lt;br /&gt;
=== Properties Tab ===&lt;br /&gt;
&lt;br /&gt;
This tab shows the properties for the selected polygon or polyline. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;U&amp;gt;Freeways:&amp;lt;/U&amp;gt;&lt;br /&gt;
Use the &amp;quot;NumberOfLanes&amp;quot; and &amp;quot;Traffic Direction&amp;quot; attributes to define freeway related data.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;U&amp;gt;Hydropolygons:&amp;lt;/U&amp;gt;&lt;br /&gt;
Use the &amp;quot;SlopeX&amp;quot; and &amp;quot;SlopeY&amp;quot; attributes to define slope characteristics of hydropolygons. &lt;br /&gt;
&lt;br /&gt;
=== Vertices Tab ===&lt;br /&gt;
&lt;br /&gt;
This tab shows the vertices (ie points) for the selected polygon or polyline.&lt;br /&gt;
&lt;br /&gt;
Click the &amp;quot;Edit&amp;quot; button to display the vertice editor. This editor lets you edit the vertices in several ways:-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;U&amp;gt;Reversing points:&amp;lt;/U&amp;gt;&lt;br /&gt;
The direction of a polygon or polyline can be reversed by using the REVERSE POINTS button. Click the &amp;quot;Reverse&amp;quot; button to change the direction of points in the polygon/polyline.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;U&amp;gt;Setting elevation:&amp;lt;/U&amp;gt;&lt;br /&gt;
You can set the elevation for all vertices by clicking the &amp;quot;Set Elevation&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;U&amp;gt;Manual editing:&amp;lt;/U&amp;gt;&lt;br /&gt;
You can manually edit vertices (longtitude, latitude and elevation) by editing data in the vertex grid.&lt;br /&gt;
&lt;br /&gt;
=== XML Tab ===&lt;br /&gt;
&lt;br /&gt;
This tab shows the XML for the selected polygon or polyline.&lt;br /&gt;
&lt;br /&gt;
== FSX_KML_TAGS.XML ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Tags.jpg|thumb|right|150px|FSX_KML_TAGS tab]]&lt;br /&gt;
&lt;br /&gt;
=== What is the FSX_KML_TAGS file? ===&lt;br /&gt;
&lt;br /&gt;
This file holds the &amp;quot;tags&amp;quot; that are used in the KML file to describe FSX scenery features. You can customise this file to add more tags or change existing ones. &lt;br /&gt;
&lt;br /&gt;
An easy way to browse this file is by clicking on the &amp;quot;FSX_KML_TAGS.XML&amp;quot; tab in FSX KML.&lt;br /&gt;
&lt;br /&gt;
This XML contains the following attributes for each &amp;quot;tag&amp;quot;:-&lt;br /&gt;
&lt;br /&gt;
* Tag - The unique identifier for this scenery feature. This tag is what you use to &amp;quot;tag&amp;quot; the polygons/polylines in your Google Earth KML file &lt;br /&gt;
* Description - A description of the scenery feature. This description is displayed in FSX KML.&lt;br /&gt;
* Feature Type - The type of scenery feature and must be one of the following types:-&lt;br /&gt;
** WATERPOLY - Water polygons such as coastline, rivers, lakes, canals etc&lt;br /&gt;
** WATERPOLYGPS - Low resolution water polygons for use in the GPS&lt;br /&gt;
** LANDCLASSPOLY - irregular shaped landclass polygons for towns, forest, beaches, park etc&lt;br /&gt;
** AIRPORTBOUNDRY - define airport boundries and also flatten areas and AUTOGEN EXCLUSIONS&lt;br /&gt;
** EXCLUSION - exclude default vector scenery from the polygon&lt;br /&gt;
** STREAM - create streams&lt;br /&gt;
** SHORELINE - create animated shorelines&lt;br /&gt;
** ROAD - create roads (NOT road bridges)&lt;br /&gt;
** FREEWAY - create moving traffic&lt;br /&gt;
** RAILWAY - create railways (NOT rail bridges)&lt;br /&gt;
** UTILITY - power lines, telegraph lines, fences etc&lt;br /&gt;
** SCENERYOBJECT - place scenery objects&lt;br /&gt;
** EXCLUSIONRECTANGLE - excludes scenery objects&lt;br /&gt;
** EXTRUSIONBRIDGE - creates extrusion bridges&lt;br /&gt;
** LANDCLASS - create land class&lt;br /&gt;
** WATERCLASS - create water class&lt;br /&gt;
* GUID - The FSX GUID for the scenery feature. &lt;br /&gt;
&lt;br /&gt;
Please refer to the FSX &amp;quot;terrain.cfg&amp;quot; file and terrain SDK documentation for futher information on feature types and GUIDs&lt;br /&gt;
&lt;br /&gt;
=== Editing FSX_KML_TAGS.XML using FSX KML ===&lt;br /&gt;
&lt;br /&gt;
The FSX_KML_TAGS.XML file can be easily edited in FSX KML.  To following edits can be performed:-&lt;br /&gt;
&lt;br /&gt;
==== Copy ====&lt;br /&gt;
To copy an item select the item to copy and click the copy button.&lt;br /&gt;
==== Delete ====&lt;br /&gt;
To delete an item select the item to delete and click the delete button.&lt;br /&gt;
==== Edit ==== &lt;br /&gt;
To edit the Tag, Description, FeatureType or GUID attributes of an item select either a single item or &amp;lt;B&amp;gt;multiple items&amp;lt;/B&amp;gt; (hold the shift key to multi-select) and then press F2 to display the inline editor. Enter the new value and press enter. Your edit will be applied to the items you selected&lt;br /&gt;
&lt;br /&gt;
==== Saving your changes ====&lt;br /&gt;
Click the save button to write your changes back to disk.&lt;br /&gt;
==== Open in Notepad ====&lt;br /&gt;
Click the &amp;quot;Open in Notepad&amp;quot; button to open the FSX_KML_TAGS.XML file in Notepad.&lt;br /&gt;
==== Reload ====&lt;br /&gt;
If you have edited the FSX_KML_TAGS.XML file using an external program (eg Notepad) you can reload those changes by clicking the reload button.&lt;br /&gt;
&lt;br /&gt;
== Google Earth ==&lt;br /&gt;
&lt;br /&gt;
=== Downloading Google Earth ===&lt;br /&gt;
&lt;br /&gt;
The free version Google Earth may be downloaded from the [http://earth.google.com/ Google Earth home page]&lt;br /&gt;
&lt;br /&gt;
=== Copyright of Google Earth Data ===&lt;br /&gt;
&lt;br /&gt;
Scenery developers need to be aware that there may be copyright issues associated with the use of data obtained from Google Earth. Please see the [http://earth.google.com/support/ Google Earth support page] for more information on the Google Earth policy of using this data in your freeware or commercial products.&lt;br /&gt;
&lt;br /&gt;
== Freeware scenery using FSX KML ==&lt;br /&gt;
&lt;br /&gt;
The following freeware has used FSX KML during their development:-&lt;br /&gt;
&lt;br /&gt;
* [http://library.avsim.net/esearch.php?DLID=&amp;amp;Name=Isle+of+Wight&amp;amp;FileName=&amp;amp;Author=Len+Hickman&amp;amp;CatID=fsxscen Isle of Wight (UK) reconstructed] by Len Hickman&lt;br /&gt;
* [http://library.avsim.net/esearch.php?DLID=&amp;amp;Name=Quebec+Scenery&amp;amp;FileName=&amp;amp;Author=Gilles+Gauthier&amp;amp;CatID=fsxscen Quebec Scenery - Lakes and Rivers] by Gilles Gauthier&lt;br /&gt;
* [http://library.avsim.net/esearch.php?DLID=&amp;amp;Name=Catalunya+Coast&amp;amp;FileName=&amp;amp;Author=Bodo+Hesse&amp;amp;CatID=fsxscen Catalunya Coast] by Bodo Hesse&lt;br /&gt;
* [http://library.avsim.net/esearch.php?DLID=&amp;amp;Name=Naval+air+station&amp;amp;FileName=&amp;amp;Author=Jim+Dhaenens&amp;amp;CatID=fsxscen Naval Air station Jacksonville (KNIP)] by Jim Dhaenens&lt;br /&gt;
* [http://library.avsim.net/esearch.php?CatID=fsxscen&amp;amp;DLID=103120 Naval Air Station Oceana (KNTU)] by Jim Dhaenens&lt;br /&gt;
* [http://library.avsim.net/esearch.php?CatID=fsxscen&amp;amp;DLID=102870 Coffs Harbour (YSCH)] by John Ross (also at www.virtualvfr.com)&lt;br /&gt;
* [http://library.avsim.net/esearch.php?CatID=fsxscen&amp;amp;DLID=103027 Kitimat/Terrace] by Douglas Keech&lt;br /&gt;
* [http://library.avsim.net/esearch.php?CatID=fsxscen&amp;amp;DLID=102995 Los Angeles &amp;quot;clean-up&amp;quot;] by Lance Tucker&lt;br /&gt;
* [http://library.avsim.net/esearch.php?CatID=fsxscen&amp;amp;DLID=104609 Lord howe Island and Balls Pyramid] by Don Bush&lt;br /&gt;
* [http://library.avsim.net/esearch.php?CatID=fsxscen&amp;amp;DLID=104853 Falklands 2007] by Brian Jamieson&lt;br /&gt;
* [http://library.avsim.net/esearch.php?CatID=fsxscen&amp;amp;DLID=104000 Gloucestershire Airport] by Terry Shields&lt;br /&gt;
* [http://library.avsim.net/esearch.php?CatID=fsxscen&amp;amp;DLID=105386 Okanagan Valley Landclass and Rivers] by Alex Sievert&lt;br /&gt;
* [http://library.avsim.net/esearch.php?DLID=106386&amp;amp;CatID=fsxscen Gold Coast Airport (YBCG)] by John Ross&lt;br /&gt;
* [http://marcoh.gratisim.fr Photorealistic Town of Nantes in France] by Marc-henri Guitteny&lt;br /&gt;
* [http://library.avsim.net/esearch.php?DLID=109752&amp;amp;CatID=fsxscen Utah Complete v1.0] by James Udall&lt;br /&gt;
* [http://library.avsim.net/esearch.php?CatID=fsxscen&amp;amp;DLID=111154 Bushflight Northwest] by Bill Dick / Phil &amp;quot;Snowman&amp;quot; Cayton / Chris Brisland&lt;br /&gt;
* [http://library.avsim.net/esearch.php?DLID=114132&amp;amp;CatID=fsxscen Wake Island] by Tony Arnold&lt;br /&gt;
* [http://library.avsim.net/esearch.php?CatID=fsxscen&amp;amp;DLID=117501 SICILY VFR X - Lakes and Reservoirs] by Giovanni Miduri&lt;br /&gt;
*[http://library.avsim.net/download.php?DLID=121703 Chernobyl Exclusion Zone] by Mike Dalgleish&lt;br /&gt;
*[http://fly-wonderful-islands.com/page_89.html La gomera GCGM Spain] by Allen Cremeen&lt;br /&gt;
* [http://marcoh.gratisim.fr Photorealistic St Pierre &amp;amp; Miquelon archipelago near Newfoundland] by Marc-henri Guitteny&lt;br /&gt;
* [http://library.avsim.net/esearch.php?CatID=fsxscen&amp;amp;DLID=105600 Quebec city v1.0] by Jean St-Cyr and Gilles Boily&lt;br /&gt;
* [http://library.avsim.net/esearch.php?CatID=fsxscen&amp;amp;DLID=139471 Quebec city v2.0] by Jean St-Cyr, Gilles Boily, Gilles Gauthier and Jean-Pierre Fillion&lt;br /&gt;
* [http://library.avsim.net/esearch.php?CatID=fsxscen&amp;amp;DLID=144264 Angel Falls for FSX] by Jean St-Cyr&lt;br /&gt;
Freeware authors please list your freeware scenery here!&lt;br /&gt;
&lt;br /&gt;
== Commercial scenery using FSX KML ==&lt;br /&gt;
&lt;br /&gt;
The following commercial scenery has used FSX KML during their development:-&lt;br /&gt;
&lt;br /&gt;
* [http://www.imaginesim.com/kcvg01.htm KCVG Cincinnati Northern Kentucky International Airport, USA] by Imagine Simulation &lt;br /&gt;
* [http://www.imaginesim.com/tjsj01.htm TJSJ San Juan Luis Munoz Marin Airport, Puerto Rico] by Imagine Simulation&lt;br /&gt;
* [http://www.imaginesim.com/kclt01.htm KCLT Charlotte Douglas Airport, USA] by Imagine Simulation&lt;br /&gt;
* [http://www.imaginesim.com/mynn01.htm MYNN Nassau International, Bahamas] by Imagine Simulation&lt;br /&gt;
* [http://www.imaginesim.com/klga01.htm KLGA New York La Guardia Airport, USA] by Imagine Simulation&lt;br /&gt;
* [http://www.imaginesim.com/kmci01.htm KMCI Kansas City International Airport, USA] by Imagine Simulation&lt;br /&gt;
* [http://www.aerosoft-shop2.com/products/helgolandx/helgolandx.html Helgoland X] by AeroSoft&lt;br /&gt;
* [http://www.aerosoft-shop2.com/products/monacox/monacox.html Monaco X] by AeroSoft&lt;br /&gt;
* [http://www.aerosoft-shop2.com/products/aspenx/aspenx.html Aspen X] by AeroSoft&lt;br /&gt;
* [http://secure.simmarket.com/product_info.php?products_id=2361 Pantanal - The Wetlands] by CenaReal &lt;br /&gt;
* [http://www.fly-wonderful-islands.com/Slide/gclp_v1.html GCLP Gran Canaria Airport Canary Islands Spain]  by Fly Wonderful Islands&lt;br /&gt;
* [http://www.fly-wonderful-islands.com/FWI_GCRRv2/Slide_GCRR_V2/FWI_GCRR_V2.html Lanzarote GCRR Airport Canary Islands Spain]  by Fly Wonderful Islands &lt;br /&gt;
Please list other commercial scenery here.&lt;br /&gt;
&lt;br /&gt;
== End User Licence ==&lt;br /&gt;
&lt;br /&gt;
Copyright Â© 2007 Innova Software ALL RIGHTS RESERVED&lt;br /&gt;
&lt;br /&gt;
FSX KML (&amp;quot;Software&amp;quot;) is distributed without charge to FSX add-on designers, redistribution of the original ZIP file is not allowed. You are NOT allowed to sell this software or ask money for its distribution. &lt;br /&gt;
&lt;br /&gt;
FSX KML may be used free of charge for the production of both freeware and commercial add-ons (including sceneries,missions,aircraft) subject to the following terms and conditions:-&lt;br /&gt;
* You notify Innova Software of the use of FSX KML in your add-on&lt;br /&gt;
* You give Innova Software a free copy of your add-on (and any updates)&lt;br /&gt;
* In your readme file you say that FSX KML was used to help with the production of your add-on&lt;br /&gt;
* The copyright and any intellectual property relating to the FSX KML software shall remain the property of Innova Software&lt;br /&gt;
* LIMITED WARRANTY - INNOVA SOFTWARE SHALL NOT BE RESPONSIBLE IN TORT OR IN CONTRACT FOR ANY LOSS OR DAMAGE HOWSOEVER CAUSED TO THE PROPERTY OR PERSON OF YOURSELF OR ANY THIRD PARTY AS A RESULT OF ANY DEFECT IN THE SOFTWARE WHETHER PATENT OR LATENT OR AS A RESULT OF ANY FAULT, NEGLIGENCE, WRONGFUL ACT OR OMISSION OF INNOVA SOFTWARE OR ANY OF ITS SERVANTS, EMPLOYEES, CONTRACTS AND AGENTS, AND YOU INDEMNIFY INNOVA SOFTWARE AGAINST ANY CLAIMS MADE AGAINST IT BY ANY THIRD PARTY ARISING OUT OF ANY SUCH DEFAULT OR FAULT, NEGLIGENCE, WRONGFUL ACT OR OMISSION AND IN NO EVENT SHALL INNOVA SOFTWARE BE LIABLE FOR ANY CLAIMS OR DAMAGES INCLUDING, BUT NOT LIMITED TO CLAIMS OF FAULTY DESIGN, NEGLIGENT OR MISLEADING ADVICE, DAMAGES ARISING FROM LOSS OR USE OF THE SOFTWARE AND/OR SUPPLY OF SERVICES; AND ANY INDIRECT, SPECIAL OR CONSEQUENTIAL DAMAGES OR INJURY TO ANY PERSON, CORPORATION OR OTHER ENTITY BY REASON OF THE PROVISION OF THE SOFTWARE AND/OR PROVISION OF SERVICES PURSUANT TO THESE TERMS AND CONDITIONS&lt;br /&gt;
&lt;br /&gt;
Developers can email acceptance of these terms and conditions to &amp;lt;B&amp;gt;fsx_kml@innovasoftware.com&amp;lt;/B&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Release History ==&lt;br /&gt;
&lt;br /&gt;
=== v1.00 Beta - 19th 0ct 2006 ===&lt;br /&gt;
&lt;br /&gt;
This is first beta release of FSX KML&lt;br /&gt;
&lt;br /&gt;
=== v1.01 Beta - 19th 0ct 2006 ===&lt;br /&gt;
&lt;br /&gt;
Issues resolved:-&lt;br /&gt;
* Fixed error with FSX_KML_TAGS.XML file not found&lt;br /&gt;
&lt;br /&gt;
=== v1.02 Beta - 21st 0ct 2006 ===&lt;br /&gt;
&lt;br /&gt;
Issues resolved:-&lt;br /&gt;
* Fixed error reading polygon/poylines. FSX KML could sometimes insert an erroneous point of 0,0&lt;br /&gt;
&lt;br /&gt;
=== v1.03 Beta - 28th 0ct 2006 ===&lt;br /&gt;
&lt;br /&gt;
New features and issues resolved:-&lt;br /&gt;
* Better handle tags in description field. Be less strict about &amp;quot;whitespace&amp;quot; and cr/lf&lt;br /&gt;
* Better handle international settings for decimals&lt;br /&gt;
* Add more excludes to fsx_kml_tags.xml (see tags starting with &amp;quot;exclude__&amp;quot;)&lt;br /&gt;
* Add support for moving kml items up/down&lt;br /&gt;
* Add support for moving kml items via drag drop&lt;br /&gt;
* Add support for creating new kml folder&lt;br /&gt;
* Create shapes in order they appear in the KML&lt;br /&gt;
* Assign UUID (starting at 1) to each shape in the KML based on its order in the KML&lt;br /&gt;
&lt;br /&gt;
Known issues (Features not implemented in this release):-&lt;br /&gt;
* Freeway tags (moving traffic) - in v1.03 you must manually edit the FW .DBF file to set traffic density and direction&lt;br /&gt;
&lt;br /&gt;
=== v1.04 Beta - 20th Jan 2007 ===&lt;br /&gt;
&lt;br /&gt;
New features and issues resolved:-&lt;br /&gt;
&lt;br /&gt;
* Use INI file (FSX_KML.INI) to remember settings including list of KML files and FSX folder settings&lt;br /&gt;
* Allow multi select of KML files in Add KML file dialog&lt;br /&gt;
* Display points for selected polygon/polyline &lt;br /&gt;
* Add REVERSE POINTS button to allow direction of polygon/polyline to be reversed&lt;br /&gt;
* Add POLYGONHOLE tag to support &amp;quot;holes&amp;quot; in polygons, eg for making islands in rivers&lt;br /&gt;
* Add LEGACY_LANDWATERMASK_WATER_NOFLATTEN tag for water polygons that &amp;quot;cling&amp;quot; to mesh&lt;br /&gt;
* Default freeway traffic to one lane of traffic&lt;br /&gt;
&lt;br /&gt;
=== v1.05 Beta - 21st Jan 2007 ===&lt;br /&gt;
&lt;br /&gt;
New features and issues resolved:-&lt;br /&gt;
&lt;br /&gt;
* Added &amp;quot;Automatically Reverse Points In Polygon Holes&amp;quot; build option. This option will auto reverse points for polygon holes when creating the shape file. Apparently Google Earth always writes polygons in a clockwise fashion to the KML file irrespective of which way they are actually drawn in Google Earth. This option simplifies the creation of polygon holes because you no longer need to manually reverse point order in FSX KML. Option is on by default.&lt;br /&gt;
* Added &amp;quot;Output Folder&amp;quot; build option. This lets you specify the folder where files are written during the build process&lt;br /&gt;
* Fixed error when loading the saved list of KML files and a KML file can longer be found.&lt;br /&gt;
&lt;br /&gt;
=== v1.05.1 Beta - 21st Jan 2007 ===&lt;br /&gt;
&lt;br /&gt;
Issues resolved:-&lt;br /&gt;
&lt;br /&gt;
* Fixed bug where directory would not be changed prior to running the RUN_SDK_TOOLS batch file&lt;br /&gt;
&lt;br /&gt;
=== v1.06 Beta - 14th Apr 2007 ===&lt;br /&gt;
&lt;br /&gt;
New features:-&lt;br /&gt;
&lt;br /&gt;
* Added grid to allow manual editing of polygon/polyline points (longitude,latitude,elevation)&lt;br /&gt;
* Added button for setting all points in polygon/polyline to a specific elevation&lt;br /&gt;
* Added support for tag parameters (eg freeway traffic data and hydro poly slopeX/Y)&lt;br /&gt;
* Added option to save backups to backup subdirectory (on by default).&lt;br /&gt;
* Added XML tab to show XML for highlighted node&lt;br /&gt;
* Remember window size and position&lt;br /&gt;
&lt;br /&gt;
Issues resolved:-&lt;br /&gt;
&lt;br /&gt;
* Changed tag name of &amp;quot;Park&amp;quot; to &amp;quot;LandClassPoly&amp;quot; since landclass polys can be used for more than just parks! Existing &amp;quot;Park&amp;quot; tags are automatically renamed to &amp;quot;LandClassPoly&amp;quot;&lt;br /&gt;
* Handle extra &#039;.&#039; in filenames&lt;br /&gt;
&lt;br /&gt;
=== v1.07 Beta - 25th Apr 2007 ===&lt;br /&gt;
&lt;br /&gt;
New features:-&lt;br /&gt;
&lt;br /&gt;
* Added &amp;quot;Shape&amp;quot; tab with support for shape viewing. Select single (or multiple) polygon/polylines to see its shape. Selecting a folder will show all shapes in that folder and any sub folders.  &lt;br /&gt;
* Added &amp;quot;Select All&amp;quot; function (Ctrl A) to select all polylines/polygons&lt;br /&gt;
* Added &amp;quot;New&amp;quot; button to Vertices form to insert vertice.&lt;br /&gt;
* Added &amp;quot;Copy&amp;quot; button to Vertices form to copy the selected vertice.&lt;br /&gt;
* Added &amp;quot;Delete&amp;quot; button to Vertices form to delete selected vertice.&lt;br /&gt;
* Added &amp;quot;Move Up&amp;quot; and &amp;quot;Move Down&amp;quot; button to Vertices form to move selected vertice up or down in list.&lt;br /&gt;
* Added Options menu to main form. Moved &amp;quot;Save Backups&amp;quot; to this menu&lt;br /&gt;
* Added &amp;quot;Remember Window Position and Size&amp;quot; to the options menu&lt;br /&gt;
&lt;br /&gt;
Issues resolved:-&lt;br /&gt;
&lt;br /&gt;
* Updated the &amp;quot;About&amp;quot; form to credit the 3rd party development libraries used (eg Shapelib)&lt;br /&gt;
* Fixed misplaced longitude and latitude labels on vertice grid&lt;br /&gt;
&lt;br /&gt;
=== v1.08 Beta - 18th May 2007 ===&lt;br /&gt;
&lt;br /&gt;
New features:- &lt;br /&gt;
&lt;br /&gt;
* Add BGLCOMP support for placing of FSX library objects along polyline. The use of &amp;quot;Variance&amp;quot; parameters below helps create more naturalistic looking scenery by applying random variance to object positioning. Support the following parameters:-&lt;br /&gt;
** Altitude AGL or MSL&lt;br /&gt;
** Altitude variance - Random variance in meters applied to alitude (use 0 for no variance)&lt;br /&gt;
** Pitch (0 - 360)&lt;br /&gt;
** Pitch variance - Random variance in degrees (0 - 180) applied to pitch (use 0 for no variance)&lt;br /&gt;
** Bank (0 - 360)&lt;br /&gt;
** Bank variance - Random variance in degrees (0 - 180) applied to bank (use 0 for no variance)&lt;br /&gt;
** HeadingType &lt;br /&gt;
*** Track - Heading of each object follows the direction of each polyline segment&lt;br /&gt;
*** Fixed - Heading of all objects is specified by Heading parameter&lt;br /&gt;
*** Random - Heading is random for each object&lt;br /&gt;
*** Elevation - Heading for each object is specified by elevation of associated polyline vertice&lt;br /&gt;
** Heading (0 - 360) - Used when HeadingType = Fixed&lt;br /&gt;
** Heading variance - Random variance in degrees (0 - 180) applied to heading (use 0 for no variance)&lt;br /&gt;
** Scale - Scale multiply of object (defaults to 1.0)&lt;br /&gt;
** ScaleVariance - Random variance in scale to apply to objects. (use 0 for no variance)&lt;br /&gt;
** ImageComplexity - VerySparse, Sparse, Normal, Dense, VeryDense, ExtremelyDense&lt;br /&gt;
* FSX_KML_Tags tab - Add tags for all default FSX scenery library objects &lt;br /&gt;
* Build tab - Add button for setting BGLComp SDK path&lt;br /&gt;
* Build tab - Add &amp;quot;Open&amp;quot; button for output folder path to open Windows Explorer on that folder&lt;br /&gt;
&lt;br /&gt;
Issues resolved:-&lt;br /&gt;
&lt;br /&gt;
* Fixed issue with copy button&lt;br /&gt;
&lt;br /&gt;
=== v1.09 Beta - 23rd June 2007 ===&lt;br /&gt;
&lt;br /&gt;
New features:-&lt;br /&gt;
&lt;br /&gt;
* Added BGLCOMP support for scenery exclusion rectangles (&amp;quot;ExclusionRectangle&amp;quot; tag). The exclusion rectangle will be defined by the &amp;quot;bounding&amp;quot; rectangle of the polyline/polygon. Supports the following parameters&lt;br /&gt;
** ExcludeAllObjects &lt;br /&gt;
** ExcludeBeaconObjects&lt;br /&gt;
** ExcludeEffectObjects&lt;br /&gt;
** ExcludeGenericBuildingObjects&lt;br /&gt;
** ExcludeLibraryObjects&lt;br /&gt;
** ExcludeTaxiwaySignObjects&lt;br /&gt;
** ExcludeTriggerObjects&lt;br /&gt;
** ExcludeWindsockObjects&lt;br /&gt;
** ImageComplexity - VerySparse, Sparse, Normal, Dense, VeryDense, ExtremelyDense&lt;br /&gt;
* Added BGLCOMP support for Extrusion Bridges (&amp;quot;ExtrusionBridge&amp;quot; tag). Draw a polyline and tag it with &amp;quot;ExclusionBridge&amp;quot;, then use the vertice editor to set the height of each bridge segment.&lt;br /&gt;
* Added &amp;quot;Change to&amp;quot; button on the Vertice Editor to change shape type from polygon to polyline and vice versa&lt;br /&gt;
* Enhanced polygons holes so that if a polygon cannot be found in the same folder as polygon hole (&amp;quot;polygon folder&amp;quot;) then the parent folder is searched for the first polygon preceding the polygon folder. This makes it possible to better organize a project by placing polygon holes (i.e islands) in a sub folder and still have them associated with a water polygon in a parent folder&lt;br /&gt;
&lt;br /&gt;
=== v1.10 Beta - 19th August 2007 ===&lt;br /&gt;
&lt;br /&gt;
New features:-&lt;br /&gt;
&lt;br /&gt;
* Land class tiles &lt;br /&gt;
* Water class tiles&lt;br /&gt;
&lt;br /&gt;
== Development Roadmap ==&lt;br /&gt;
&lt;br /&gt;
The following features are planned for upcoming releases:-&lt;br /&gt;
&lt;br /&gt;
=== Future releases ===&lt;br /&gt;
* Update this manual :)&lt;br /&gt;
* Add 10 minute autosave&lt;br /&gt;
* Add following params to BGLCOMP support:-&lt;br /&gt;
** Heading Type&lt;br /&gt;
*** FixedTrack - Heading of all objects is fixed to the direction of first polyline segment&lt;br /&gt;
** Divergence - Random divergence (in meters) from vertice. Applied in direction which is perpendicular to direction of polyline segment (use 0 for no variance)&lt;br /&gt;
* Add &amp;quot;AutoPolygonHole&amp;quot; to polygon properties sheet. This allows a polygon hole to be automatically created in the shape of the polygon, and removes the need manually create a hole (by copying and tagging as hole)&lt;br /&gt;
* Fix - Ensure lon/lat uses &#039;.&#039; and not &#039;,&#039;&lt;br /&gt;
* FSX_KML_Tags tab - Add support for tag groups&lt;br /&gt;
* Add BGLCOMP support for Tag Groups. Tag grouping allows the scenery designer to group together similar scenery library objects into a single group. For example, when populating a car park the designer could use a tag group containing a variety of car models. This would result in car models being chosen at random from the tag group. &lt;br /&gt;
* Add shape viewer to Vertice Editor form and have it refresh as vertices are edited.&lt;br /&gt;
* Add &amp;quot;Fly to&amp;quot; button to Vertices Editor form to move FSX aircraft to the selected vertice&lt;br /&gt;
* Add &amp;quot;Paste Aircraft pos&amp;quot; button to Vertices Editor form to paste the current location of aircraft (longtitude, latitude, and optionally altitude) into the list of Vertices.&lt;br /&gt;
* Export - Ability to export selected polygons/polylines to a CSV file, with option for long/lat/elevation ordering&lt;br /&gt;
* Scenery Placer - Add support for dynamically previewing scenery objects while FSX is running. This allows very precise and interactive control over the objects placement and orientation without the need to build a BGL and reload FSX.&lt;br /&gt;
* Placing FSX library objects inside a polygon. Allow number of objects and elevation  to be specified. Objects will be distributed randomly within the polygon. This can be used to populate livestock, wildlife, boats/ships in harbors, people on beaches, birds, hot air balloons etc&lt;br /&gt;
* FSX_KML_Tags tab - Texture preview for land class polygons and tiles tags&lt;br /&gt;
* FSX_KML_Tags tab - Scenery object preview for default FSX scenery objects&lt;br /&gt;
* Ability to inject a QMID 11 grid into the KML to aid with visualization of exclusion areas&lt;br /&gt;
* New, Open and Save project buttons to support multiple projects. &lt;br /&gt;
* &amp;quot;Check for Update&amp;quot; menu option to check online for updates. &lt;br /&gt;
&amp;lt;!-- * Multiple tags per KML item --&amp;gt;&lt;br /&gt;
* &amp;lt;u&amp;gt;If possible&amp;lt;/u&amp;gt; conditional display of FSX scenery library objects based on various triggers such as date/time, weather conditions and probability factor. For example, this would allow harbors to be populated with pleasure craft on sunny warm days, but not at night or in cold weather. Would allow forest fires to be generated in hot, windy conditions.&lt;br /&gt;
* &amp;lt;u&amp;gt;If possible&amp;lt;/u&amp;gt; ability to animate FSX scenery library objects along a polyline&lt;br /&gt;
* &amp;quot;Photo scenery&amp;quot; ground textures&lt;br /&gt;
* Flight plan generation along polyline&lt;br /&gt;
&amp;lt;!--Ability to build a fs9 bgl file--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Software by this author ==&lt;br /&gt;
[http://fsdeveloper.com/wiki/index.php?title=FSX_KML FSX_KML]&lt;br /&gt;
&lt;br /&gt;
[http://fsdeveloper.com/wiki/index.php?title=FSX_Photoscene FSX_PhotoScene]&lt;br /&gt;
&lt;br /&gt;
[http://fsdeveloper.com/wiki/index.php?title=SRTM_To_BGL SRTM_To_BGL]&lt;br /&gt;
&lt;br /&gt;
[[Category:Manuals]]&lt;br /&gt;
[[Category:Tools]]&lt;br /&gt;
[[category:Scenery_Design]]&lt;/div&gt;</summary>
		<author><name>Heretic</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Converting_AI_aircraft_to_FSX_with_Model_Converter_X&amp;diff=8983</id>
		<title>Converting AI aircraft to FSX with Model Converter X</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Converting_AI_aircraft_to_FSX_with_Model_Converter_X&amp;diff=8983"/>
		<updated>2014-03-20T18:11:53Z</updated>

		<summary type="html">&lt;p&gt;Heretic: Created page with &amp;quot;{{Infobox-Applicable-FSVersion | P3D = true | FSXA = true | FSX = true | FS2004 = false | FS2002 = false | FS2000 = false | FS98 = false }}  This article gives a short overvie...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox-Applicable-FSVersion&lt;br /&gt;
| P3D = true&lt;br /&gt;
| FSXA = true&lt;br /&gt;
| FSX = true&lt;br /&gt;
| FS2004 = false&lt;br /&gt;
| FS2002 = false&lt;br /&gt;
| FS2000 = false&lt;br /&gt;
| FS98 = false&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This article gives a short overview of the requirements and information about the conversion process. It is by no means a full blown tutorial and users are encouraged (and required) to do some research on their own if they do not know their way around Model Converter X, the SDK or else.&lt;br /&gt;
&lt;br /&gt;
= Introduction =&lt;br /&gt;
&lt;br /&gt;
Most AI aircraft were designed and compiled for FS9. They work fine in FSX, but use the rather inefficient compatibility rendering scheme which prevents their usage in DX10 mode and poses a heavier drain on computer resources. &amp;lt;br&amp;gt;&lt;br /&gt;
The available options to alleviate this problem would be the purchase of a payware AI traffic package containing FSX native models or only flying in DX9 rendering mode or the conversion of AI models with [[ModelConverterX]].&amp;lt;br&amp;gt;&lt;br /&gt;
The first option is nod valid if the user uses self-assembled AI traffic or does not wish to spend any money. The second option is not valid if the user wishes to experience FSX in DX10 mode. This basically only leaves the third option, which is the subject of this article and possesses the following advantages and disadvantages:&lt;br /&gt;
&lt;br /&gt;
=== Advantages ===&lt;br /&gt;
* Does not require any monetary investments.&lt;br /&gt;
* A great way to kill a lot time.&lt;br /&gt;
* Improved framerates at busy airports.&lt;br /&gt;
* AI traffic can be used in DX10 mode.&lt;br /&gt;
* Basic animations are retained.&lt;br /&gt;
* LODs still work.&lt;br /&gt;
&lt;br /&gt;
=== Disadvantages ===&lt;br /&gt;
* Parts with visibility conditions attached to them, e.g. prop disks will be lost in the conversion process. (This is a current ModelConverterX limitation.)&lt;br /&gt;
* Animations will sometimes not play properly in FSX.&lt;br /&gt;
* Lightmaps from repaints made for FS9 are not properly displayed in FSX.&lt;br /&gt;
* Models using custom XML coded animations will lose said animations unless you replace them with a FSX standard animation or some custom code.&lt;br /&gt;
* The MCX export will screw up the bounding and radius boxes within the model file, so they&#039;ll have to be fixed by the user.&lt;br /&gt;
* Conversion of a lot of models is &#039;&#039;&#039;very&#039;&#039;&#039; time intensive. Depending on available spare time and amount of models installed, it will take anywhere from one to two days to several weeks.&lt;br /&gt;
&lt;br /&gt;
The value of a slight gain in performance at big airports versus the incurred disadvantages is left to be decided individually.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
= Licensing and disclaimer =&lt;br /&gt;
&lt;br /&gt;
Before continuing on, it has to be noted that &#039;&#039;&#039;this is an experimental procedure&#039;&#039;&#039; so no warranty of any kind is given.&amp;lt;br&amp;gt;&lt;br /&gt;
More importantly, converting AI models from other authors may only be done for personal usage (or not at all, depending on how strict the license is interpreted on an individual basis).&amp;lt;br&amp;gt;&lt;br /&gt;
In any case: &#039;&#039;&#039;Do not distribute converted models.&#039;&#039;&#039;&lt;br /&gt;
They are for &#039;&#039;&#039;personal use only&#039;&#039;&#039;!&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
= Requirements =&lt;br /&gt;
&lt;br /&gt;
*A development release of [http://www.scenerydesign.org/development-releases/ ModelConverterX]&lt;br /&gt;
*An installation of the [http://www.fsdeveloper.com/wiki/index.php?title=SDK_Installation_%28FSX%29 FSX SP2/Acc SDK]&lt;br /&gt;
*A release of [http://www.scenerydesign.org/raditor/ RADItor]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
= Basics =&lt;br /&gt;
&lt;br /&gt;
Some basic acquaintance with ModelConverterX, especially its animation editor, is required. It is also strongly advised that users export an aircraft model with a name different to the original model (i.e. &#039;&#039;B737-200X&#039;&#039; instead of &#039;&#039;B737-200&#039;&#039;) and adapt the model.cfg file accordingly. This allows a quick reversal to the original model in case the conversation produces an undesirable result in FSX.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=== AI Aaardvark ===&lt;br /&gt;
Users wishing to convert their freeware AI traffic may start out with AI Aardvark&#039;s FSX native models, especially those with [http://www.world-of-ai.com/ World Of AI] packages installed.&amp;lt;br&amp;gt;&lt;br /&gt;
The models are available at Avsim or Flightsim in a file called &#039;&#039;aiafsx01.zip&#039;&#039;.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The readme and .pdf contained in the download also explain some of the disadvantages mentioned in the last section in a bit more detail, so reading it is highly recommended!&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=== Workflow ===&lt;br /&gt;
&lt;br /&gt;
The basic workflow for a conversion is the following:&lt;br /&gt;
&lt;br /&gt;
# Open the model with ModelConverterX&lt;br /&gt;
# Launch MCX&#039; animation editor and replace animations with ones read from the modeldef.xml in the SDK&lt;br /&gt;
# Export model as a FSX native model&lt;br /&gt;
#* (Open model in MCX and check it)&lt;br /&gt;
# Adapt model.cfg (see &amp;quot;Basics&amp;quot; above)&lt;br /&gt;
# Open exported model file with RADItor and assign model radius and bounding box values&lt;br /&gt;
It is of course possible to adapt said workflow to individual needs.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
= Tips &amp;amp; Hints =&lt;br /&gt;
&lt;br /&gt;
These are some tips and hints to facilitate the conversion process or create a better understanding of disadvantages.&lt;br /&gt;
&lt;br /&gt;
=== Auto-assigning animations upon export ===&lt;br /&gt;
&lt;br /&gt;
ModelConverterX allows auto-assigning animations during export based on animation tag name in the modeldef.xml file. If there&#039;s an animation named &#039;&#039;reverser0&#039;&#039; in MCX, MCX&#039; exporter will look for said animation in the modeldef.xml during export. If an animation named &#039;&#039;reverser0&#039;&#039; is found, the model will be compiled using said animation.&lt;br /&gt;
This can be used to facilitate the compilation of aircraft by creating modeldef.xml entries for the most common animations.&lt;br /&gt;
&lt;br /&gt;
A collection of animation codes for &#039;&#039;&#039;jet aircraft&#039;&#039;&#039; is available [http://www.fsdeveloper.com/forum/threads/fs9-fsx-aircraft-model-conversion-an-experiment.427512/#post-657654 here]. The code can be copied and pasted into the modeldef.xml file &#039;&#039;&#039;above&#039;&#039;&#039; the closing &#039;&#039;&amp;lt;/ModelInfo&amp;gt;&#039;&#039; tag at its end.&amp;lt;br&amp;gt;&lt;br /&gt;
Propeller aircraft require an extra step for the propellers by manually assigning &#039;&#039;prop_blurred&#039;&#039; or &#039;&#039;prop_slow&#039;&#039; animations for the props.&lt;br /&gt;
&lt;br /&gt;
=== Unknown animations ===&lt;br /&gt;
&lt;br /&gt;
Many models come with animations controlled by custom XML code, mostly for slats and flaps. Depending on the laziness of the end user, it is perfectly possible to preserve said animations by writing custom animation code or simply assigning the default animations to the parts in question.&amp;lt;br&amp;gt;&lt;br /&gt;
The animation editor in MCX makes it possible to isolate animations piece by piece by unchecking known ones and moving the animation slider while observing the rendering window. Albeit tedious, it is a perfectly fine method to identify a good part of &#039;unknown&#039; animations.&amp;lt;br&amp;gt;&lt;br /&gt;
It should be kept in kind though, that some animations are dependent on each other to display properly, such as animated flap canoes and flaps.&amp;lt;br&amp;gt;&lt;br /&gt;
If an animation can not be idnetified or is deemed redundant or unnecessary, it is possible to discard it from the model by using the &#039;&#039;Fix Animation&#039;&#039; button.&lt;br /&gt;
&lt;br /&gt;
=== Handling visibility tag incompatibility ===&lt;br /&gt;
&lt;br /&gt;
ModelConverter&#039;s (current) visibility tag incompatibility currently affects the display of ground equipment (if present in the model file) and, more importantly, prop disks and possibly rolling wheels.&amp;lt;br&amp;gt;&lt;br /&gt;
Currently, the only ways to alleviate this drawback are either a full blown export and modification of the model in GMax as described [http://www.fsdeveloper.com/forum/threads/fs9-fsx-aircraft-model-conversion-an-experiment.427512/page-3#post-665407 here] or a simply assigning &#039;&#039;prop_slow&#039;&#039; or &#039;&#039;prop_blurred&#039;&#039; animation tags to the propeller model.&lt;br /&gt;
Same applies to the wheels.&lt;br /&gt;
&lt;br /&gt;
=== Bounding box and model radius ===&lt;br /&gt;
&lt;br /&gt;
Editing the bounding box and model radius of each converted model is &#039;&#039;&#039;mandatory&#039;&#039;&#039;, as MCX does not include realistic values for these upon exporting. Using RADItor, the user can set the values to his/her liking.&amp;lt;br&amp;gt;&lt;br /&gt;
The model radius determines the parking spot usage of a model. If a parking spot with a radius of 20m is used in an AFX (airport layout) file, a model with a radius of 25m will not be assigned to use said spot by FSX. A value of half the wingspan of an aircraft plus 1 or 2m usually works for the radius, but users are encouraged to use values that work best for them.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The bounding box is generally used to determine a &#039;crash into aircraft&#039; event. If crashes are enabled in FSX and an AI aircraft possesses a bounding box of several kilometers length, width and height, the user will receive a &#039;Crash!&#039; event by taxiiing around an airport. It is therefor advisable to set said bounding box to decently realistic values.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;X-values&#039;&#039; are used for the wingspan and can thus be set to half the wingspan each.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Y-values&#039;&#039; cobnstitute the fuselage length. Dependiung on where the original model designer placed the model origin, these values will be, in most cases not entirely symmetrical. For simplicity&#039;s sake, however, it can be assumed that the model origin is present at half the fuselage length and thus, values for half the fuselage length can be used to set the bounding box in this axis.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Z-Values&#039;&#039; determine the height of the bounding box. As the model origin is most likely &#039;&#039;&#039;not&#039;&#039;&#039; located at ground level with landing gear extended, a generic ratio has to be applied for this value. Something along the lines of &#039;one third of the aircraft height&#039; works for the negative z-value while the remaining two thirds can be applied to the positive value. The stance of the aircraft model on the ground is &#039;&#039;&#039;not&#039;&#039;&#039; affected by this as it is entirely determined by the &#039;contact points&#039; in the aircraft.cfg.&amp;lt;br&amp;gt;&lt;br /&gt;
As usual, it is of course possible to use more elaborate methods for defining the bounding box and model radius.&lt;br /&gt;
&lt;br /&gt;
=== Tweaked animations ===&lt;br /&gt;
&lt;br /&gt;
Tweaked animations for the rudder and the nose wheel can be found [http://www.fsdeveloper.com/forum/threads/fs9-fsx-aircraft-model-conversion-an-experiment.427512/page-3#post-662497 here]. It has to be noted that these have to be assigned manually unless the names are edited to enable them for automatic assignment (see &#039;Auto Assigning&#039; above). In the latter case, it has to be made sure that the tweaked animations are not conflicting with the ones present in the collection of auto-assignable animations (by deleting the old ones).&lt;br /&gt;
&lt;br /&gt;
=== Possible night texture fix ===&lt;br /&gt;
&lt;br /&gt;
An untested fix for the overly bright night textures in FSX can possibly be achieved with MCX&#039; material editor. While the .pdf included in AI Aardvark&#039;s model package (mentioned above) shows a fix based on individual repaints, it is very, very time consuming to apply. Setting the &#039;Emissive Properties&#039; in the editor to &#039;&#039;Multiplay Blend&#039;&#039; or &#039;&#039;User Multiply Blend&#039;&#039; might tell FSX to revert back to the lightmap behaviour from FS9.&lt;br /&gt;
Users are encouraged to test this.&lt;br /&gt;
&lt;br /&gt;
=== Full blown model edits in GMax ===&lt;br /&gt;
&lt;br /&gt;
By using ModelConverterX&#039; &#039;export to .3DS&#039; export function, AI models can also be imported into GMax, as outlined for scenery models [http://www.fsdeveloper.com/forum/threads/fs9-fsx-aircraft-model-conversion-an-experiment.427512/page-3#post-665407 here].&amp;lt;br&amp;gt;&lt;br /&gt;
The model will, however, be imported with temporary materials and will be missing all of its mesh smoothing and all of its animations, including keyframes.&amp;lt;br&amp;gt;&lt;br /&gt;
Despite the extra work required, it enables the user to recreate the prop disks and other parts requiring visibility conditions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= References =&lt;br /&gt;
&lt;br /&gt;
Reference thread:&lt;br /&gt;
http://www.fsdeveloper.com/forum/threads/fs9-fsx-aircraft-model-conversion-an-experiment.427512/&lt;br /&gt;
&lt;br /&gt;
[[category:Living World]]&lt;br /&gt;
[[Category:Aircraft Design]]&lt;/div&gt;</summary>
		<author><name>Heretic</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Makemdl&amp;diff=8961</id>
		<title>Makemdl</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Makemdl&amp;diff=8961"/>
		<updated>2014-02-18T14:49:41Z</updated>

		<summary type="html">&lt;p&gt;Heretic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox-Applicable-FSVersion&lt;br /&gt;
| P3D = false&lt;br /&gt;
| FSXA = false&lt;br /&gt;
| FSX = false&lt;br /&gt;
| FS2004 = true&lt;br /&gt;
| FS2002 = true&lt;br /&gt;
| FS2000 = false&lt;br /&gt;
| FS98 = false&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
MakeMDL is the primary compiler for objects created for Microsoft&#039;s Flight Simulator 9&lt;br /&gt;
&lt;br /&gt;
In its latest iteration, available in the MakeMDL SDK [http://download.microsoft.com/download/1/1/8/1181a250-ac2c-43fa-b35b-bfd7b87934ad/makemdl_sdk_setup.exe] for FS9, it supports input commands via a file named &amp;quot;makemdl.cfg&amp;quot;.&lt;br /&gt;
Normally, this file is located in the same folder in which MakeMDL.exe resides, e.g. &amp;quot;C:\gmax\gamepacks\fs2004\plugins&amp;quot;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Sample MakeMDL.cfg ==&lt;br /&gt;
&lt;br /&gt;
[Settings]&amp;lt;br&amp;gt;&lt;br /&gt;
LastDir=&amp;lt;br&amp;gt;&lt;br /&gt;
SaveDir=&#039;&#039;C:\gmax\GAMEPA~1\FS2004\plugins&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Options]&amp;lt;br&amp;gt;&lt;br /&gt;
Debug=1&amp;lt;br&amp;gt;&lt;br /&gt;
ViewLog=0&amp;lt;br&amp;gt;&lt;br /&gt;
KeepErrorLog=1&amp;lt;br&amp;gt;&lt;br /&gt;
Keep=0&amp;lt;br&amp;gt;&lt;br /&gt;
I8=1&amp;lt;br&amp;gt;&lt;br /&gt;
I=0&amp;lt;br&amp;gt;&lt;br /&gt;
FullMat=1&amp;lt;br&amp;gt;&lt;br /&gt;
Deffallback=1&amp;lt;br&amp;gt;&lt;br /&gt;
WeldPoints=0&amp;lt;br&amp;gt;&lt;br /&gt;
Optimize=0&amp;lt;br&amp;gt;&lt;br /&gt;
Flatten=0&amp;lt;br&amp;gt;&lt;br /&gt;
NoAnimate=0&amp;lt;br&amp;gt;&lt;br /&gt;
HasReflectMap=1&amp;lt;br&amp;gt;&lt;br /&gt;
HasNightMap=0&amp;lt;br&amp;gt;&lt;br /&gt;
HasLightMap=1&amp;lt;br&amp;gt;&lt;br /&gt;
HasDamageMap=0&amp;lt;br&amp;gt;&lt;br /&gt;
NegateZ=1&amp;lt;br&amp;gt;&lt;br /&gt;
NoLeftToRight=0&amp;lt;br&amp;gt;&lt;br /&gt;
SwapBH=0&amp;lt;br&amp;gt;&lt;br /&gt;
Vis=0&amp;lt;br&amp;gt;&lt;br /&gt;
Crash=0&amp;lt;br&amp;gt;&lt;br /&gt;
XML=1&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Makemdl.cfg options explained ==&lt;br /&gt;
&lt;br /&gt;
Of special interest to avid modellers for FS9 are the &amp;quot;Debug&amp;quot;, &amp;quot;KeepErrorLog&amp;quot;, &amp;quot;WeldPoints&amp;quot;, &amp;quot;Optimize&amp;quot; and &amp;quot;Flatten&amp;quot; settings.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
;Debug: Set to &amp;quot;1&amp;quot; (no quote marks) to enable debug functionality&amp;lt;br&amp;gt;&lt;br /&gt;
;ViewLog: Automatically opens the log file after compilation if set to &amp;quot;1&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
;KeepErrorLog: Does not delete the log file if set to &amp;quot;1&amp;quot;; useful for finding erroneous parts or animations&amp;lt;br&amp;gt;&lt;br /&gt;
;Keep: Does not delete temporary files created during compilation if set to &amp;quot;1&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
;I8: ???&amp;lt;br&amp;gt;&lt;br /&gt;
;I: ???&amp;lt;br&amp;gt;&lt;br /&gt;
;FullMat: ???&amp;lt;br&amp;gt;&lt;br /&gt;
;Deffallback: ???&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The next three settings can be a cure to the 4mm vertex weld issue otherwise present for FS9 models (very notable and annoying in virtual cockpits)!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;WeldPoints: Disable vertex welding when set to &amp;quot;0&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
;Optimize: Optimizes code (grouping of parts with same materials and removing unnecessary translate/rotate animation tags)&amp;lt;br&amp;gt;&lt;br /&gt;
;Flatten: Set to &amp;quot;0&amp;quot; to disable flattening of the hierarchy tree&amp;lt;br&amp;gt;&lt;br /&gt;
;NoAnimate: Does not parse animations during compilation if set to &amp;quot;1&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
;HasReflectMap: Set to &amp;quot;1&amp;quot; to enable reflectivity for the model. Make sure to put a &amp;quot;_t&amp;quot; suffix into the texture&#039;s file name, e.g. &amp;quot;fuselage_t.bmp&amp;quot; and make sure &amp;quot;Reflections&amp;quot; is enabled in FS9&#039;s &amp;quot;display&amp;quot; menu.&lt;br /&gt;
;HasNightMap: Enables use of auto-enabled night textures (&amp;quot;_lm&amp;quot; suffix, i.e. &amp;quot;tower_lm.bmp&amp;quot;) if set to &amp;quot;1&amp;quot;. You won&#039;t need to fill the &amp;quot;self-illumination&amp;quot; slot of the material in GMax. Useful for scenery design!&lt;br /&gt;
;HasLightMap: Enables use of self-illumination night textures (&amp;quot;_l&amp;quot; suffix, i.e. &amp;quot;fuselage_l.bmp&amp;quot;) if set to &amp;quot;1&amp;quot;. You won&#039;t need to fill the &amp;quot;self-illumination&amp;quot; slot of the material in GMax. Useful for aircraft design!&lt;br /&gt;
;HasDamageMap: Enables damage textures if set to &amp;quot;1&amp;quot;. Not needed for FS9.&lt;br /&gt;
;NegateZ: If your object appears upside down in FS9, set this to &amp;quot;1&amp;quot;.&lt;br /&gt;
;NoLeftToRight: Set this to &amp;quot;1&amp;quot; to invert the left/right coordinate axis&lt;br /&gt;
;SwapBH: When set to &amp;quot;1&amp;quot;, the bank and heading axis of the model will be swapped&lt;br /&gt;
;Vis: ???&lt;br /&gt;
;Crash: Set to &amp;quot;1&amp;quot; to enable crash detection when compiling a scenery object.&lt;br /&gt;
;XML: Produces a sample placement XML file for a scenery object when set to &amp;quot;1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[category:Modeling]]&lt;/div&gt;</summary>
		<author><name>Heretic</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Rendering_with_GMax&amp;diff=8882</id>
		<title>Rendering with GMax</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Rendering_with_GMax&amp;diff=8882"/>
		<updated>2013-08-02T03:34:05Z</updated>

		<summary type="html">&lt;p&gt;Heretic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox-Applicable-FSVersion&lt;br /&gt;
| P3D2 = true&lt;br /&gt;
| P3D = true&lt;br /&gt;
| FSXI = true&lt;br /&gt;
| FSXA = true&lt;br /&gt;
| FSX = true&lt;br /&gt;
| FS2004 = true&lt;br /&gt;
| FS2002 = true&lt;br /&gt;
| XP10 = unknown&lt;br /&gt;
| XP9 = unknown&lt;br /&gt;
}}&lt;br /&gt;
One of the advantages of using 3D Studio Max over GMax has always been the capability of the former to perform a quick or full rendering of the model one is working on.&amp;lt;br&amp;gt;&lt;br /&gt;
Yet, with the right plugins and a bit of effort, one can add such a rendering function to GMax.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This article gives instructions on how to set up and the basic usage of such a plugin.&lt;br /&gt;
&lt;br /&gt;
=== Prerequisites ===&lt;br /&gt;
* An installation of GMax 1.2 (installed gamepack does not matter)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=== Download ===&lt;br /&gt;
[http://www.ppmsite.com/forum/download.php?id=44398&amp;amp;sid=5f064355c02c38dcb5cba130c15354fb Here]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=== Installation of the rendering plugin ===&lt;br /&gt;
# Unzip the downloaded plugin&lt;br /&gt;
# Rername the folder &amp;quot;RenderSuite&amp;quot; or similar&lt;br /&gt;
# Running RenderSuiteInstall.exe from the folder and follow the instructions&lt;br /&gt;
# Delete the .bat file the installer creates on your desktop&lt;br /&gt;
# Inside your main GMax Folder, create an empty text file&lt;br /&gt;
# Put these lines inside said text file:&lt;br /&gt;
#*For FS9:&lt;br /&gt;
#:echo on&lt;br /&gt;
#:cd %cd%\RenderSuite&amp;lt;br&amp;gt;&lt;br /&gt;
#:start GmaxRender.exe&amp;lt;br&amp;gt;&lt;br /&gt;
#:cd..&amp;lt;br&amp;gt;&lt;br /&gt;
#:start gmax.exe -p gamepacks\FS2004\plugin.ini&lt;br /&gt;
#:&amp;lt;br&amp;gt;&lt;br /&gt;
#*For FSX:&lt;br /&gt;
#:echo on&lt;br /&gt;
#:cd %cd%\RenderSuite&amp;lt;br&amp;gt;&lt;br /&gt;
#:start GmaxRender.exe&amp;lt;br&amp;gt;&lt;br /&gt;
#:cd..&amp;lt;br&amp;gt;&lt;br /&gt;
#:start gmax.exe -i gamepacks\FSX_GMaxGamepack\gmax.ini -p gamepacks\FSX_GMaxGamepack\plugin.ini&lt;br /&gt;
#:&amp;lt;br&amp;gt;&lt;br /&gt;
# Save the text file as &amp;quot;GMax with Render.bat&amp;quot; or similar. When asked to change file type, say &amp;quot;Yes&amp;quot;&lt;br /&gt;
#* Create a shortcut to the batch file for the desktop, if so desired&lt;br /&gt;
# Start GMax with the .bat file or the shortcut leading to it&lt;br /&gt;
# There should be a &amp;quot;Rendering&amp;quot; entry in the main menu bar. If not, refer to the [[#Troubleshooting | troubleshooting]] section&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=== Using the RenderSuite ===&lt;br /&gt;
General setup and usage of the render suite is fairly easy as outlined in the following general procedure.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Warning: FSX Materials&#039;&#039;&#039;&lt;br /&gt;
:The RenderingSuite (or the contained YAFRAY render engine to be more specific) can&#039;t use FSX materials, so either:&lt;br /&gt;
:*don&#039;t use RenderSuite for rendering FSX models in GMax or&lt;br /&gt;
:* use RenderSuite for models in very early stages, i.e. without textures or temporary textures, etc... or&lt;br /&gt;
:* set up standard materials with textures and then run the [http://www.fsdeveloper.com/forum/showpost.php?p=624227&amp;amp;postcount=15 &amp;quot;Select By Materials&amp;quot; script] to mass assign the render-friendly textures to your scene objects&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* Put some lights into your scene. Spots, Omnis, anything that will properly light the object. Default properties are okay for a start&lt;br /&gt;
* Put a camera into your scene. Free or Target&lt;br /&gt;
* Adjust the angle and position of the camera, so that the desired objects are rougly in focus&lt;br /&gt;
** Make sure to tick &amp;quot;Manual Clipping&amp;quot; in the camera options!&lt;br /&gt;
*** For interior spaces, a 15mm lens and 0.1m near clipping treshhold works well&lt;br /&gt;
* Click any viewport&#039;s name, then go to &amp;quot;Views&amp;quot; and select &amp;quot;Camera01&amp;quot;. The viewport should now show what the camera is seeing&lt;br /&gt;
* The custom camera can be controlled like the default camera in the &amp;quot;Perspective&amp;quot; or &amp;quot;User&amp;quot; viewport mode. Fine tune, if needed&lt;br /&gt;
* When ready, select &amp;quot;Rendering&amp;quot; from the menu&lt;br /&gt;
* Select any of the two clients&lt;br /&gt;
** YAGMAX seems to work best for the author&lt;br /&gt;
** RenderSuite output an untextured model and requires that any scene object has a material applied&lt;br /&gt;
* Rendering options should be left at default for now&lt;br /&gt;
* Make sure that the active viewport is set to &amp;quot;Camera01&amp;quot;&lt;br /&gt;
* Click YAFRAY Render&lt;br /&gt;
** Note: Depending on the number of objects and polygons visible in the scene and selected rendering resolution, the following can take some time&lt;br /&gt;
* Wait. There should be activity in the listener window on the bottom left of GMax&#039; main screen&lt;br /&gt;
* After a moment, a window labeled &amp;quot;RenderSuite&amp;quot; should pop up, in which the rendered content of the &amp;quot;Camera01&amp;quot; viewport is slowly drawn&lt;br /&gt;
** In case no window pops up, refer to the second entry in the [[#Troubleshooting | troubleshooting]] section&lt;br /&gt;
* In case of a pleasing rendering result, clicking the disk icon will save the output image in Windows Bitmap format to the &amp;quot;RenderSuite&amp;quot; folder&lt;br /&gt;
* This is the basic process. Plaing with the options for the camera, lights and YAFRAY can yield better results. The worst that can happen is a weird looking or empty render image&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=== Example Render Images ===&lt;br /&gt;
[[image:732.jpg | thumb | none | Boeing 737-200 rendered with RenderSuite&#039;s YAGMAX mode]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=== Troubleshooting ===&lt;br /&gt;
# No &amp;quot;Rendering&amp;quot; menu&lt;br /&gt;
#* Redownload RenderSuite, if the .zip file is not present anymore and extract the &amp;quot;Maxmenus.mnu&amp;quot; file from it&lt;br /&gt;
#* Copy the .mnu file to &amp;quot;Gmax\RenderSuite&amp;quot;&lt;br /&gt;
#* While in GMax, go to &amp;quot;Customize&amp;quot;, then &amp;quot;LoadCustomUI scheme&amp;quot;&lt;br /&gt;
#* Browse to the &amp;quot;RenderSuite&amp;quot; folder, then select &amp;quot;Menu File (.mnu)&amp;quot; from the dropdown box above &amp;quot;Open&amp;quot;&lt;br /&gt;
#* Select the &amp;quot;Maxmenus.mnu&amp;quot; file and click &amp;quot;Open&amp;quot;&lt;br /&gt;
#* You should now have a &amp;quot;Rendering&amp;quot; menu item. if not, restart GMax or repeat the procedure&lt;br /&gt;
#:&amp;lt;br/&amp;gt;&lt;br /&gt;
# No rendering window after clicking &amp;quot;Render&amp;quot;&lt;br /&gt;
#* Open Windows task manager (CTRL+Shift+ESC)&lt;br /&gt;
#* Select &amp;quot;GMaxRender.exe&amp;quot; in the process list&lt;br /&gt;
#* Click &amp;quot;End Process&amp;quot;&lt;br /&gt;
#* Browse to your RenderSuite folder in Windows Explorer&lt;br /&gt;
#* Start GMaxRender.exe&lt;br /&gt;
#* The rendering window should now pop up and start to display the rendered image. If not, restart the rendering process&lt;br /&gt;
#:&amp;lt;br/&amp;gt;&lt;br /&gt;
# YAFRAY crashes upon rendering&lt;br /&gt;
#* Don&#039;t use FSX materials&lt;br /&gt;
#* Make sure to hide any objects not visible in the render image, such as those behind the camera&lt;br /&gt;
#:&amp;lt;br&amp;gt;&lt;br /&gt;
# When using RenderSuite for rendering, it displays an error about empty objects and/oror objects without materials&lt;br /&gt;
#* Assign temporary materials to the object(s) in question. They won&#039;t need to have a diffuse map&lt;br /&gt;
#* Hide any dummies from the scene&lt;br /&gt;
#:&amp;lt;br&amp;gt;&lt;br /&gt;
# Untextured objects on the render image&lt;br /&gt;
#* Don&#039;t use FSX materials, use standard ones instead&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Heretic</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Rendering_with_GMax&amp;diff=8881</id>
		<title>Rendering with GMax</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Rendering_with_GMax&amp;diff=8881"/>
		<updated>2013-08-02T03:18:06Z</updated>

		<summary type="html">&lt;p&gt;Heretic: /* Troubleshooting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox-Applicable-FSVersion&lt;br /&gt;
| P3D2 = false&lt;br /&gt;
| P3D = false&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| FSXA = false&lt;br /&gt;
| FSX = false&lt;br /&gt;
| FS2004 = true&lt;br /&gt;
| FS2002 = true&lt;br /&gt;
| XP10 = unknown&lt;br /&gt;
| XP9 = unknown&lt;br /&gt;
}}&lt;br /&gt;
One of the advantages of using 3D Studio Max over GMax has always been the capability of the former to perform a quick or full rendering of the model one is working on.&amp;lt;br&amp;gt;&lt;br /&gt;
Yet, with the right plugins and a bit of effort, one can add such a rendering function to GMax.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This article gives instructions on how to set up and the basic usage of such a plugin.&lt;br /&gt;
&lt;br /&gt;
=== Prerequisites ===&lt;br /&gt;
* An installation of GMax 1.2 (installed gamepack does not matter)&lt;br /&gt;
* A GMax model with &#039;&#039;&#039;standard&#039;&#039;&#039; materials, i.e. &#039;&#039;&#039;*no* FSX materials&#039;&#039;&#039;. &lt;br /&gt;
**Using FSX Materials *will* result in untextured models!&lt;br /&gt;
&lt;br /&gt;
=== Download ===&lt;br /&gt;
[http://www.ppmsite.com/forum/download.php?id=44398&amp;amp;sid=5f064355c02c38dcb5cba130c15354fb Here]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=== Installation of the rendering plugin ===&lt;br /&gt;
# Unzip the downloaded plugin&lt;br /&gt;
# Rername the folder &amp;quot;RenderSuite&amp;quot; or similar&lt;br /&gt;
# Running RenderSuiteInstall.exe from the folder and follow the instructions&lt;br /&gt;
# Delete the .bat file the installer creates on your desktop&lt;br /&gt;
# Inside your main GMax Folder, create an empty text file&lt;br /&gt;
# Put these lines inside said text file:&lt;br /&gt;
#*For FS9:&lt;br /&gt;
#:echo on&lt;br /&gt;
#:cd %cd%\RenderSuite&amp;lt;br&amp;gt;&lt;br /&gt;
#:start GmaxRender.exe&amp;lt;br&amp;gt;&lt;br /&gt;
#:cd..&amp;lt;br&amp;gt;&lt;br /&gt;
#:start gmax.exe -p gamepacks\FS2004\plugin.ini&lt;br /&gt;
#:&amp;lt;br&amp;gt;&lt;br /&gt;
# Save the text file as &amp;quot;GMax with Render.bat&amp;quot; or similar. When asked to change file type, say &amp;quot;Yes&amp;quot;&lt;br /&gt;
#* Create a shortcut to the batch file for the desktop, if so desired&lt;br /&gt;
# Start GMax with the .bat file or the shortcut leading to it&lt;br /&gt;
# There should be a &amp;quot;Rendering&amp;quot; entry in the main menu bar. If not, refer to the [[#Troubleshooting | troubleshooting]] section&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=== Using the RenderSuite ===&lt;br /&gt;
General usage of the render suite is as follows.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* Put some lights into your scene. Spots, Omnis, anything that will properly light the object. Default properties are okay for a start&lt;br /&gt;
* Put a camera into your scene. Free or Target&lt;br /&gt;
* Adjust the angle and position of the camera, so that the desired objects are rougly in focus&lt;br /&gt;
** Make sure to tick &amp;quot;Manual Clipping&amp;quot; in the camera options!&lt;br /&gt;
*** For interior spaces, a 15mm lens and 0.1m near clipping treshhold works well&lt;br /&gt;
* Click any viewport&#039;s name, then go to &amp;quot;Views&amp;quot; and select &amp;quot;Camera01&amp;quot;. The viewport should now show what the camera is seeing&lt;br /&gt;
* The custom camera can be controlled like the default camera in the &amp;quot;Perspective&amp;quot; or &amp;quot;User&amp;quot; viewport mode. Fine tune, if needed&lt;br /&gt;
* When ready, select &amp;quot;Rendering&amp;quot; from the menu&lt;br /&gt;
* Select any of the two clients&lt;br /&gt;
** YAGMAX seems to work best for the author&lt;br /&gt;
** RenderSuite output an untextured model and requires that any scene object has a material applied&lt;br /&gt;
* Rendering options should be left at default for now&lt;br /&gt;
* Make sure that the active viewport is set to &amp;quot;Camera01&amp;quot;&lt;br /&gt;
* Click YAFRAY Render&lt;br /&gt;
** Note: Depending on the number of objects and polygons visible in the scene and selected rendering resolution, the following can take some time&lt;br /&gt;
* Wait. There should be activity in the listener window on the bottom left of GMax&#039; main screen&lt;br /&gt;
* After a moment, a window labeled &amp;quot;RenderSuite&amp;quot; should pop up, in which the rendered content of the &amp;quot;Camera01&amp;quot; viewport is slowly drawn&lt;br /&gt;
** In case no window pops up, refer to the second entry in the [[#Troubleshooting | troubleshooting]] section&lt;br /&gt;
* In case of a pleasing rendering result, clicking the disk icon will save the output image in Windows Bitmap format to the &amp;quot;RenderSuite&amp;quot; folder&lt;br /&gt;
* This is the basic process. Plaing with the options for the camera, lights and YAFRAY can yield better results. The worst that can happen is a weird looking or empty render image&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Example Render Images ===&lt;br /&gt;
&lt;br /&gt;
[[image:732.jpg | thumb | none | Boeing 737-200 rendered with RenderSuite&#039;s YAGMAX mode]]&lt;br /&gt;
[[image:580vc.jpg | thumb | none | Convair 580 cockpit model rendered with RenderSuite&#039;s YAGMAX mode]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=== Troubleshooting ===&lt;br /&gt;
# No &amp;quot;Rendering&amp;quot; menu&lt;br /&gt;
#* Redownload RenderSuite, if the .zip file is not present anymore and extract the &amp;quot;Maxmenus.mnu&amp;quot; file from it&lt;br /&gt;
#* Copy the .mnu file to &amp;quot;Gmax\RenderSuite&amp;quot;&lt;br /&gt;
#* While in GMax, go to &amp;quot;Customize&amp;quot;, then &amp;quot;LoadCustomUI scheme&amp;quot;&lt;br /&gt;
#* Browse to the &amp;quot;RenderSuite&amp;quot; folder, then select &amp;quot;Menu File (.mnu)&amp;quot; from the dropdown box above &amp;quot;Open&amp;quot;&lt;br /&gt;
#* Select the &amp;quot;Maxmenus.mnu&amp;quot; file and click &amp;quot;Open&amp;quot;&lt;br /&gt;
#* You should now have a &amp;quot;Rendering&amp;quot; menu item. if not, restart GMax or repeat the procedure&lt;br /&gt;
#:&amp;lt;br/&amp;gt;&lt;br /&gt;
# No rendering window after clicking &amp;quot;Render&amp;quot;&lt;br /&gt;
#* Open Windows task manager (CTRL+Shift+ESC)&lt;br /&gt;
#* Select &amp;quot;GMaxRender.exe&amp;quot; in the process list&lt;br /&gt;
#* Click &amp;quot;End Process&amp;quot;&lt;br /&gt;
#* Browse to your RenderSuite folder in Windows Explorer&lt;br /&gt;
#* Start GMaxRender.exe&lt;br /&gt;
#* The rendering window should now pop up and start to display the rendered image. If not, restart the rendering process&lt;br /&gt;
#:&amp;lt;br/&amp;gt;&lt;br /&gt;
# YAFRAY crashes upon rendering&lt;br /&gt;
#* Don&#039;t use FSX materials&lt;br /&gt;
#* Make sure to hide any objects not visible in the render image, such as those behind the camera&lt;br /&gt;
#:&amp;lt;br&amp;gt;&lt;br /&gt;
# When using RenderSuite for rendering, it displays an error about empty objects and/oror objects without materials&lt;br /&gt;
#* Assign temporary materials to the object(s) in question. They won&#039;t need to have a diffuse map&lt;br /&gt;
#* Hide any dummies from the scene&lt;br /&gt;
#:&amp;lt;br&amp;gt;&lt;br /&gt;
# Untextured objects on the render image&lt;br /&gt;
#* Don&#039;t use FSX materials, use standard ones instead&lt;/div&gt;</summary>
		<author><name>Heretic</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Rendering_with_GMax&amp;diff=8880</id>
		<title>Rendering with GMax</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Rendering_with_GMax&amp;diff=8880"/>
		<updated>2013-08-02T03:16:49Z</updated>

		<summary type="html">&lt;p&gt;Heretic: /* Troubleshooting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox-Applicable-FSVersion&lt;br /&gt;
| P3D2 = false&lt;br /&gt;
| P3D = false&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| FSXA = false&lt;br /&gt;
| FSX = false&lt;br /&gt;
| FS2004 = true&lt;br /&gt;
| FS2002 = true&lt;br /&gt;
| XP10 = unknown&lt;br /&gt;
| XP9 = unknown&lt;br /&gt;
}}&lt;br /&gt;
One of the advantages of using 3D Studio Max over GMax has always been the capability of the former to perform a quick or full rendering of the model one is working on.&amp;lt;br&amp;gt;&lt;br /&gt;
Yet, with the right plugins and a bit of effort, one can add such a rendering function to GMax.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This article gives instructions on how to set up and the basic usage of such a plugin.&lt;br /&gt;
&lt;br /&gt;
=== Prerequisites ===&lt;br /&gt;
* An installation of GMax 1.2 (installed gamepack does not matter)&lt;br /&gt;
* A GMax model with &#039;&#039;&#039;standard&#039;&#039;&#039; materials, i.e. &#039;&#039;&#039;*no* FSX materials&#039;&#039;&#039;. &lt;br /&gt;
**Using FSX Materials *will* result in untextured models!&lt;br /&gt;
&lt;br /&gt;
=== Download ===&lt;br /&gt;
[http://www.ppmsite.com/forum/download.php?id=44398&amp;amp;sid=5f064355c02c38dcb5cba130c15354fb Here]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=== Installation of the rendering plugin ===&lt;br /&gt;
# Unzip the downloaded plugin&lt;br /&gt;
# Rername the folder &amp;quot;RenderSuite&amp;quot; or similar&lt;br /&gt;
# Running RenderSuiteInstall.exe from the folder and follow the instructions&lt;br /&gt;
# Delete the .bat file the installer creates on your desktop&lt;br /&gt;
# Inside your main GMax Folder, create an empty text file&lt;br /&gt;
# Put these lines inside said text file:&lt;br /&gt;
#*For FS9:&lt;br /&gt;
#:echo on&lt;br /&gt;
#:cd %cd%\RenderSuite&amp;lt;br&amp;gt;&lt;br /&gt;
#:start GmaxRender.exe&amp;lt;br&amp;gt;&lt;br /&gt;
#:cd..&amp;lt;br&amp;gt;&lt;br /&gt;
#:start gmax.exe -p gamepacks\FS2004\plugin.ini&lt;br /&gt;
#:&amp;lt;br&amp;gt;&lt;br /&gt;
# Save the text file as &amp;quot;GMax with Render.bat&amp;quot; or similar. When asked to change file type, say &amp;quot;Yes&amp;quot;&lt;br /&gt;
#* Create a shortcut to the batch file for the desktop, if so desired&lt;br /&gt;
# Start GMax with the .bat file or the shortcut leading to it&lt;br /&gt;
# There should be a &amp;quot;Rendering&amp;quot; entry in the main menu bar. If not, refer to the [[#Troubleshooting | troubleshooting]] section&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=== Using the RenderSuite ===&lt;br /&gt;
General usage of the render suite is as follows.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* Put some lights into your scene. Spots, Omnis, anything that will properly light the object. Default properties are okay for a start&lt;br /&gt;
* Put a camera into your scene. Free or Target&lt;br /&gt;
* Adjust the angle and position of the camera, so that the desired objects are rougly in focus&lt;br /&gt;
** Make sure to tick &amp;quot;Manual Clipping&amp;quot; in the camera options!&lt;br /&gt;
*** For interior spaces, a 15mm lens and 0.1m near clipping treshhold works well&lt;br /&gt;
* Click any viewport&#039;s name, then go to &amp;quot;Views&amp;quot; and select &amp;quot;Camera01&amp;quot;. The viewport should now show what the camera is seeing&lt;br /&gt;
* The custom camera can be controlled like the default camera in the &amp;quot;Perspective&amp;quot; or &amp;quot;User&amp;quot; viewport mode. Fine tune, if needed&lt;br /&gt;
* When ready, select &amp;quot;Rendering&amp;quot; from the menu&lt;br /&gt;
* Select any of the two clients&lt;br /&gt;
** YAGMAX seems to work best for the author&lt;br /&gt;
** RenderSuite output an untextured model and requires that any scene object has a material applied&lt;br /&gt;
* Rendering options should be left at default for now&lt;br /&gt;
* Make sure that the active viewport is set to &amp;quot;Camera01&amp;quot;&lt;br /&gt;
* Click YAFRAY Render&lt;br /&gt;
** Note: Depending on the number of objects and polygons visible in the scene and selected rendering resolution, the following can take some time&lt;br /&gt;
* Wait. There should be activity in the listener window on the bottom left of GMax&#039; main screen&lt;br /&gt;
* After a moment, a window labeled &amp;quot;RenderSuite&amp;quot; should pop up, in which the rendered content of the &amp;quot;Camera01&amp;quot; viewport is slowly drawn&lt;br /&gt;
** In case no window pops up, refer to the second entry in the [[#Troubleshooting | troubleshooting]] section&lt;br /&gt;
* In case of a pleasing rendering result, clicking the disk icon will save the output image in Windows Bitmap format to the &amp;quot;RenderSuite&amp;quot; folder&lt;br /&gt;
* This is the basic process. Plaing with the options for the camera, lights and YAFRAY can yield better results. The worst that can happen is a weird looking or empty render image&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Example Render Images ===&lt;br /&gt;
&lt;br /&gt;
[[image:732.jpg | thumb | none | Boeing 737-200 rendered with RenderSuite&#039;s YAGMAX mode]]&lt;br /&gt;
[[image:580vc.jpg | thumb | none | Convair 580 cockpit model rendered with RenderSuite&#039;s YAGMAX mode]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=== Troubleshooting ===&lt;br /&gt;
# No &amp;quot;Rendering&amp;quot; menu&lt;br /&gt;
#* Redownload RenderSuite, if the .zip file is not present anymore and extract the &amp;quot;Maxmenus.mnu&amp;quot; file from it&lt;br /&gt;
#* Copy the .mnu file to &amp;quot;Gmax\RenderSuite&amp;quot;&lt;br /&gt;
#* While in GMax, go to &amp;quot;Customize&amp;quot;, then &amp;quot;LoadCustomUI scheme&amp;quot;&lt;br /&gt;
#* Browse to the &amp;quot;RenderSuite&amp;quot; folder, then select &amp;quot;Menu File (.mnu)&amp;quot; from the dropdown box above &amp;quot;Open&amp;quot;&lt;br /&gt;
#* Select the &amp;quot;Maxmenus.mnu&amp;quot; file and click &amp;quot;Open&amp;quot;&lt;br /&gt;
#* You should now have a &amp;quot;Rendering&amp;quot; menu item. if not, restart GMax or repeat the procedure&lt;br /&gt;
#:&amp;lt;br/&amp;gt;&lt;br /&gt;
# No rendering window after clicking &amp;quot;Render&amp;quot;&lt;br /&gt;
#* Open Windows task manager (CTRL+Shift+ESC)&lt;br /&gt;
#* Select &amp;quot;GMaxRender.exe&amp;quot; in the process list&lt;br /&gt;
#* Click &amp;quot;End Process&amp;quot;&lt;br /&gt;
#* Browse to your RenderSuite folder in Windows Explorer&lt;br /&gt;
#* Start GMaxRender.exe&lt;br /&gt;
#* The rendering window should now pop up and start to display the rendered image. If not, restart the rendering process&lt;br /&gt;
#:&amp;lt;br/&amp;gt;&lt;br /&gt;
# YAFRAY crashes upon rendering&lt;br /&gt;
#* This might be an overload error with very large meshes&lt;br /&gt;
#* Make sure to hide any objects not visible in the render image, such as those behind the camera&lt;br /&gt;
#:&amp;lt;br&amp;gt;&lt;br /&gt;
# When using RenderSuite for rendering, it displays an error about empty objects and/oror objects without materials&lt;br /&gt;
#* Assign temporary materials to the object(s) in question. They won&#039;t need to have a diffuse map&lt;br /&gt;
#* Hide any dummies from the scene&lt;br /&gt;
#:&amp;lt;br&amp;gt;&lt;br /&gt;
# Untextured objects on the render image&lt;br /&gt;
#* Don&#039;t use FSX materials, use standard ones instead&lt;/div&gt;</summary>
		<author><name>Heretic</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Rendering_with_GMax&amp;diff=8879</id>
		<title>Rendering with GMax</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Rendering_with_GMax&amp;diff=8879"/>
		<updated>2013-08-02T03:07:32Z</updated>

		<summary type="html">&lt;p&gt;Heretic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox-Applicable-FSVersion&lt;br /&gt;
| P3D2 = false&lt;br /&gt;
| P3D = false&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| FSXA = false&lt;br /&gt;
| FSX = false&lt;br /&gt;
| FS2004 = true&lt;br /&gt;
| FS2002 = true&lt;br /&gt;
| XP10 = unknown&lt;br /&gt;
| XP9 = unknown&lt;br /&gt;
}}&lt;br /&gt;
One of the advantages of using 3D Studio Max over GMax has always been the capability of the former to perform a quick or full rendering of the model one is working on.&amp;lt;br&amp;gt;&lt;br /&gt;
Yet, with the right plugins and a bit of effort, one can add such a rendering function to GMax.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This article gives instructions on how to set up and the basic usage of such a plugin.&lt;br /&gt;
&lt;br /&gt;
=== Prerequisites ===&lt;br /&gt;
* An installation of GMax 1.2 (installed gamepack does not matter)&lt;br /&gt;
* A GMax model with &#039;&#039;&#039;standard&#039;&#039;&#039; materials, i.e. &#039;&#039;&#039;*no* FSX materials&#039;&#039;&#039;. &lt;br /&gt;
**Using FSX Materials *will* result in untextured models!&lt;br /&gt;
&lt;br /&gt;
=== Download ===&lt;br /&gt;
[http://www.ppmsite.com/forum/download.php?id=44398&amp;amp;sid=5f064355c02c38dcb5cba130c15354fb Here]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=== Installation of the rendering plugin ===&lt;br /&gt;
# Unzip the downloaded plugin&lt;br /&gt;
# Rername the folder &amp;quot;RenderSuite&amp;quot; or similar&lt;br /&gt;
# Running RenderSuiteInstall.exe from the folder and follow the instructions&lt;br /&gt;
# Delete the .bat file the installer creates on your desktop&lt;br /&gt;
# Inside your main GMax Folder, create an empty text file&lt;br /&gt;
# Put these lines inside said text file:&lt;br /&gt;
#*For FS9:&lt;br /&gt;
#:echo on&lt;br /&gt;
#:cd %cd%\RenderSuite&amp;lt;br&amp;gt;&lt;br /&gt;
#:start GmaxRender.exe&amp;lt;br&amp;gt;&lt;br /&gt;
#:cd..&amp;lt;br&amp;gt;&lt;br /&gt;
#:start gmax.exe -p gamepacks\FS2004\plugin.ini&lt;br /&gt;
#:&amp;lt;br&amp;gt;&lt;br /&gt;
# Save the text file as &amp;quot;GMax with Render.bat&amp;quot; or similar. When asked to change file type, say &amp;quot;Yes&amp;quot;&lt;br /&gt;
#* Create a shortcut to the batch file for the desktop, if so desired&lt;br /&gt;
# Start GMax with the .bat file or the shortcut leading to it&lt;br /&gt;
# There should be a &amp;quot;Rendering&amp;quot; entry in the main menu bar. If not, refer to the [[#Troubleshooting | troubleshooting]] section&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=== Using the RenderSuite ===&lt;br /&gt;
General usage of the render suite is as follows.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* Put some lights into your scene. Spots, Omnis, anything that will properly light the object. Default properties are okay for a start&lt;br /&gt;
* Put a camera into your scene. Free or Target&lt;br /&gt;
* Adjust the angle and position of the camera, so that the desired objects are rougly in focus&lt;br /&gt;
** Make sure to tick &amp;quot;Manual Clipping&amp;quot; in the camera options!&lt;br /&gt;
*** For interior spaces, a 15mm lens and 0.1m near clipping treshhold works well&lt;br /&gt;
* Click any viewport&#039;s name, then go to &amp;quot;Views&amp;quot; and select &amp;quot;Camera01&amp;quot;. The viewport should now show what the camera is seeing&lt;br /&gt;
* The custom camera can be controlled like the default camera in the &amp;quot;Perspective&amp;quot; or &amp;quot;User&amp;quot; viewport mode. Fine tune, if needed&lt;br /&gt;
* When ready, select &amp;quot;Rendering&amp;quot; from the menu&lt;br /&gt;
* Select any of the two clients&lt;br /&gt;
** YAGMAX seems to work best for the author&lt;br /&gt;
** RenderSuite output an untextured model and requires that any scene object has a material applied&lt;br /&gt;
* Rendering options should be left at default for now&lt;br /&gt;
* Make sure that the active viewport is set to &amp;quot;Camera01&amp;quot;&lt;br /&gt;
* Click YAFRAY Render&lt;br /&gt;
** Note: Depending on the number of objects and polygons visible in the scene and selected rendering resolution, the following can take some time&lt;br /&gt;
* Wait. There should be activity in the listener window on the bottom left of GMax&#039; main screen&lt;br /&gt;
* After a moment, a window labeled &amp;quot;RenderSuite&amp;quot; should pop up, in which the rendered content of the &amp;quot;Camera01&amp;quot; viewport is slowly drawn&lt;br /&gt;
** In case no window pops up, refer to the second entry in the [[#Troubleshooting | troubleshooting]] section&lt;br /&gt;
* In case of a pleasing rendering result, clicking the disk icon will save the output image in Windows Bitmap format to the &amp;quot;RenderSuite&amp;quot; folder&lt;br /&gt;
* This is the basic process. Plaing with the options for the camera, lights and YAFRAY can yield better results. The worst that can happen is a weird looking or empty render image&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Example Render Images ===&lt;br /&gt;
&lt;br /&gt;
[[image:732.jpg | thumb | none | Boeing 737-200 rendered with RenderSuite&#039;s YAGMAX mode]]&lt;br /&gt;
[[image:580vc.jpg | thumb | none | Convair 580 cockpit model rendered with RenderSuite&#039;s YAGMAX mode]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=== Troubleshooting ===&lt;br /&gt;
# No &amp;quot;Rendering&amp;quot; menu&lt;br /&gt;
#* Redownload RenderSuite, if the .zip file is not present anymore and extract the &amp;quot;Maxmenus.mnu&amp;quot; file from it&lt;br /&gt;
#* Copy the .mnu file to &amp;quot;Gmax\RenderSuite&amp;quot;&lt;br /&gt;
#* While in GMax, go to &amp;quot;Customize&amp;quot;, then &amp;quot;LoadCustomUI scheme&amp;quot;&lt;br /&gt;
#* Browse to the &amp;quot;RenderSuite&amp;quot; folder, then select &amp;quot;Menu File (.mnu)&amp;quot; from the dropdown box above &amp;quot;Open&amp;quot;&lt;br /&gt;
#* Select the &amp;quot;Maxmenus.mnu&amp;quot; file and click &amp;quot;Open&amp;quot;&lt;br /&gt;
#* You should now have a &amp;quot;Rendering&amp;quot; menu item. if not, restart GMax or repeat the procedure&lt;br /&gt;
#:&amp;lt;br/&amp;gt;&lt;br /&gt;
# No rendering window after clicking &amp;quot;Render&amp;quot;&lt;br /&gt;
#* Open Windows task manager (CTRL+Shift+ESC)&lt;br /&gt;
#* Select &amp;quot;GMaxRender.exe&amp;quot; in the process list&lt;br /&gt;
#* Click &amp;quot;End Process&amp;quot;&lt;br /&gt;
#* Browse to your RenderSuite folder in Windows Explorer&lt;br /&gt;
#* Start GMaxRender.exe&lt;br /&gt;
#* The rendering window should now pop up and start to display the rendered image. If not, restart the rendering process&lt;br /&gt;
#:&amp;lt;br/&amp;gt;&lt;br /&gt;
# YAFRAY crashes upon rendering&lt;br /&gt;
#* This might be an overload error with very large meshes&lt;br /&gt;
#* Make sure to hide any objects not visible in the render image, such as those behind the camera&lt;br /&gt;
#:&amp;lt;br&amp;gt;&lt;br /&gt;
# When using RenderSuite for rendering, it displays an error about empty objects and/oror objects without materials&lt;br /&gt;
#* Assign temporary materials to the object(s) in question. They won&#039;t need to have a diffuse map&lt;br /&gt;
#* Hide any dummies from the scene&lt;br /&gt;
#:&amp;lt;br&amp;gt;&lt;br /&gt;
# Untextured objects on the render image&lt;br /&gt;
#* Don&#039;t use FSX materials, use a standard one instead&lt;/div&gt;</summary>
		<author><name>Heretic</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Rendering_with_GMax&amp;diff=8878</id>
		<title>Rendering with GMax</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Rendering_with_GMax&amp;diff=8878"/>
		<updated>2013-08-02T01:36:02Z</updated>

		<summary type="html">&lt;p&gt;Heretic: /* Troubleshooting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox-Applicable-FSVersion&lt;br /&gt;
| P3D2 = true&lt;br /&gt;
| P3D = true&lt;br /&gt;
| FSXI = true&lt;br /&gt;
| FSXA = true&lt;br /&gt;
| FSX = true&lt;br /&gt;
| FS2004 = true&lt;br /&gt;
| FS2002 = true&lt;br /&gt;
| XP10 = unknown&lt;br /&gt;
| XP9 = unknown&lt;br /&gt;
}}&lt;br /&gt;
One of the advantages of using 3D Studio Max over GMax has always been the capability of the former to perform a quick or full rendering of the model one is working on.&amp;lt;br&amp;gt;&lt;br /&gt;
Yet, with the right plugins and a bit of effort, one can add such a rendering function to GMax.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This article gives instructions on how to set up and the basic usage of such a plugin.&lt;br /&gt;
&lt;br /&gt;
=== Prerequisites ===&lt;br /&gt;
* An installation of GMax 1.2 (installed gamepack does not matter)&lt;br /&gt;
* Download GMax Rendering Suite from [http://www.ppmsite.com/forum/download.php?id=44398&amp;amp;sid=5f064355c02c38dcb5cba130c15354fb here]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=== Installation of the rendering plugin ===&lt;br /&gt;
# Unzip the downloaded plugin&lt;br /&gt;
# Rername the folder &amp;quot;RenderSuite&amp;quot; or similar&lt;br /&gt;
# Running RenderSuiteInstall.exe from the folder and follow the instructions&lt;br /&gt;
# Delete the .bat file the installer creates on your desktop&lt;br /&gt;
# Inside your main GMax Folder, create an empty text file&lt;br /&gt;
# Put these lines inside said text file:&lt;br /&gt;
#*For FS9:&lt;br /&gt;
#:echo on&lt;br /&gt;
#:cd %cd%\RenderSuite&amp;lt;br&amp;gt;&lt;br /&gt;
#:start GmaxRender.exe&amp;lt;br&amp;gt;&lt;br /&gt;
#:cd..&amp;lt;br&amp;gt;&lt;br /&gt;
#:start gmax.exe -p gamepacks\FS2004\plugin.ini&lt;br /&gt;
#:&amp;lt;br&amp;gt;&lt;br /&gt;
#*For FSX&lt;br /&gt;
#:echo on&amp;lt;br&amp;gt;&lt;br /&gt;
#:cd %cd%\RenderSuite&amp;lt;br&amp;gt;&lt;br /&gt;
#:start GmaxRender.exe&amp;lt;br&amp;gt;&lt;br /&gt;
#:cd..&amp;lt;br&amp;gt;&lt;br /&gt;
#:start gmax.exe -i gamepacks\FSX_GMaxGamepack\gmax.ini -p gamepacks\FSX_GMaxGamepack\plugin.ini&lt;br /&gt;
#:&amp;lt;br&amp;gt;&lt;br /&gt;
# Save the text file as &amp;quot;GMax with Render.bat&amp;quot; or similar. When asked to change file type, say &amp;quot;Yes&amp;quot;&lt;br /&gt;
#* Create a shortcut to the batch file for the desktop, if so desired&lt;br /&gt;
# Start GMax with the .bat file or the shortcut leading to it&lt;br /&gt;
# There should be a &amp;quot;Rendering&amp;quot; entry in the main menu bar. If not, refer to the [[#Troubleshooting | troubleshooting]] section&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=== Using the RenderSuite ===&lt;br /&gt;
General usage of the render suite is as follows.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* Put some lights into your scene. Spots, Omnis, anything that will properly light the object. Default properties are okay for a start&lt;br /&gt;
* Put a camera into your scene. Free or Target&lt;br /&gt;
* Adjust the angle and position of the camera, so that the desired objects are rougly in focus&lt;br /&gt;
** Make sure to tick &amp;quot;Manual Clipping&amp;quot; in the camera options!&lt;br /&gt;
*** For interior spaces, a 15mm lens and 0.1m near clipping treshhold works well&lt;br /&gt;
* Click any viewport&#039;s name, then go to &amp;quot;Views&amp;quot; and select &amp;quot;Camera01&amp;quot;. The viewport should now show what the camera is seeing&lt;br /&gt;
* The custom camera can be controlled like the default camera in the &amp;quot;Perspective&amp;quot; or &amp;quot;User&amp;quot; viewport mode. Fine tune, if needed&lt;br /&gt;
* When ready, select &amp;quot;Rendering&amp;quot; from the menu&lt;br /&gt;
* Select any of the two clients&lt;br /&gt;
** YAGMAX seems to work best for the author&lt;br /&gt;
** RenderSuite output an untextured model and requires that any scene object has a material applied&lt;br /&gt;
* Rendering options should be left at default for now&lt;br /&gt;
* Make sure that the active viewport is set to &amp;quot;Camera01&amp;quot;&lt;br /&gt;
* Click YAFRAY Render&lt;br /&gt;
** Note: Depending on the number of objects and polygons visible in the scene and selected rendering resolution, the following can take some time&lt;br /&gt;
* Wait. There should be activity in the listener window on the bottom left of GMax&#039; main screen&lt;br /&gt;
* After a moment, a window labeled &amp;quot;RenderSuite&amp;quot; should pop up, in which the rendered content of the &amp;quot;Camera01&amp;quot; viewport is slowly drawn&lt;br /&gt;
** In case no window pops up, refer to the second entry in the [[#Troubleshooting | troubleshooting]] section&lt;br /&gt;
* In case of a pleasing rendering result, clicking the disk icon will save the output image in Windows Bitmap format to the &amp;quot;RenderSuite&amp;quot; folder&lt;br /&gt;
* This is the basic process. Plaing with the options for the camera, lights and YAFRAY can yield better results. The worst that can happen is a weird looking or empty render image&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Example Render Images ===&lt;br /&gt;
&lt;br /&gt;
[[image:732.jpg | thumb | none | Boeing 737-200 rendered with RenderSuite&#039;s YAGMAX mode]]&lt;br /&gt;
[[image:580vc.jpg | thumb | none | Convair 580 cockpit model rendered with RenderSuite&#039;s YAGMAX mode]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=== Troubleshooting ===&lt;br /&gt;
# No &amp;quot;Rendering&amp;quot; menu&lt;br /&gt;
#* Redownload RenderSuite, if the .zip file is not present anymore and extract the &amp;quot;Maxmenus.mnu&amp;quot; file from it&lt;br /&gt;
#* Copy the .mnu file to &amp;quot;Gmax\RenderSuite&amp;quot;&lt;br /&gt;
#* While in GMax, go to &amp;quot;Customize&amp;quot;, then &amp;quot;LoadCustomUI scheme&amp;quot;&lt;br /&gt;
#* Browse to the &amp;quot;RenderSuite&amp;quot; folder, then select &amp;quot;Menu File (.mnu)&amp;quot; from the dropdown box above &amp;quot;Open&amp;quot;&lt;br /&gt;
#* Select the &amp;quot;Maxmenus.mnu&amp;quot; file and click &amp;quot;Open&amp;quot;&lt;br /&gt;
#* You should now have a &amp;quot;Rendering&amp;quot; menu item. if not, restart GMax or repeat the procedure&lt;br /&gt;
#:&amp;lt;br/&amp;gt;&lt;br /&gt;
# No rendering window after clicking &amp;quot;Render&amp;quot;&lt;br /&gt;
#* Open Windows task manager (CTRL+Shift+ESC)&lt;br /&gt;
#* Select &amp;quot;GMaxRender.exe&amp;quot; in the process list&lt;br /&gt;
#* Click &amp;quot;End Process&amp;quot;&lt;br /&gt;
#* Browse to your RenderSuite folder in Windows Explorer&lt;br /&gt;
#* Start GMaxRender.exe&lt;br /&gt;
#* The rendering window should now pop up and start to display the rendered image. If not, restart the rendering process&lt;br /&gt;
#:&amp;lt;br/&amp;gt;&lt;br /&gt;
# YAFRAY crashes upon rendering&lt;br /&gt;
#* This might be an overload error with very large meshes&lt;br /&gt;
#* Make sure to hide any objects not visible in the render image, such as those behind the camera&lt;br /&gt;
#:&amp;lt;br&amp;gt;&lt;br /&gt;
# When using RenderSuite for rendering, it displays an error about empty objects and/oror objects without materials&lt;br /&gt;
#* Assign temporary materials to the object(s) in question. They won&#039;t need to have a diffuse map&lt;br /&gt;
#* Hide any dummies from the scene&lt;/div&gt;</summary>
		<author><name>Heretic</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Rendering_with_GMax&amp;diff=8877</id>
		<title>Rendering with GMax</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Rendering_with_GMax&amp;diff=8877"/>
		<updated>2013-08-02T00:49:34Z</updated>

		<summary type="html">&lt;p&gt;Heretic: /* Using the RenderSuite */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox-Applicable-FSVersion&lt;br /&gt;
| P3D2 = true&lt;br /&gt;
| P3D = true&lt;br /&gt;
| FSXI = true&lt;br /&gt;
| FSXA = true&lt;br /&gt;
| FSX = true&lt;br /&gt;
| FS2004 = true&lt;br /&gt;
| FS2002 = true&lt;br /&gt;
| XP10 = unknown&lt;br /&gt;
| XP9 = unknown&lt;br /&gt;
}}&lt;br /&gt;
One of the advantages of using 3D Studio Max over GMax has always been the capability of the former to perform a quick or full rendering of the model one is working on.&amp;lt;br&amp;gt;&lt;br /&gt;
Yet, with the right plugins and a bit of effort, one can add such a rendering function to GMax.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This article gives instructions on how to set up and the basic usage of such a plugin.&lt;br /&gt;
&lt;br /&gt;
=== Prerequisites ===&lt;br /&gt;
* An installation of GMax 1.2 (installed gamepack does not matter)&lt;br /&gt;
* Download GMax Rendering Suite from [http://www.ppmsite.com/forum/download.php?id=44398&amp;amp;sid=5f064355c02c38dcb5cba130c15354fb here]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=== Installation of the rendering plugin ===&lt;br /&gt;
# Unzip the downloaded plugin&lt;br /&gt;
# Rername the folder &amp;quot;RenderSuite&amp;quot; or similar&lt;br /&gt;
# Running RenderSuiteInstall.exe from the folder and follow the instructions&lt;br /&gt;
# Delete the .bat file the installer creates on your desktop&lt;br /&gt;
# Inside your main GMax Folder, create an empty text file&lt;br /&gt;
# Put these lines inside said text file:&lt;br /&gt;
#*For FS9:&lt;br /&gt;
#:echo on&lt;br /&gt;
#:cd %cd%\RenderSuite&amp;lt;br&amp;gt;&lt;br /&gt;
#:start GmaxRender.exe&amp;lt;br&amp;gt;&lt;br /&gt;
#:cd..&amp;lt;br&amp;gt;&lt;br /&gt;
#:start gmax.exe -p gamepacks\FS2004\plugin.ini&lt;br /&gt;
#:&amp;lt;br&amp;gt;&lt;br /&gt;
#*For FSX&lt;br /&gt;
#:echo on&amp;lt;br&amp;gt;&lt;br /&gt;
#:cd %cd%\RenderSuite&amp;lt;br&amp;gt;&lt;br /&gt;
#:start GmaxRender.exe&amp;lt;br&amp;gt;&lt;br /&gt;
#:cd..&amp;lt;br&amp;gt;&lt;br /&gt;
#:start gmax.exe -i gamepacks\FSX_GMaxGamepack\gmax.ini -p gamepacks\FSX_GMaxGamepack\plugin.ini&lt;br /&gt;
#:&amp;lt;br&amp;gt;&lt;br /&gt;
# Save the text file as &amp;quot;GMax with Render.bat&amp;quot; or similar. When asked to change file type, say &amp;quot;Yes&amp;quot;&lt;br /&gt;
#* Create a shortcut to the batch file for the desktop, if so desired&lt;br /&gt;
# Start GMax with the .bat file or the shortcut leading to it&lt;br /&gt;
# There should be a &amp;quot;Rendering&amp;quot; entry in the main menu bar. If not, refer to the [[#Troubleshooting | troubleshooting]] section&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=== Using the RenderSuite ===&lt;br /&gt;
General usage of the render suite is as follows.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* Put some lights into your scene. Spots, Omnis, anything that will properly light the object. Default properties are okay for a start&lt;br /&gt;
* Put a camera into your scene. Free or Target&lt;br /&gt;
* Adjust the angle and position of the camera, so that the desired objects are rougly in focus&lt;br /&gt;
** Make sure to tick &amp;quot;Manual Clipping&amp;quot; in the camera options!&lt;br /&gt;
*** For interior spaces, a 15mm lens and 0.1m near clipping treshhold works well&lt;br /&gt;
* Click any viewport&#039;s name, then go to &amp;quot;Views&amp;quot; and select &amp;quot;Camera01&amp;quot;. The viewport should now show what the camera is seeing&lt;br /&gt;
* The custom camera can be controlled like the default camera in the &amp;quot;Perspective&amp;quot; or &amp;quot;User&amp;quot; viewport mode. Fine tune, if needed&lt;br /&gt;
* When ready, select &amp;quot;Rendering&amp;quot; from the menu&lt;br /&gt;
* Select any of the two clients&lt;br /&gt;
** YAGMAX seems to work best for the author&lt;br /&gt;
** RenderSuite output an untextured model and requires that any scene object has a material applied&lt;br /&gt;
* Rendering options should be left at default for now&lt;br /&gt;
* Make sure that the active viewport is set to &amp;quot;Camera01&amp;quot;&lt;br /&gt;
* Click YAFRAY Render&lt;br /&gt;
** Note: Depending on the number of objects and polygons visible in the scene and selected rendering resolution, the following can take some time&lt;br /&gt;
* Wait. There should be activity in the listener window on the bottom left of GMax&#039; main screen&lt;br /&gt;
* After a moment, a window labeled &amp;quot;RenderSuite&amp;quot; should pop up, in which the rendered content of the &amp;quot;Camera01&amp;quot; viewport is slowly drawn&lt;br /&gt;
** In case no window pops up, refer to the second entry in the [[#Troubleshooting | troubleshooting]] section&lt;br /&gt;
* In case of a pleasing rendering result, clicking the disk icon will save the output image in Windows Bitmap format to the &amp;quot;RenderSuite&amp;quot; folder&lt;br /&gt;
* This is the basic process. Plaing with the options for the camera, lights and YAFRAY can yield better results. The worst that can happen is a weird looking or empty render image&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Example Render Images ===&lt;br /&gt;
&lt;br /&gt;
[[image:732.jpg | thumb | none | Boeing 737-200 rendered with RenderSuite&#039;s YAGMAX mode]]&lt;br /&gt;
[[image:580vc.jpg | thumb | none | Convair 580 cockpit model rendered with RenderSuite&#039;s YAGMAX mode]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=== Troubleshooting ===&lt;br /&gt;
# No &amp;quot;Rendering&amp;quot; menu&lt;br /&gt;
#* Redownload RenderSuite, if the .zip file is not present anymore and extract the &amp;quot;Maxmenus.mnu&amp;quot; file from it&lt;br /&gt;
#* Copy the .mnu file to &amp;quot;Gmax\RenderSuite&amp;quot;&lt;br /&gt;
#* While in GMax, go to &amp;quot;Customize&amp;quot;, then &amp;quot;LoadCustomUI scheme&amp;quot;&lt;br /&gt;
#* Browse to the &amp;quot;RenderSuite&amp;quot; folder, then select &amp;quot;Menu File (.mnu)&amp;quot; from the dropdown box above &amp;quot;Open&amp;quot;&lt;br /&gt;
#* Select the &amp;quot;Maxmenus.mnu&amp;quot; file and click &amp;quot;Open&amp;quot;&lt;br /&gt;
#* You should now have a &amp;quot;Rendering&amp;quot; menu item. if not, restart GMax or repeat the procedure&lt;br /&gt;
#:&amp;lt;br/&amp;gt;&lt;br /&gt;
# No rendering window after clicking &amp;quot;Render&amp;quot;&lt;br /&gt;
#* Open Windows task manager (CTRL+Shift+ESC)&lt;br /&gt;
#* Select &amp;quot;GMaxRender.exe&amp;quot; in the process list&lt;br /&gt;
#* Click &amp;quot;End Process&amp;quot;&lt;br /&gt;
#* Browse to your RenderSuite folder in Windows Explorer&lt;br /&gt;
#* Start GMaxRender.exe&lt;br /&gt;
#* The rendering window should now pop up and start to display the rendered image. If not, restart the rendering process&lt;/div&gt;</summary>
		<author><name>Heretic</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Rendering_with_GMax&amp;diff=8876</id>
		<title>Rendering with GMax</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Rendering_with_GMax&amp;diff=8876"/>
		<updated>2013-08-02T00:39:55Z</updated>

		<summary type="html">&lt;p&gt;Heretic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox-Applicable-FSVersion&lt;br /&gt;
| P3D2 = true&lt;br /&gt;
| P3D = true&lt;br /&gt;
| FSXI = true&lt;br /&gt;
| FSXA = true&lt;br /&gt;
| FSX = true&lt;br /&gt;
| FS2004 = true&lt;br /&gt;
| FS2002 = true&lt;br /&gt;
| XP10 = unknown&lt;br /&gt;
| XP9 = unknown&lt;br /&gt;
}}&lt;br /&gt;
One of the advantages of using 3D Studio Max over GMax has always been the capability of the former to perform a quick or full rendering of the model one is working on.&amp;lt;br&amp;gt;&lt;br /&gt;
Yet, with the right plugins and a bit of effort, one can add such a rendering function to GMax.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This article gives instructions on how to set up and the basic usage of such a plugin.&lt;br /&gt;
&lt;br /&gt;
=== Prerequisites ===&lt;br /&gt;
* An installation of GMax 1.2 (installed gamepack does not matter)&lt;br /&gt;
* Download GMax Rendering Suite from [http://www.ppmsite.com/forum/download.php?id=44398&amp;amp;sid=5f064355c02c38dcb5cba130c15354fb here]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=== Installation of the rendering plugin ===&lt;br /&gt;
# Unzip the downloaded plugin&lt;br /&gt;
# Rername the folder &amp;quot;RenderSuite&amp;quot; or similar&lt;br /&gt;
# Running RenderSuiteInstall.exe from the folder and follow the instructions&lt;br /&gt;
# Delete the .bat file the installer creates on your desktop&lt;br /&gt;
# Inside your main GMax Folder, create an empty text file&lt;br /&gt;
# Put these lines inside said text file:&lt;br /&gt;
#*For FS9:&lt;br /&gt;
#:echo on&lt;br /&gt;
#:cd %cd%\RenderSuite&amp;lt;br&amp;gt;&lt;br /&gt;
#:start GmaxRender.exe&amp;lt;br&amp;gt;&lt;br /&gt;
#:cd..&amp;lt;br&amp;gt;&lt;br /&gt;
#:start gmax.exe -p gamepacks\FS2004\plugin.ini&lt;br /&gt;
#:&amp;lt;br&amp;gt;&lt;br /&gt;
#*For FSX&lt;br /&gt;
#:echo on&amp;lt;br&amp;gt;&lt;br /&gt;
#:cd %cd%\RenderSuite&amp;lt;br&amp;gt;&lt;br /&gt;
#:start GmaxRender.exe&amp;lt;br&amp;gt;&lt;br /&gt;
#:cd..&amp;lt;br&amp;gt;&lt;br /&gt;
#:start gmax.exe -i gamepacks\FSX_GMaxGamepack\gmax.ini -p gamepacks\FSX_GMaxGamepack\plugin.ini&lt;br /&gt;
#:&amp;lt;br&amp;gt;&lt;br /&gt;
# Save the text file as &amp;quot;GMax with Render.bat&amp;quot; or similar. When asked to change file type, say &amp;quot;Yes&amp;quot;&lt;br /&gt;
#* Create a shortcut to the batch file for the desktop, if so desired&lt;br /&gt;
# Start GMax with the .bat file or the shortcut leading to it&lt;br /&gt;
# There should be a &amp;quot;Rendering&amp;quot; entry in the main menu bar. If not, refer to the [[#Troubleshooting | troubleshooting]] section&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=== Using the RenderSuite ===&lt;br /&gt;
General usage of the render suite is as follows.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* Put some lights into your scene. Spots, Omnis, anything that will properly light the object. Default properties are okay for a start&lt;br /&gt;
* Put a camera into your scene. Free or Target&lt;br /&gt;
* Adjust the angle and position of the camera, so that the desired objects are rougly in focus&lt;br /&gt;
** Make sure to tick &amp;quot;Manual Clipping&amp;quot; in the camera options!&lt;br /&gt;
*** For interior spaces, a 15mm lens and 0.0m near clipping treshhold works well&lt;br /&gt;
* Click any viewport&#039;s name, then go to &amp;quot;Views&amp;quot; and select &amp;quot;Camera01&amp;quot;. The viewport should now show what the camera is seeing&lt;br /&gt;
* The custom camera can be controlled like the default camera in the &amp;quot;Perspective&amp;quot; or &amp;quot;User&amp;quot; viewport mode. Fine tune, if needed&lt;br /&gt;
* When ready, select &amp;quot;Rendering&amp;quot; from the menu&lt;br /&gt;
* Select any of the two clients&lt;br /&gt;
** YAGMAX seems to work best for the author&lt;br /&gt;
** RenderSuite output an untextured model and requires that any scene object has a material applied&lt;br /&gt;
* Rendering options should be left at default for now&lt;br /&gt;
* Make sure that the active viewport is set to &amp;quot;Camera01&amp;quot;&lt;br /&gt;
* Click YAFRAY Render&lt;br /&gt;
** Note: Depending on the number of objects and polygons visible in the scene and selected rendering resolution, the following can take some time&lt;br /&gt;
* Wait. There should be activity in the listener window on the bottom left of GMax&#039; main screen&lt;br /&gt;
* After a moment, a window labeled &amp;quot;RenderSuite&amp;quot; should pop up, in which the rendered content of the &amp;quot;Camera01&amp;quot; viewport is slowly drawn&lt;br /&gt;
** In case no window pops up, refer to the second entry in the [[#Troubleshooting | troubleshooting]] section&lt;br /&gt;
* In case of a pleasing rendering result, clicking the disk icon will save the output image in Windows Bitmap format to the &amp;quot;RenderSuite&amp;quot; folder&lt;br /&gt;
* This is the basic process. Plaing with the options for the camera, lights and YAFRAY can yield better results. The worst that can happen is a weird looking or empty render image&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=== Example Render Images ===&lt;br /&gt;
&lt;br /&gt;
[[image:732.jpg | thumb | none | Boeing 737-200 rendered with RenderSuite&#039;s YAGMAX mode]]&lt;br /&gt;
[[image:580vc.jpg | thumb | none | Convair 580 cockpit model rendered with RenderSuite&#039;s YAGMAX mode]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=== Troubleshooting ===&lt;br /&gt;
# No &amp;quot;Rendering&amp;quot; menu&lt;br /&gt;
#* Redownload RenderSuite, if the .zip file is not present anymore and extract the &amp;quot;Maxmenus.mnu&amp;quot; file from it&lt;br /&gt;
#* Copy the .mnu file to &amp;quot;Gmax\RenderSuite&amp;quot;&lt;br /&gt;
#* While in GMax, go to &amp;quot;Customize&amp;quot;, then &amp;quot;LoadCustomUI scheme&amp;quot;&lt;br /&gt;
#* Browse to the &amp;quot;RenderSuite&amp;quot; folder, then select &amp;quot;Menu File (.mnu)&amp;quot; from the dropdown box above &amp;quot;Open&amp;quot;&lt;br /&gt;
#* Select the &amp;quot;Maxmenus.mnu&amp;quot; file and click &amp;quot;Open&amp;quot;&lt;br /&gt;
#* You should now have a &amp;quot;Rendering&amp;quot; menu item. if not, restart GMax or repeat the procedure&lt;br /&gt;
#:&amp;lt;br/&amp;gt;&lt;br /&gt;
# No rendering window after clicking &amp;quot;Render&amp;quot;&lt;br /&gt;
#* Open Windows task manager (CTRL+Shift+ESC)&lt;br /&gt;
#* Select &amp;quot;GMaxRender.exe&amp;quot; in the process list&lt;br /&gt;
#* Click &amp;quot;End Process&amp;quot;&lt;br /&gt;
#* Browse to your RenderSuite folder in Windows Explorer&lt;br /&gt;
#* Start GMaxRender.exe&lt;br /&gt;
#* The rendering window should now pop up and start to display the rendered image. If not, restart the rendering process&lt;/div&gt;</summary>
		<author><name>Heretic</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Rendering_with_GMax&amp;diff=8875</id>
		<title>Rendering with GMax</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Rendering_with_GMax&amp;diff=8875"/>
		<updated>2013-08-02T00:39:20Z</updated>

		<summary type="html">&lt;p&gt;Heretic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox-Applicable-FSVersion&lt;br /&gt;
| P3D2 = true&lt;br /&gt;
| P3D = true&lt;br /&gt;
| FSXI = true&lt;br /&gt;
| FSXA = true&lt;br /&gt;
| FSX = true&lt;br /&gt;
| FS2004 = true&lt;br /&gt;
| FS2002 = true&lt;br /&gt;
| XP10 = unknown&lt;br /&gt;
| XP9 = unknown&lt;br /&gt;
}}&lt;br /&gt;
One of the advantages of using 3D Studio Max over GMax has always been the capability of the former to perform a quick or full rendering of the model one is working on.&amp;lt;br&amp;gt;&lt;br /&gt;
Yet, with the right plugins and a bit of effort, one can add such a rendering function to GMax.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This article gives instructions on how to set up and the basic usage of such a plugin.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=== Prerequisites ===&lt;br /&gt;
* An installation of GMax 1.2 (installed gamepack does not matter)&lt;br /&gt;
* Download GMax Rendering Suite from [http://www.ppmsite.com/forum/download.php?id=44398&amp;amp;sid=5f064355c02c38dcb5cba130c15354fb here]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=== Installation of the rendering plugin ===&lt;br /&gt;
# Unzip the downloaded plugin&lt;br /&gt;
# Rername the folder &amp;quot;RenderSuite&amp;quot; or similar&lt;br /&gt;
# Running RenderSuiteInstall.exe from the folder and follow the instructions&lt;br /&gt;
# Delete the .bat file the installer creates on your desktop&lt;br /&gt;
# Inside your main GMax Folder, create an empty text file&lt;br /&gt;
# Put these lines inside said text file:&lt;br /&gt;
#*For FS9:&lt;br /&gt;
#:echo on&lt;br /&gt;
#:cd %cd%\RenderSuite&amp;lt;br&amp;gt;&lt;br /&gt;
#:start GmaxRender.exe&amp;lt;br&amp;gt;&lt;br /&gt;
#:cd..&amp;lt;br&amp;gt;&lt;br /&gt;
#:start gmax.exe -p gamepacks\FS2004\plugin.ini&lt;br /&gt;
#:&amp;lt;br&amp;gt;&lt;br /&gt;
#*For FSX&lt;br /&gt;
#:echo on&amp;lt;br&amp;gt;&lt;br /&gt;
#:cd %cd%\RenderSuite&amp;lt;br&amp;gt;&lt;br /&gt;
#:start GmaxRender.exe&amp;lt;br&amp;gt;&lt;br /&gt;
#:cd..&amp;lt;br&amp;gt;&lt;br /&gt;
#:start gmax.exe -i gamepacks\FSX_GMaxGamepack\gmax.ini -p gamepacks\FSX_GMaxGamepack\plugin.ini&lt;br /&gt;
#:&amp;lt;br&amp;gt;&lt;br /&gt;
# Save the text file as &amp;quot;GMax with Render.bat&amp;quot; or similar. When asked to change file type, say &amp;quot;Yes&amp;quot;&lt;br /&gt;
#* Create a shortcut to the batch file for the desktop, if so desired&lt;br /&gt;
# Start GMax with the .bat file or the shortcut leading to it&lt;br /&gt;
# There should be a &amp;quot;Rendering&amp;quot; entry in the main menu bar. If not, refer to the [[#Troubleshooting | troubleshooting]] section&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=== Using the RenderSuite ===&lt;br /&gt;
General usage of the render suite is as follows.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* Put some lights into your scene. Spots, Omnis, anything that will properly light the object. Default properties are okay for a start&lt;br /&gt;
* Put a camera into your scene. Free or Target&lt;br /&gt;
* Adjust the angle and position of the camera, so that the desired objects are rougly in focus&lt;br /&gt;
** Make sure to tick &amp;quot;Manual Clipping&amp;quot; in the camera options!&lt;br /&gt;
*** For interior spaces, a 15mm lens and 0.0m near clipping treshhold works well&lt;br /&gt;
* Click any viewport&#039;s name, then go to &amp;quot;Views&amp;quot; and select &amp;quot;Camera01&amp;quot;. The viewport should now show what the camera is seeing&lt;br /&gt;
* The custom camera can be controlled like the default camera in the &amp;quot;Perspective&amp;quot; or &amp;quot;User&amp;quot; viewport mode. Fine tune, if needed&lt;br /&gt;
* When ready, select &amp;quot;Rendering&amp;quot; from the menu&lt;br /&gt;
* Select any of the two clients&lt;br /&gt;
** YAGMAX seems to work best for the author&lt;br /&gt;
** RenderSuite output an untextured model and requires that any scene object has a material applied&lt;br /&gt;
* Rendering options should be left at default for now&lt;br /&gt;
* Make sure that the active viewport is set to &amp;quot;Camera01&amp;quot;&lt;br /&gt;
* Click YAFRAY Render&lt;br /&gt;
** Note: Depending on the number of objects and polygons visible in the scene and selected rendering resolution, the following can take some time&lt;br /&gt;
* Wait. There should be activity in the listener window on the bottom left of GMax&#039; main screen&lt;br /&gt;
* After a moment, a window labeled &amp;quot;RenderSuite&amp;quot; should pop up, in which the rendered content of the &amp;quot;Camera01&amp;quot; viewport is slowly drawn&lt;br /&gt;
** In case no window pops up, refer to the second entry in the [[#Troubleshooting | troubleshooting]] section&lt;br /&gt;
* In case of a pleasing rendering result, clicking the disk icon will save the output image in Windows Bitmap format to the &amp;quot;RenderSuite&amp;quot; folder&lt;br /&gt;
* This is the basic process. Plaing with the options for the camera, lights and YAFRAY can yield better results. The worst that can happen is a weird looking or empty render image&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=== Example Render Images ===&lt;br /&gt;
&lt;br /&gt;
[[image:732.jpg | thumb | none | Boeing 737-200 rendered with RenderSuite&#039;s YAGMAX mode]]&lt;br /&gt;
[[image:580vc.jpg | thumb | none | Convair 580 cockpit model rendered with RenderSuite&#039;s YAGMAX mode]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=== Troubleshooting ===&lt;br /&gt;
# No &amp;quot;Rendering&amp;quot; menu&lt;br /&gt;
#* Redownload RenderSuite, if the .zip file is not present anymore and extract the &amp;quot;Maxmenus.mnu&amp;quot; file from it&lt;br /&gt;
#* Copy the .mnu file to &amp;quot;Gmax\RenderSuite&amp;quot;&lt;br /&gt;
#* While in GMax, go to &amp;quot;Customize&amp;quot;, then &amp;quot;LoadCustomUI scheme&amp;quot;&lt;br /&gt;
#* Browse to the &amp;quot;RenderSuite&amp;quot; folder, then select &amp;quot;Menu File (.mnu)&amp;quot; from the dropdown box above &amp;quot;Open&amp;quot;&lt;br /&gt;
#* Select the &amp;quot;Maxmenus.mnu&amp;quot; file and click &amp;quot;Open&amp;quot;&lt;br /&gt;
#* You should now have a &amp;quot;Rendering&amp;quot; menu item. if not, restart GMax or repeat the procedure&lt;br /&gt;
#:&amp;lt;br/&amp;gt;&lt;br /&gt;
# No rendering window after clicking &amp;quot;Render&amp;quot;&lt;br /&gt;
#* Open Windows task manager (CTRL+Shift+ESC)&lt;br /&gt;
#* Select &amp;quot;GMaxRender.exe&amp;quot; in the process list&lt;br /&gt;
#* Click &amp;quot;End Process&amp;quot;&lt;br /&gt;
#* Browse to your RenderSuite folder in Windows Explorer&lt;br /&gt;
#* Start GMaxRender.exe&lt;br /&gt;
#* The rendering window should now pop up and start to display the rendered image. If not, restart the rendering process&lt;/div&gt;</summary>
		<author><name>Heretic</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Rendering_with_GMax&amp;diff=8874</id>
		<title>Rendering with GMax</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Rendering_with_GMax&amp;diff=8874"/>
		<updated>2013-08-02T00:37:57Z</updated>

		<summary type="html">&lt;p&gt;Heretic: /* Troubleshooting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;One of the advantages of using 3D Studio Max over GMax has always been the capability of the former to perform a quick or full rendering of the model one is working on.&amp;lt;br&amp;gt;&lt;br /&gt;
Yet, with the right plugins and a bit of effort, one can add such a rendering function to GMax.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This article gives instructions on how to set up and the basic usage of such a plugin.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=== Prerequisites ===&lt;br /&gt;
* An installation of GMax 1.2 (installed gamepack does not matter)&lt;br /&gt;
* Download GMax Rendering Suite from [http://www.ppmsite.com/forum/download.php?id=44398&amp;amp;sid=5f064355c02c38dcb5cba130c15354fb here]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=== Installation of the rendering plugin ===&lt;br /&gt;
# Unzip the downloaded plugin&lt;br /&gt;
# Rername the folder &amp;quot;RenderSuite&amp;quot; or similar&lt;br /&gt;
# Running RenderSuiteInstall.exe from the folder and follow the instructions&lt;br /&gt;
# Delete the .bat file the installer creates on your desktop&lt;br /&gt;
# Inside your main GMax Folder, create an empty text file&lt;br /&gt;
# Put these lines inside said text file:&lt;br /&gt;
#*For FS9:&lt;br /&gt;
#:echo on&lt;br /&gt;
#:cd %cd%\RenderSuite&amp;lt;br&amp;gt;&lt;br /&gt;
#:start GmaxRender.exe&amp;lt;br&amp;gt;&lt;br /&gt;
#:cd..&amp;lt;br&amp;gt;&lt;br /&gt;
#:start gmax.exe -p gamepacks\FS2004\plugin.ini&lt;br /&gt;
#:&amp;lt;br&amp;gt;&lt;br /&gt;
#*For FSX&lt;br /&gt;
#:echo on&amp;lt;br&amp;gt;&lt;br /&gt;
#:cd %cd%\RenderSuite&amp;lt;br&amp;gt;&lt;br /&gt;
#:start GmaxRender.exe&amp;lt;br&amp;gt;&lt;br /&gt;
#:cd..&amp;lt;br&amp;gt;&lt;br /&gt;
#:start gmax.exe -i gamepacks\FSX_GMaxGamepack\gmax.ini -p gamepacks\FSX_GMaxGamepack\plugin.ini&lt;br /&gt;
#:&amp;lt;br&amp;gt;&lt;br /&gt;
# Save the text file as &amp;quot;GMax with Render.bat&amp;quot; or similar. When asked to change file type, say &amp;quot;Yes&amp;quot;&lt;br /&gt;
#* Create a shortcut to the batch file for the desktop, if so desired&lt;br /&gt;
# Start GMax with the .bat file or the shortcut leading to it&lt;br /&gt;
# There should be a &amp;quot;Rendering&amp;quot; entry in the main menu bar. If not, refer to the [[#Troubleshooting | troubleshooting]] section&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=== Using the RenderSuite ===&lt;br /&gt;
General usage of the render suite is as follows.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* Put some lights into your scene. Spots, Omnis, anything that will properly light the object. Default properties are okay for a start&lt;br /&gt;
* Put a camera into your scene. Free or Target&lt;br /&gt;
* Adjust the angle and position of the camera, so that the desired objects are rougly in focus&lt;br /&gt;
** Make sure to tick &amp;quot;Manual Clipping&amp;quot; in the camera options!&lt;br /&gt;
*** For interior spaces, a 15mm lens and 0.0m near clipping treshhold works well&lt;br /&gt;
* Click any viewport&#039;s name, then go to &amp;quot;Views&amp;quot; and select &amp;quot;Camera01&amp;quot;. The viewport should now show what the camera is seeing&lt;br /&gt;
* The custom camera can be controlled like the default camera in the &amp;quot;Perspective&amp;quot; or &amp;quot;User&amp;quot; viewport mode. Fine tune, if needed&lt;br /&gt;
* When ready, select &amp;quot;Rendering&amp;quot; from the menu&lt;br /&gt;
* Select any of the two clients&lt;br /&gt;
** YAGMAX seems to work best for the author&lt;br /&gt;
** RenderSuite output an untextured model and requires that any scene object has a material applied&lt;br /&gt;
* Rendering options should be left at default for now&lt;br /&gt;
* Make sure that the active viewport is set to &amp;quot;Camera01&amp;quot;&lt;br /&gt;
* Click YAFRAY Render&lt;br /&gt;
** Note: Depending on the number of objects and polygons visible in the scene and selected rendering resolution, the following can take some time&lt;br /&gt;
* Wait. There should be activity in the listener window on the bottom left of GMax&#039; main screen&lt;br /&gt;
* After a moment, a window labeled &amp;quot;RenderSuite&amp;quot; should pop up, in which the rendered content of the &amp;quot;Camera01&amp;quot; viewport is slowly drawn&lt;br /&gt;
** In case no window pops up, refer to the second entry in the [[#Troubleshooting | troubleshooting]] section&lt;br /&gt;
* In case of a pleasing rendering result, clicking the disk icon will save the output image in Windows Bitmap format to the &amp;quot;RenderSuite&amp;quot; folder&lt;br /&gt;
* This is the basic process. Plaing with the options for the camera, lights and YAFRAY can yield better results. The worst that can happen is a weird looking or empty render image&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=== Example Render Images ===&lt;br /&gt;
&lt;br /&gt;
[[image:732.jpg | thumb | none | Boeing 737-200 rendered with RenderSuite&#039;s YAGMAX mode]]&lt;br /&gt;
[[image:580vc.jpg | thumb | none | Convair 580 cockpit model rendered with RenderSuite&#039;s YAGMAX mode]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=== Troubleshooting ===&lt;br /&gt;
# No &amp;quot;Rendering&amp;quot; menu&lt;br /&gt;
#* Redownload RenderSuite, if the .zip file is not present anymore and extract the &amp;quot;Maxmenus.mnu&amp;quot; file from it&lt;br /&gt;
#* Copy the .mnu file to &amp;quot;Gmax\RenderSuite&amp;quot;&lt;br /&gt;
#* While in GMax, go to &amp;quot;Customize&amp;quot;, then &amp;quot;LoadCustomUI scheme&amp;quot;&lt;br /&gt;
#* Browse to the &amp;quot;RenderSuite&amp;quot; folder, then select &amp;quot;Menu File (.mnu)&amp;quot; from the dropdown box above &amp;quot;Open&amp;quot;&lt;br /&gt;
#* Select the &amp;quot;Maxmenus.mnu&amp;quot; file and click &amp;quot;Open&amp;quot;&lt;br /&gt;
#* You should now have a &amp;quot;Rendering&amp;quot; menu item. if not, restart GMax or repeat the procedure&lt;br /&gt;
#:&amp;lt;br/&amp;gt;&lt;br /&gt;
# No rendering window after clicking &amp;quot;Render&amp;quot;&lt;br /&gt;
#* Open Windows task manager (CTRL+Shift+ESC)&lt;br /&gt;
#* Select &amp;quot;GMaxRender.exe&amp;quot; in the process list&lt;br /&gt;
#* Click &amp;quot;End Process&amp;quot;&lt;br /&gt;
#* Browse to your RenderSuite folder in Windows Explorer&lt;br /&gt;
#* Start GMaxRender.exe&lt;br /&gt;
#* The rendering window should now pop up and start to display the rendered image. If not, restart the rendering process&lt;/div&gt;</summary>
		<author><name>Heretic</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Rendering_with_GMax&amp;diff=8873</id>
		<title>Rendering with GMax</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Rendering_with_GMax&amp;diff=8873"/>
		<updated>2013-08-02T00:36:48Z</updated>

		<summary type="html">&lt;p&gt;Heretic: New page: One of the advantages of using 3D Studio Max over GMax has always been the capability of the former to perform a quick or full rendering of the model one is working on.&amp;lt;br&amp;gt; Yet, with the r...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;One of the advantages of using 3D Studio Max over GMax has always been the capability of the former to perform a quick or full rendering of the model one is working on.&amp;lt;br&amp;gt;&lt;br /&gt;
Yet, with the right plugins and a bit of effort, one can add such a rendering function to GMax.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This article gives instructions on how to set up and the basic usage of such a plugin.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=== Prerequisites ===&lt;br /&gt;
* An installation of GMax 1.2 (installed gamepack does not matter)&lt;br /&gt;
* Download GMax Rendering Suite from [http://www.ppmsite.com/forum/download.php?id=44398&amp;amp;sid=5f064355c02c38dcb5cba130c15354fb here]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=== Installation of the rendering plugin ===&lt;br /&gt;
# Unzip the downloaded plugin&lt;br /&gt;
# Rername the folder &amp;quot;RenderSuite&amp;quot; or similar&lt;br /&gt;
# Running RenderSuiteInstall.exe from the folder and follow the instructions&lt;br /&gt;
# Delete the .bat file the installer creates on your desktop&lt;br /&gt;
# Inside your main GMax Folder, create an empty text file&lt;br /&gt;
# Put these lines inside said text file:&lt;br /&gt;
#*For FS9:&lt;br /&gt;
#:echo on&lt;br /&gt;
#:cd %cd%\RenderSuite&amp;lt;br&amp;gt;&lt;br /&gt;
#:start GmaxRender.exe&amp;lt;br&amp;gt;&lt;br /&gt;
#:cd..&amp;lt;br&amp;gt;&lt;br /&gt;
#:start gmax.exe -p gamepacks\FS2004\plugin.ini&lt;br /&gt;
#:&amp;lt;br&amp;gt;&lt;br /&gt;
#*For FSX&lt;br /&gt;
#:echo on&amp;lt;br&amp;gt;&lt;br /&gt;
#:cd %cd%\RenderSuite&amp;lt;br&amp;gt;&lt;br /&gt;
#:start GmaxRender.exe&amp;lt;br&amp;gt;&lt;br /&gt;
#:cd..&amp;lt;br&amp;gt;&lt;br /&gt;
#:start gmax.exe -i gamepacks\FSX_GMaxGamepack\gmax.ini -p gamepacks\FSX_GMaxGamepack\plugin.ini&lt;br /&gt;
#:&amp;lt;br&amp;gt;&lt;br /&gt;
# Save the text file as &amp;quot;GMax with Render.bat&amp;quot; or similar. When asked to change file type, say &amp;quot;Yes&amp;quot;&lt;br /&gt;
#* Create a shortcut to the batch file for the desktop, if so desired&lt;br /&gt;
# Start GMax with the .bat file or the shortcut leading to it&lt;br /&gt;
# There should be a &amp;quot;Rendering&amp;quot; entry in the main menu bar. If not, refer to the [[#Troubleshooting | troubleshooting]] section&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=== Using the RenderSuite ===&lt;br /&gt;
General usage of the render suite is as follows.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* Put some lights into your scene. Spots, Omnis, anything that will properly light the object. Default properties are okay for a start&lt;br /&gt;
* Put a camera into your scene. Free or Target&lt;br /&gt;
* Adjust the angle and position of the camera, so that the desired objects are rougly in focus&lt;br /&gt;
** Make sure to tick &amp;quot;Manual Clipping&amp;quot; in the camera options!&lt;br /&gt;
*** For interior spaces, a 15mm lens and 0.0m near clipping treshhold works well&lt;br /&gt;
* Click any viewport&#039;s name, then go to &amp;quot;Views&amp;quot; and select &amp;quot;Camera01&amp;quot;. The viewport should now show what the camera is seeing&lt;br /&gt;
* The custom camera can be controlled like the default camera in the &amp;quot;Perspective&amp;quot; or &amp;quot;User&amp;quot; viewport mode. Fine tune, if needed&lt;br /&gt;
* When ready, select &amp;quot;Rendering&amp;quot; from the menu&lt;br /&gt;
* Select any of the two clients&lt;br /&gt;
** YAGMAX seems to work best for the author&lt;br /&gt;
** RenderSuite output an untextured model and requires that any scene object has a material applied&lt;br /&gt;
* Rendering options should be left at default for now&lt;br /&gt;
* Make sure that the active viewport is set to &amp;quot;Camera01&amp;quot;&lt;br /&gt;
* Click YAFRAY Render&lt;br /&gt;
** Note: Depending on the number of objects and polygons visible in the scene and selected rendering resolution, the following can take some time&lt;br /&gt;
* Wait. There should be activity in the listener window on the bottom left of GMax&#039; main screen&lt;br /&gt;
* After a moment, a window labeled &amp;quot;RenderSuite&amp;quot; should pop up, in which the rendered content of the &amp;quot;Camera01&amp;quot; viewport is slowly drawn&lt;br /&gt;
** In case no window pops up, refer to the second entry in the [[#Troubleshooting | troubleshooting]] section&lt;br /&gt;
* In case of a pleasing rendering result, clicking the disk icon will save the output image in Windows Bitmap format to the &amp;quot;RenderSuite&amp;quot; folder&lt;br /&gt;
* This is the basic process. Plaing with the options for the camera, lights and YAFRAY can yield better results. The worst that can happen is a weird looking or empty render image&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=== Example Render Images ===&lt;br /&gt;
&lt;br /&gt;
[[image:732.jpg | thumb | none | Boeing 737-200 rendered with RenderSuite&#039;s YAGMAX mode]]&lt;br /&gt;
[[image:580vc.jpg | thumb | none | Convair 580 cockpit model rendered with RenderSuite&#039;s YAGMAX mode]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=== Troubleshooting ===&lt;br /&gt;
# No &amp;quot;Rendering&amp;quot; menu&lt;br /&gt;
#* Redownload RenderSuite, if the .zip file is not present anymore and extract the &amp;quot;Maxmenus.mnu&amp;quot; file from it&lt;br /&gt;
#* Copy the .mnu file to &amp;quot;Gmax\RenderSuite&amp;quot;&lt;br /&gt;
#* While in GMax, go to &amp;quot;Customize&amp;quot;, then &amp;quot;LoadCustomUI scheme&amp;quot;&lt;br /&gt;
#* Browse to the &amp;quot;RenderSuite&amp;quot; folder, then select &amp;quot;Menu File (.mnu)&amp;quot; from the dropdown box above &amp;quot;Open&amp;quot;&lt;br /&gt;
#* Select the &amp;quot;Maxmenus.mnu&amp;quot; file and click &amp;quot;Open&amp;quot;&lt;br /&gt;
#* You should now have a &amp;quot;Rendering&amp;quot; menu item. if not, restart GMax or repeat the procedure&lt;br /&gt;
#:&amp;lt;br/&amp;gt;&lt;br /&gt;
# No rendering window after clicking &amp;quot;Render&amp;quot;&lt;br /&gt;
#* Open Windows task manager (CTRL+Shift+ESC)&lt;br /&gt;
#* Select &amp;quot;GMaxRender.exe&amp;quot; in the process list&lt;br /&gt;
#* Click &amp;quot;End Process&amp;quot;&lt;br /&gt;
#* Browse to your RenderSuite folder in Windows Explorer&lt;br /&gt;
#* Start GMaxRender.exe&lt;br /&gt;
#* Restart the rendering process&lt;/div&gt;</summary>
		<author><name>Heretic</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=File:732.jpg&amp;diff=8872</id>
		<title>File:732.jpg</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=File:732.jpg&amp;diff=8872"/>
		<updated>2013-08-01T23:51:21Z</updated>

		<summary type="html">&lt;p&gt;Heretic: 732 rendered in RenderSuite for Gmax&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;732 rendered in RenderSuite for Gmax&lt;/div&gt;</summary>
		<author><name>Heretic</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=List_of_Open_Source_Projects_for_MSFS&amp;diff=8871</id>
		<title>List of Open Source Projects for MSFS</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=List_of_Open_Source_Projects_for_MSFS&amp;diff=8871"/>
		<updated>2013-08-01T22:16:13Z</updated>

		<summary type="html">&lt;p&gt;Heretic: /* Aircraft */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox-Applicable-FSVersion&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| FSXA = true&lt;br /&gt;
| FSX = true&lt;br /&gt;
| FS2004 = true&lt;br /&gt;
| FS2002 = true&lt;br /&gt;
| FS2000 = true&lt;br /&gt;
| FS98 = true&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= About =&lt;br /&gt;
&lt;br /&gt;
This is a list of open source projects for FS 98 and beyond.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Open Source&amp;quot; means that the source files of these projects are readily available for everyone to download and use for a variety of purposes, such as case studies, compilation and use or further development.&lt;br /&gt;
&lt;br /&gt;
However, &#039;&#039;&#039;any restrictions imposed by the original author concerning use and distribution and specified on the project page or in &amp;quot;readme&amp;quot; files enclosed in the downloads are to be respected at all times!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Participation in expanding this list is endorsed. Please keep the formatting of the entries standardized.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= Aircraft =&lt;br /&gt;
&lt;br /&gt;
#&lt;br /&gt;
#* Aircraft: &#039;&#039;&#039;Dornier 328-130/-310&#039;&#039;&#039;&lt;br /&gt;
#* Original simulator: FSX SP2/Acc&lt;br /&gt;
#* Project page/download: [http://code.google.com/p/fsx-dornier-328/]&lt;br /&gt;
#* License: [http://code.google.com/p/fsx-dornier-328/wiki/License]&lt;br /&gt;
#* Modeling tool: 3DS Max 9&lt;br /&gt;
#* Notes: Still in development by the original author; albeit slow progress&lt;br /&gt;
#&lt;br /&gt;
#* Aircraft: &#039;&#039;&#039;Boeing 737-200ADV&#039;&#039;&#039;&lt;br /&gt;
#* Original Simulator: FS9&lt;br /&gt;
#* Project page/download: [http://www.fsdeveloper.com/forum/showthread.php?t=299224]&lt;br /&gt;
#* License: Enclosed in Download&lt;br /&gt;
#* Modeling tool: GMax 1.2&lt;br /&gt;
#* Notes: Still in development, uses panels from the TinMouse 2 project (with permission)&lt;br /&gt;
&lt;br /&gt;
= Sceneries =&lt;br /&gt;
&lt;br /&gt;
#&lt;br /&gt;
#*Airport: Düsseldorf (EDDL)&lt;br /&gt;
#*Original simulator: FSX SP2/Acc&lt;br /&gt;
#*Project page/download: [http://www.flightsim.com/kdl.php?fid=157557]&lt;br /&gt;
#*License: See readme.&lt;br /&gt;
#*Modeling tool: GMax&lt;br /&gt;
#*Notes: Finished scenery available here [http://www.flightsim.com/kdl.php?fid=157549]&lt;br /&gt;
&lt;br /&gt;
= Tools =&lt;br /&gt;
&lt;br /&gt;
None at this time.&lt;/div&gt;</summary>
		<author><name>Heretic</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=List_of_Open_Source_Projects_for_MSFS&amp;diff=8870</id>
		<title>List of Open Source Projects for MSFS</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=List_of_Open_Source_Projects_for_MSFS&amp;diff=8870"/>
		<updated>2013-08-01T22:13:48Z</updated>

		<summary type="html">&lt;p&gt;Heretic: /* Aircraft */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox-Applicable-FSVersion&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| FSXA = true&lt;br /&gt;
| FSX = true&lt;br /&gt;
| FS2004 = true&lt;br /&gt;
| FS2002 = true&lt;br /&gt;
| FS2000 = true&lt;br /&gt;
| FS98 = true&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= About =&lt;br /&gt;
&lt;br /&gt;
This is a list of open source projects for FS 98 and beyond.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Open Source&amp;quot; means that the source files of these projects are readily available for everyone to download and use for a variety of purposes, such as case studies, compilation and use or further development.&lt;br /&gt;
&lt;br /&gt;
However, &#039;&#039;&#039;any restrictions imposed by the original author concerning use and distribution and specified on the project page or in &amp;quot;readme&amp;quot; files enclosed in the downloads are to be respected at all times!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Participation in expanding this list is endorsed. Please keep the formatting of the entries standardized.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= Aircraft =&lt;br /&gt;
&lt;br /&gt;
#&lt;br /&gt;
#* Aircraft: &#039;&#039;&#039;Dornier 328-130/-310&#039;&#039;&#039;&lt;br /&gt;
#* Original simulator: FSX SP2/Acc&lt;br /&gt;
#* Project page/download: [http://code.google.com/p/fsx-dornier-328/]&lt;br /&gt;
#* License: [http://code.google.com/p/fsx-dornier-328/wiki/License]&lt;br /&gt;
#* Modeling tool: 3DS Max 9&lt;br /&gt;
#* Notes: Still in development by the original author; albeit slow progress&lt;br /&gt;
&lt;br /&gt;
##&lt;br /&gt;
#* Aircraft: &#039;&#039;&#039;Boeing 737-200ADV&#039;&#039;&#039;&lt;br /&gt;
#* Original Simulator: FS9&lt;br /&gt;
#* Project page/download: [http://www.fsdeveloper.com/forum/showthread.php?t=299224]&lt;br /&gt;
#* License: Enclosed in Download&lt;br /&gt;
#* Modeling tool: GMax 1.2&lt;br /&gt;
#* Notes: Still in development, uses panels from the TinMouse 2 project (with permission)&lt;br /&gt;
&lt;br /&gt;
= Sceneries =&lt;br /&gt;
&lt;br /&gt;
#&lt;br /&gt;
#*Airport: Düsseldorf (EDDL)&lt;br /&gt;
#*Original simulator: FSX SP2/Acc&lt;br /&gt;
#*Project page/download: [http://www.flightsim.com/kdl.php?fid=157557]&lt;br /&gt;
#*License: See readme.&lt;br /&gt;
#*Modeling tool: GMax&lt;br /&gt;
#*Notes: Finished scenery available here [http://www.flightsim.com/kdl.php?fid=157549]&lt;br /&gt;
&lt;br /&gt;
= Tools =&lt;br /&gt;
&lt;br /&gt;
None at this time.&lt;/div&gt;</summary>
		<author><name>Heretic</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=List_of_Open_Source_Projects_for_MSFS&amp;diff=8869</id>
		<title>List of Open Source Projects for MSFS</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=List_of_Open_Source_Projects_for_MSFS&amp;diff=8869"/>
		<updated>2013-08-01T22:13:39Z</updated>

		<summary type="html">&lt;p&gt;Heretic: /* Aircraft */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox-Applicable-FSVersion&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| FSXA = true&lt;br /&gt;
| FSX = true&lt;br /&gt;
| FS2004 = true&lt;br /&gt;
| FS2002 = true&lt;br /&gt;
| FS2000 = true&lt;br /&gt;
| FS98 = true&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= About =&lt;br /&gt;
&lt;br /&gt;
This is a list of open source projects for FS 98 and beyond.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Open Source&amp;quot; means that the source files of these projects are readily available for everyone to download and use for a variety of purposes, such as case studies, compilation and use or further development.&lt;br /&gt;
&lt;br /&gt;
However, &#039;&#039;&#039;any restrictions imposed by the original author concerning use and distribution and specified on the project page or in &amp;quot;readme&amp;quot; files enclosed in the downloads are to be respected at all times!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Participation in expanding this list is endorsed. Please keep the formatting of the entries standardized.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= Aircraft =&lt;br /&gt;
&lt;br /&gt;
#&lt;br /&gt;
#* Aircraft: &#039;&#039;&#039;Dornier 328-130/-310&#039;&#039;&#039;&lt;br /&gt;
#* Original simulator: FSX SP2/Acc&lt;br /&gt;
#* Project page/download: [http://code.google.com/p/fsx-dornier-328/]&lt;br /&gt;
#* License: [http://code.google.com/p/fsx-dornier-328/wiki/License]&lt;br /&gt;
#* Modeling tool: 3DS Max 9&lt;br /&gt;
#* Notes: Still in development by the original author; albeit slow progress&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#* Aircraft: &#039;&#039;&#039;Boeing 737-200ADV&#039;&#039;&#039;&lt;br /&gt;
#* Original Simulator: FS9&lt;br /&gt;
#* Project page/download: [http://www.fsdeveloper.com/forum/showthread.php?t=299224]&lt;br /&gt;
#* License: Enclosed in Download&lt;br /&gt;
#* Modeling tool: GMax 1.2&lt;br /&gt;
#* Notes: Still in development, uses panels from the TinMouse 2 project (with permission)&lt;br /&gt;
&lt;br /&gt;
= Sceneries =&lt;br /&gt;
&lt;br /&gt;
#&lt;br /&gt;
#*Airport: Düsseldorf (EDDL)&lt;br /&gt;
#*Original simulator: FSX SP2/Acc&lt;br /&gt;
#*Project page/download: [http://www.flightsim.com/kdl.php?fid=157557]&lt;br /&gt;
#*License: See readme.&lt;br /&gt;
#*Modeling tool: GMax&lt;br /&gt;
#*Notes: Finished scenery available here [http://www.flightsim.com/kdl.php?fid=157549]&lt;br /&gt;
&lt;br /&gt;
= Tools =&lt;br /&gt;
&lt;br /&gt;
None at this time.&lt;/div&gt;</summary>
		<author><name>Heretic</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=List_of_Open_Source_Projects_for_MSFS&amp;diff=8868</id>
		<title>List of Open Source Projects for MSFS</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=List_of_Open_Source_Projects_for_MSFS&amp;diff=8868"/>
		<updated>2013-08-01T22:13:26Z</updated>

		<summary type="html">&lt;p&gt;Heretic: /* Aircraft */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox-Applicable-FSVersion&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| FSXA = true&lt;br /&gt;
| FSX = true&lt;br /&gt;
| FS2004 = true&lt;br /&gt;
| FS2002 = true&lt;br /&gt;
| FS2000 = true&lt;br /&gt;
| FS98 = true&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= About =&lt;br /&gt;
&lt;br /&gt;
This is a list of open source projects for FS 98 and beyond.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Open Source&amp;quot; means that the source files of these projects are readily available for everyone to download and use for a variety of purposes, such as case studies, compilation and use or further development.&lt;br /&gt;
&lt;br /&gt;
However, &#039;&#039;&#039;any restrictions imposed by the original author concerning use and distribution and specified on the project page or in &amp;quot;readme&amp;quot; files enclosed in the downloads are to be respected at all times!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Participation in expanding this list is endorsed. Please keep the formatting of the entries standardized.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= Aircraft =&lt;br /&gt;
&lt;br /&gt;
#&lt;br /&gt;
#* Aircraft: &#039;&#039;&#039;Dornier 328-130/-310&#039;&#039;&#039;&lt;br /&gt;
#* Original simulator: FSX SP2/Acc&lt;br /&gt;
#* Project page/download: [http://code.google.com/p/fsx-dornier-328/]&lt;br /&gt;
#* License: [http://code.google.com/p/fsx-dornier-328/wiki/License]&lt;br /&gt;
#* Modeling tool: 3DS Max 9&lt;br /&gt;
#* Notes: Still in development by the original author; albeit slow progress&lt;br /&gt;
&lt;br /&gt;
#&lt;br /&gt;
#* Aircraft: &#039;&#039;&#039;Boeing 737-200ADV&#039;&#039;&#039;&lt;br /&gt;
#* Original Simulator: FS9&lt;br /&gt;
#* Project page/download: [http://www.fsdeveloper.com/forum/showthread.php?t=299224]&lt;br /&gt;
#* License: Enclosed in Download&lt;br /&gt;
#* Modeling tool: GMax 1.2&lt;br /&gt;
#* Notes: Still in development, uses panels from the TinMouse 2 project (with permission)&lt;br /&gt;
&lt;br /&gt;
= Sceneries =&lt;br /&gt;
&lt;br /&gt;
#&lt;br /&gt;
#*Airport: Düsseldorf (EDDL)&lt;br /&gt;
#*Original simulator: FSX SP2/Acc&lt;br /&gt;
#*Project page/download: [http://www.flightsim.com/kdl.php?fid=157557]&lt;br /&gt;
#*License: See readme.&lt;br /&gt;
#*Modeling tool: GMax&lt;br /&gt;
#*Notes: Finished scenery available here [http://www.flightsim.com/kdl.php?fid=157549]&lt;br /&gt;
&lt;br /&gt;
= Tools =&lt;br /&gt;
&lt;br /&gt;
None at this time.&lt;/div&gt;</summary>
		<author><name>Heretic</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=XML:_Refreshing_Panels_in_FS9_%26_FSX&amp;diff=8770</id>
		<title>XML: Refreshing Panels in FS9 &amp; FSX</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=XML:_Refreshing_Panels_in_FS9_%26_FSX&amp;diff=8770"/>
		<updated>2013-06-03T15:55:50Z</updated>

		<summary type="html">&lt;p&gt;Heretic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox-Applicable-FSVersion&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| FSXA = false&lt;br /&gt;
| FSX = false&lt;br /&gt;
| FS2004 = true&lt;br /&gt;
| FS2002 = true&lt;br /&gt;
| FS2000 = false&lt;br /&gt;
| FS98 = false&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Unlike FSX, FS9 does not offer the possibility to assign a key combination for refreshin an aircraft&#039;s panel in the UI.&lt;br /&gt;
Therefor, one has to resort to one of three methods to avoid reloading the whole aircraft every time a gauge or its placement properties are changed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Method 1: A clickable button on the panel ===&lt;br /&gt;
&lt;br /&gt;
Similar to the default SimIcons, this small button forces a refresh of the panel (panel.cfg and all gauges used by it).&lt;br /&gt;
It can be downloaded [http://www.fsdeveloper.com/forum/showpost.php?p=630731&amp;amp;postcount=4 here] and can be placed whereever desired.&lt;br /&gt;
&lt;br /&gt;
=== Method 2: Reload by fs9.cfg and keystroke ===&lt;br /&gt;
&lt;br /&gt;
Add this under &amp;lt;nowiki&amp;gt;&amp;quot;[KEYBOARD_MAIN]&amp;quot;&amp;lt;/nowiki&amp;gt; to the FS9.cfg:&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
  RELOAD_PANELS=121,11&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
This should make CTRL+SHIFT+F10 reload the panel.&lt;br /&gt;
&lt;br /&gt;
&#039;Beware:&#039; There might be a chance that this key assignment will be deleted if you change something from FS9&#039;s UI and FS9 saves the changes to the .cfg file!&lt;br /&gt;
&lt;br /&gt;
=== Method 3: Reload by gauge and keystroke ===&lt;br /&gt;
&lt;br /&gt;
While method #2 above offers universal way to assign a keystroke combination to force a gauge refresh, this can also be achieved on a per-aicraft basis by means of a custom gauge.&lt;br /&gt;
&lt;br /&gt;
Create a new gauge in the aircraft&#039;s &amp;quot;panel folder&amp;quot; and name it, e.g. &amp;quot;Reload_Panel.xml&amp;quot;.&lt;br /&gt;
Then copy&amp;amp;paste in the following code into the xml:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;?xml version=&amp;quot;1.0&amp;quot; encoding=&amp;quot;UTF-8&amp;quot;?&amp;gt;&lt;br /&gt;
  &amp;lt;Gauge Name=&amp;quot;Reload Panel&amp;quot; Version=&amp;quot;1.0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;Keys&amp;gt;&lt;br /&gt;
  &amp;lt;On Key=&amp;quot;889&amp;quot;&amp;gt;&lt;br /&gt;
    (&amp;amp;gt;K:RELOAD_PANELS)&lt;br /&gt;
    &amp;lt;/On&amp;gt;&lt;br /&gt;
   &amp;lt;/Keys&amp;gt;&lt;br /&gt;
  &amp;lt;/Gauge&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Finally, alias the gauge to the panel by putting the following line into &amp;lt;nowiki&amp;gt;[Window00]&amp;lt;/nowiki&amp;gt; or &amp;lt;nowiki&amp;gt;[VCockpit01]&amp;lt;/nowiki&amp;gt; sections.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
  gaugeXX=Reload_Panel,1,1,1,1&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Make sure to keep the gauge in sequence with the already existant ones!&amp;lt;br&amp;gt;&lt;br /&gt;
This places a 1-by-1 pixel sized gauge at position 1,1 on the main panel or in the VC.&lt;br /&gt;
&lt;br /&gt;
References for key codes and further applications for controlling custom gauge variables by key can be found [http://www.fsdeveloper.com/forum/showpost.php?p=631147&amp;amp;postcount=5 here] and [http://www.fsdeveloper.com/forum/showpost.php?p=631148&amp;amp;postcount=6 here].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft Design]]&lt;br /&gt;
[[Category:Panel and Gauge Design]]&lt;/div&gt;</summary>
		<author><name>Heretic</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=XML:_Refreshing_Panels_in_FS9_%26_FSX&amp;diff=8741</id>
		<title>XML: Refreshing Panels in FS9 &amp; FSX</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=XML:_Refreshing_Panels_in_FS9_%26_FSX&amp;diff=8741"/>
		<updated>2013-03-11T19:47:01Z</updated>

		<summary type="html">&lt;p&gt;Heretic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox-Applicable-FSVersion&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| FSXA = false&lt;br /&gt;
| FSX = false&lt;br /&gt;
| FS2004 = true&lt;br /&gt;
| FS2002 = true&lt;br /&gt;
| FS2000 = false&lt;br /&gt;
| FS98 = false&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Unlike FSX, FS9 does not offer the possibility to assign a key combination for refreshin an aircraft&#039;s panel in the UI.&lt;br /&gt;
Therefor, one has to resort to one of three methods to avoid reloading the whole aircraft every time a gauge or its placement properties are changed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Method 1: A clickable button on the panel ===&lt;br /&gt;
&lt;br /&gt;
Similar to the default SimIcons, this small button forces a refresh of the panel (panel.cfg and all gauges used by it).&lt;br /&gt;
It can be downloaded [http://www.fsdeveloper.com/forum/showpost.php?p=630731&amp;amp;postcount=4 here] and can be placed whereever desired.&lt;br /&gt;
&lt;br /&gt;
=== Method 2: Reload by fs9.cfg and keystroke ===&lt;br /&gt;
&lt;br /&gt;
Add this under &amp;lt;nowiki&amp;gt;&amp;quot;[KEYBOARD_MAIN]&amp;quot;&amp;lt;/nowiki&amp;gt; to the FS9.cfg:&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
  RELOAD_PANELS=121,11&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
This should make CTRL+SHIFT+F10 reload the panel.&lt;br /&gt;
&lt;br /&gt;
&#039;Beware:&#039; There might be a chance that this key assignment will be deleted if you change something from FS9&#039;s UI and FS9 saves the changes to the .cfg file!&lt;br /&gt;
&lt;br /&gt;
=== Method 3: Reload by gauge and keystroke ===&lt;br /&gt;
&lt;br /&gt;
While method #2 above offers universal way to assign a keystroke combination to force a gauge refresh, this can also be achieved on a per-aicraft basis by means of a custom gauge.&lt;br /&gt;
&lt;br /&gt;
Create a new gauge in the aircraft&#039;s &amp;quot;panel folder&amp;quot; and name it, e.g. &amp;quot;Reload_Panel.xml&amp;quot;.&lt;br /&gt;
Then copy&amp;amp;paste in the following code into the xml:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;?xml version=&amp;quot;1.0&amp;quot; encoding=&amp;quot;UTF-8&amp;quot;?&amp;gt;&lt;br /&gt;
  &amp;lt;Gauge Name=&amp;quot;Reload Panel&amp;quot; Version=&amp;quot;1.0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;Keys&amp;gt;&lt;br /&gt;
  &amp;lt;On Key=&amp;quot;889&amp;quot;&amp;gt;&lt;br /&gt;
    (&amp;amp;gt;K:RELOAD_PANELS)&lt;br /&gt;
    &amp;lt;/On&amp;gt;&lt;br /&gt;
   &amp;lt;/Keys&amp;gt;&lt;br /&gt;
  &amp;lt;/Gauge&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Finally, alias the gauge to the panel by putting the following line into &amp;lt;nowiki&amp;gt;[Window00]&amp;lt;/nowiki&amp;gt; or &amp;lt;nowiki&amp;gt;[VCockpit01]&amp;lt;/nowiki&amp;gt; sections.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
  gaugeXX=Reload_Panel,1,1,1,1&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Make sure to keep the gauge in sequence with the already existant ones!&amp;lt;br&amp;gt;&lt;br /&gt;
This places a 1-by-1 pixel sized gauge at position 1,1 on the main panel or in the VC.&lt;br /&gt;
&lt;br /&gt;
References for key codes and further applications for controlling custom gauge variables by key can be found [http://www.fsdeveloper.com/forum/showpost.php?p=631147&amp;amp;postcount=5 here] and [http://www.fsdeveloper.com/forum/showpost.php?p=631148&amp;amp;postcount=6 here].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft Design]]&lt;br /&gt;
[[Category:Panel and Gauge Design]]&lt;/div&gt;</summary>
		<author><name>Heretic</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=XML:_Refreshing_Panels_in_FS9_%26_FSX&amp;diff=8740</id>
		<title>XML: Refreshing Panels in FS9 &amp; FSX</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=XML:_Refreshing_Panels_in_FS9_%26_FSX&amp;diff=8740"/>
		<updated>2013-03-11T19:46:40Z</updated>

		<summary type="html">&lt;p&gt;Heretic: /* Method 3: Reload by gauge and keystroke */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox-Applicable-FSVersion&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| FSXA = false&lt;br /&gt;
| FSX = false&lt;br /&gt;
| FS2004 = true&lt;br /&gt;
| FS2002 = false&lt;br /&gt;
| FS2000 = false&lt;br /&gt;
| FS98 = false&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Unlike FSX, FS9 does not offer the possibility to assign a key combination for refreshin an aircraft&#039;s panel in the UI.&lt;br /&gt;
Therefor, one has to resort to one of three methods to avoid reloading the whole aircraft every time a gauge or its placement properties are changed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Method 1: A clickable button on the panel ===&lt;br /&gt;
&lt;br /&gt;
Similar to the default SimIcons, this small button forces a refresh of the panel (panel.cfg and all gauges used by it).&lt;br /&gt;
It can be downloaded [http://www.fsdeveloper.com/forum/showpost.php?p=630731&amp;amp;postcount=4 here] and can be placed whereever desired.&lt;br /&gt;
&lt;br /&gt;
=== Method 2: Reload by fs9.cfg and keystroke ===&lt;br /&gt;
&lt;br /&gt;
Add this under &amp;lt;nowiki&amp;gt;&amp;quot;[KEYBOARD_MAIN]&amp;quot;&amp;lt;/nowiki&amp;gt; to the FS9.cfg:&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
  RELOAD_PANELS=121,11&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
This should make CTRL+SHIFT+F10 reload the panel.&lt;br /&gt;
&lt;br /&gt;
&#039;Beware:&#039; There might be a chance that this key assignment will be deleted if you change something from FS9&#039;s UI and FS9 saves the changes to the .cfg file!&lt;br /&gt;
&lt;br /&gt;
=== Method 3: Reload by gauge and keystroke ===&lt;br /&gt;
&lt;br /&gt;
While method #2 above offers universal way to assign a keystroke combination to force a gauge refresh, this can also be achieved on a per-aicraft basis by means of a custom gauge.&lt;br /&gt;
&lt;br /&gt;
Create a new gauge in the aircraft&#039;s &amp;quot;panel folder&amp;quot; and name it, e.g. &amp;quot;Reload_Panel.xml&amp;quot;.&lt;br /&gt;
Then copy&amp;amp;paste in the following code into the xml:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;?xml version=&amp;quot;1.0&amp;quot; encoding=&amp;quot;UTF-8&amp;quot;?&amp;gt;&lt;br /&gt;
  &amp;lt;Gauge Name=&amp;quot;Reload Panel&amp;quot; Version=&amp;quot;1.0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;Keys&amp;gt;&lt;br /&gt;
  &amp;lt;On Key=&amp;quot;889&amp;quot;&amp;gt;&lt;br /&gt;
    (&amp;amp;gt;K:RELOAD_PANELS)&lt;br /&gt;
    &amp;lt;/On&amp;gt;&lt;br /&gt;
   &amp;lt;/Keys&amp;gt;&lt;br /&gt;
  &amp;lt;/Gauge&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Finally, alias the gauge to the panel by putting the following line into &amp;lt;nowiki&amp;gt;[Window00]&amp;lt;/nowiki&amp;gt; or &amp;lt;nowiki&amp;gt;[VCockpit01]&amp;lt;/nowiki&amp;gt; sections.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
  gaugeXX=Reload_Panel,1,1,1,1&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Make sure to keep the gauge in sequence with the already existant ones!&amp;lt;br&amp;gt;&lt;br /&gt;
This places a 1-by-1 pixel sized gauge at position 1,1 on the main panel or in the VC.&lt;br /&gt;
&lt;br /&gt;
References for key codes and further applications for controlling custom gauge variables by key can be found [http://www.fsdeveloper.com/forum/showpost.php?p=631147&amp;amp;postcount=5 here] and [http://www.fsdeveloper.com/forum/showpost.php?p=631148&amp;amp;postcount=6 here].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft Design]]&lt;br /&gt;
[[Category:Panel and Gauge Design]]&lt;/div&gt;</summary>
		<author><name>Heretic</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=XML:_Refreshing_Panels_in_FS9_%26_FSX&amp;diff=8739</id>
		<title>XML: Refreshing Panels in FS9 &amp; FSX</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=XML:_Refreshing_Panels_in_FS9_%26_FSX&amp;diff=8739"/>
		<updated>2013-03-11T19:46:22Z</updated>

		<summary type="html">&lt;p&gt;Heretic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox-Applicable-FSVersion&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| FSXA = false&lt;br /&gt;
| FSX = false&lt;br /&gt;
| FS2004 = true&lt;br /&gt;
| FS2002 = false&lt;br /&gt;
| FS2000 = false&lt;br /&gt;
| FS98 = false&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Unlike FSX, FS9 does not offer the possibility to assign a key combination for refreshin an aircraft&#039;s panel in the UI.&lt;br /&gt;
Therefor, one has to resort to one of three methods to avoid reloading the whole aircraft every time a gauge or its placement properties are changed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Method 1: A clickable button on the panel ===&lt;br /&gt;
&lt;br /&gt;
Similar to the default SimIcons, this small button forces a refresh of the panel (panel.cfg and all gauges used by it).&lt;br /&gt;
It can be downloaded [http://www.fsdeveloper.com/forum/showpost.php?p=630731&amp;amp;postcount=4 here] and can be placed whereever desired.&lt;br /&gt;
&lt;br /&gt;
=== Method 2: Reload by fs9.cfg and keystroke ===&lt;br /&gt;
&lt;br /&gt;
Add this under &amp;lt;nowiki&amp;gt;&amp;quot;[KEYBOARD_MAIN]&amp;quot;&amp;lt;/nowiki&amp;gt; to the FS9.cfg:&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
  RELOAD_PANELS=121,11&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
This should make CTRL+SHIFT+F10 reload the panel.&lt;br /&gt;
&lt;br /&gt;
&#039;Beware:&#039; There might be a chance that this key assignment will be deleted if you change something from FS9&#039;s UI and FS9 saves the changes to the .cfg file!&lt;br /&gt;
&lt;br /&gt;
=== Method 3: Reload by gauge and keystroke ===&lt;br /&gt;
&lt;br /&gt;
While method #2 above offers universal way to assign a keystroke combination to force a gauge refresh, this can also be achieved on a per-aicraft basis by means of a custom gauge.&lt;br /&gt;
&lt;br /&gt;
Create a new gauge in the aircraft&#039;s &amp;quot;panel folder&amp;quot; and name it, e.g. &amp;quot;Reload_Panel.xml&amp;quot;.&lt;br /&gt;
Then copy&amp;amp;paste in the following code into the xml:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;?xml version=&amp;quot;1.0&amp;quot; encoding=&amp;quot;UTF-8&amp;quot;?&amp;gt;&lt;br /&gt;
  &amp;lt;Gauge Name=&amp;quot;Reload Panel&amp;quot; Version=&amp;quot;1.0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;Keys&amp;gt;&lt;br /&gt;
  &amp;lt;On Key=&amp;quot;889&amp;quot;&amp;gt;&lt;br /&gt;
    (&amp;amp;gt;K:RELOAD_PANELS)&lt;br /&gt;
    &amp;lt;/On&amp;gt;&lt;br /&gt;
   &amp;lt;/Keys&amp;gt;&lt;br /&gt;
  &amp;lt;/Gauge&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Finally, alias the gauge to the panel by putting the following line into &amp;lt;nowiki&amp;gt;[Window00]&amp;lt;/nowiki&amp;gt; or &amp;lt;nowiki&amp;gt;[VCockpit01]&amp;lt;/nowiki&amp;gt; sections.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
  gaugeXX=Reload_Panel,1,1,1,1&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Make sure to keep the gauge in sequence with the already existant ones!&amp;lt;br&amp;gt;&lt;br /&gt;
This places a 1-by-1 pixel sized gauge at position 1,1 on the main panel or in the VC.&lt;br /&gt;
&lt;br /&gt;
References for key codes and further applications for controlling custom gauge variables by key can be found [[http://www.fsdeveloper.com/forum/showpost.php?p=631147&amp;amp;postcount=5 here]] and [[http://www.fsdeveloper.com/forum/showpost.php?p=631148&amp;amp;postcount=6 here]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft Design]]&lt;br /&gt;
[[Category:Panel and Gauge Design]]&lt;/div&gt;</summary>
		<author><name>Heretic</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=XML:_Refreshing_Panels_in_FS9_%26_FSX&amp;diff=8738</id>
		<title>XML: Refreshing Panels in FS9 &amp; FSX</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=XML:_Refreshing_Panels_in_FS9_%26_FSX&amp;diff=8738"/>
		<updated>2013-03-11T19:44:05Z</updated>

		<summary type="html">&lt;p&gt;Heretic: /* Method 1: A clickable button on the panel */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox-Applicable-FSVersion&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| FSXA = false&lt;br /&gt;
| FSX = false&lt;br /&gt;
| FS2004 = true&lt;br /&gt;
| FS2002 = false&lt;br /&gt;
| FS2000 = false&lt;br /&gt;
| FS98 = false&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Unlike FSX, FS9 does not offer the possibility to assign a key combination for refreshin an aircraft&#039;s panel in the UI.&lt;br /&gt;
Therefor, one has to resort to one of three methods to avoid reloading the whole aircraft every time a gauge or its placement properties are changed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Method 1: A clickable button on the panel ===&lt;br /&gt;
&lt;br /&gt;
Similar to the default SimIcons, this small button forces a refresh of the panel (panel.cfg and all gauges used by it).&lt;br /&gt;
It can be downloaded [http://www.fsdeveloper.com/forum/showpost.php?p=630731&amp;amp;postcount=4 here] and can be placed whereever desired.&lt;br /&gt;
&lt;br /&gt;
=== Method 2: Reload by fs9.cfg and keystroke ===&lt;br /&gt;
&lt;br /&gt;
Add this under &amp;lt;nowiki&amp;gt;&amp;quot;[KEYBOARD_MAIN]&amp;quot;&amp;lt;/nowiki&amp;gt; to the FS9.cfg:&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
  RELOAD_PANELS=121,11&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
This should make CTRL+SHIFT+F10 reload the panel.&lt;br /&gt;
&lt;br /&gt;
&#039;Beware:&#039; There might be a chance that this key assignment will be deleted if you change something from FS9&#039;s UI and FS9 saves the changes to the .cfg file!&lt;br /&gt;
&lt;br /&gt;
=== Method 3: Reload by gauge and keystroke ===&lt;br /&gt;
&lt;br /&gt;
While method #2 above offers universal way to assign a keystroke combination to force a gauge refresh, this can also be achieved on a per-aicraft basis by means of a custom gauge.&lt;br /&gt;
&lt;br /&gt;
Create a new gauge in the aircraft&#039;s &amp;quot;panel folder&amp;quot; and name it, e.g. &amp;quot;Reload_Panel.xml&amp;quot;.&lt;br /&gt;
Then copy&amp;amp;paste in the following code into the xml:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;?xml version=&amp;quot;1.0&amp;quot; encoding=&amp;quot;UTF-8&amp;quot;?&amp;gt;&lt;br /&gt;
  &amp;lt;Gauge Name=&amp;quot;Reload Panel&amp;quot; Version=&amp;quot;1.0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;Keys&amp;gt;&lt;br /&gt;
  &amp;lt;On Key=&amp;quot;889&amp;quot;&amp;gt;&lt;br /&gt;
    (&amp;amp;gt;K:RELOAD_PANELS)&lt;br /&gt;
    &amp;lt;/On&amp;gt;&lt;br /&gt;
   &amp;lt;/Keys&amp;gt;&lt;br /&gt;
  &amp;lt;/Gauge&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Finally, alias the gauge to the panel by putting the following line into &amp;lt;nowiki&amp;gt;[Window00]&amp;lt;/nowiki&amp;gt; or &amp;lt;nowiki&amp;gt;[VCockpit01]&amp;lt;/nowiki&amp;gt; sections.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
  gaugeXX=Reload_Panel,1,1,1,1&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Make sure to keep the gauge in sequence with the already existant ones!&amp;lt;br&amp;gt;&lt;br /&gt;
This places a 1-by-1 pixel sized gauge at position 1,1 on the main panel or in the VC.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft Design]]&lt;br /&gt;
[[Category:Panel and Gauge Design]]&lt;/div&gt;</summary>
		<author><name>Heretic</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=XML:_Refreshing_Panels_in_FS9_%26_FSX&amp;diff=8737</id>
		<title>XML: Refreshing Panels in FS9 &amp; FSX</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=XML:_Refreshing_Panels_in_FS9_%26_FSX&amp;diff=8737"/>
		<updated>2013-03-11T19:43:46Z</updated>

		<summary type="html">&lt;p&gt;Heretic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox-Applicable-FSVersion&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| FSXA = false&lt;br /&gt;
| FSX = false&lt;br /&gt;
| FS2004 = true&lt;br /&gt;
| FS2002 = false&lt;br /&gt;
| FS2000 = false&lt;br /&gt;
| FS98 = false&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Unlike FSX, FS9 does not offer the possibility to assign a key combination for refreshin an aircraft&#039;s panel in the UI.&lt;br /&gt;
Therefor, one has to resort to one of three methods to avoid reloading the whole aircraft every time a gauge or its placement properties are changed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Method 1: A clickable button on the panel ===&lt;br /&gt;
&lt;br /&gt;
Similar to the default SimIcons, this small button forces a refresh of the panel (panel.cfg and all gauges used by it).&lt;br /&gt;
It can be downloaded [http://www.fsdeveloper.com/forum/showpost.php?p=630731&amp;amp;postcount=4 here] and can be placed whereever so desired.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Method 2: Reload by fs9.cfg and keystroke ===&lt;br /&gt;
&lt;br /&gt;
Add this under &amp;lt;nowiki&amp;gt;&amp;quot;[KEYBOARD_MAIN]&amp;quot;&amp;lt;/nowiki&amp;gt; to the FS9.cfg:&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
  RELOAD_PANELS=121,11&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
This should make CTRL+SHIFT+F10 reload the panel.&lt;br /&gt;
&lt;br /&gt;
&#039;Beware:&#039; There might be a chance that this key assignment will be deleted if you change something from FS9&#039;s UI and FS9 saves the changes to the .cfg file!&lt;br /&gt;
&lt;br /&gt;
=== Method 3: Reload by gauge and keystroke ===&lt;br /&gt;
&lt;br /&gt;
While method #2 above offers universal way to assign a keystroke combination to force a gauge refresh, this can also be achieved on a per-aicraft basis by means of a custom gauge.&lt;br /&gt;
&lt;br /&gt;
Create a new gauge in the aircraft&#039;s &amp;quot;panel folder&amp;quot; and name it, e.g. &amp;quot;Reload_Panel.xml&amp;quot;.&lt;br /&gt;
Then copy&amp;amp;paste in the following code into the xml:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;?xml version=&amp;quot;1.0&amp;quot; encoding=&amp;quot;UTF-8&amp;quot;?&amp;gt;&lt;br /&gt;
  &amp;lt;Gauge Name=&amp;quot;Reload Panel&amp;quot; Version=&amp;quot;1.0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;Keys&amp;gt;&lt;br /&gt;
  &amp;lt;On Key=&amp;quot;889&amp;quot;&amp;gt;&lt;br /&gt;
    (&amp;amp;gt;K:RELOAD_PANELS)&lt;br /&gt;
    &amp;lt;/On&amp;gt;&lt;br /&gt;
   &amp;lt;/Keys&amp;gt;&lt;br /&gt;
  &amp;lt;/Gauge&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Finally, alias the gauge to the panel by putting the following line into &amp;lt;nowiki&amp;gt;[Window00]&amp;lt;/nowiki&amp;gt; or &amp;lt;nowiki&amp;gt;[VCockpit01]&amp;lt;/nowiki&amp;gt; sections.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
  gaugeXX=Reload_Panel,1,1,1,1&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Make sure to keep the gauge in sequence with the already existant ones!&amp;lt;br&amp;gt;&lt;br /&gt;
This places a 1-by-1 pixel sized gauge at position 1,1 on the main panel or in the VC.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft Design]]&lt;br /&gt;
[[Category:Panel and Gauge Design]]&lt;/div&gt;</summary>
		<author><name>Heretic</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=XML:_Refreshing_Panels_in_FS9_%26_FSX&amp;diff=8736</id>
		<title>XML: Refreshing Panels in FS9 &amp; FSX</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=XML:_Refreshing_Panels_in_FS9_%26_FSX&amp;diff=8736"/>
		<updated>2013-03-11T19:43:22Z</updated>

		<summary type="html">&lt;p&gt;Heretic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{:Ambox-Content-WIP}}&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| FSXA = false&lt;br /&gt;
| FSX = false&lt;br /&gt;
| FS2004 = true&lt;br /&gt;
| FS2002 = false&lt;br /&gt;
| FS2000 = false&lt;br /&gt;
| FS98 = false&lt;br /&gt;
}}&lt;br /&gt;
{{:Transclusion-Keys_Mapping_Flyers}}&lt;br /&gt;
&lt;br /&gt;
Unlike FSX, FS9 does not offer the possibility to assign a key combination for refreshin an aircraft&#039;s panel in the UI.&lt;br /&gt;
Therefor, one has to resort to one of three methods to avoid reloading the whole aircraft every time a gauge or its placement properties are changed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Method 1: A clickable button on the panel ===&lt;br /&gt;
&lt;br /&gt;
Similar to the default SimIcons, this small button forces a refresh of the panel (panel.cfg and all gauges used by it).&lt;br /&gt;
It can be downloaded [http://www.fsdeveloper.com/forum/showpost.php?p=630731&amp;amp;postcount=4 here] and can be placed whereever so desired.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Method 2: Reload by fs9.cfg and keystroke ===&lt;br /&gt;
&lt;br /&gt;
Add this under &amp;lt;nowiki&amp;gt;&amp;quot;[KEYBOARD_MAIN]&amp;quot;&amp;lt;/nowiki&amp;gt; to the FS9.cfg:&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
  RELOAD_PANELS=121,11&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
This should make CTRL+SHIFT+F10 reload the panel.&lt;br /&gt;
&lt;br /&gt;
&#039;Beware:&#039; There might be a chance that this key assignment will be deleted if you change something from FS9&#039;s UI and FS9 saves the changes to the .cfg file!&lt;br /&gt;
&lt;br /&gt;
=== Method 3: Reload by gauge and keystroke ===&lt;br /&gt;
&lt;br /&gt;
While method #2 above offers universal way to assign a keystroke combination to force a gauge refresh, this can also be achieved on a per-aicraft basis by means of a custom gauge.&lt;br /&gt;
&lt;br /&gt;
Create a new gauge in the aircraft&#039;s &amp;quot;panel folder&amp;quot; and name it, e.g. &amp;quot;Reload_Panel.xml&amp;quot;.&lt;br /&gt;
Then copy&amp;amp;paste in the following code into the xml:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;?xml version=&amp;quot;1.0&amp;quot; encoding=&amp;quot;UTF-8&amp;quot;?&amp;gt;&lt;br /&gt;
  &amp;lt;Gauge Name=&amp;quot;Reload Panel&amp;quot; Version=&amp;quot;1.0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;Keys&amp;gt;&lt;br /&gt;
  &amp;lt;On Key=&amp;quot;889&amp;quot;&amp;gt;&lt;br /&gt;
    (&amp;amp;gt;K:RELOAD_PANELS)&lt;br /&gt;
    &amp;lt;/On&amp;gt;&lt;br /&gt;
   &amp;lt;/Keys&amp;gt;&lt;br /&gt;
  &amp;lt;/Gauge&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Finally, alias the gauge to the panel by putting the following line into &amp;lt;nowiki&amp;gt;[Window00]&amp;lt;/nowiki&amp;gt; or &amp;lt;nowiki&amp;gt;[VCockpit01]&amp;lt;/nowiki&amp;gt; sections.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
  gaugeXX=Reload_Panel,1,1,1,1&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Make sure to keep the gauge in sequence with the already existant ones!&amp;lt;br&amp;gt;&lt;br /&gt;
This places a 1-by-1 pixel sized gauge at position 1,1 on the main panel or in the VC.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft Design]]&lt;br /&gt;
[[Category:Panel and Gauge Design]]&lt;/div&gt;</summary>
		<author><name>Heretic</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=XML:_Refreshing_Panels_in_FS9_%26_FSX&amp;diff=8735</id>
		<title>XML: Refreshing Panels in FS9 &amp; FSX</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=XML:_Refreshing_Panels_in_FS9_%26_FSX&amp;diff=8735"/>
		<updated>2013-03-11T19:41:40Z</updated>

		<summary type="html">&lt;p&gt;Heretic: /* Method 2: Reload by keystroke */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Unlike FSX, FS9 does not offer the possibility to assign a key combination for refreshin an aircraft&#039;s panel in the UI.&lt;br /&gt;
Therefor, one has to resort to one of three methods to avoid reloading the whole aircraft every time a gauge or its placement properties are changed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Method 1: A clickable button on the panel ===&lt;br /&gt;
&lt;br /&gt;
Similar to the default SimIcons, this small button forces a refresh of the panel (panel.cfg and all gauges used by it).&lt;br /&gt;
It can be downloaded [http://www.fsdeveloper.com/forum/showpost.php?p=630731&amp;amp;postcount=4 here] and can be placed whereever so desired.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Method 2: Reload by fs9.cfg and keystroke ===&lt;br /&gt;
&lt;br /&gt;
Add this under &amp;lt;nowiki&amp;gt;&amp;quot;[KEYBOARD_MAIN]&amp;quot;&amp;lt;/nowiki&amp;gt; to the FS9.cfg:&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
  RELOAD_PANELS=121,11&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
This should make CTRL+SHIFT+F10 reload the panel.&lt;br /&gt;
&lt;br /&gt;
&#039;Beware:&#039; There might be a chance that this key assignment will be deleted if you change something from FS9&#039;s UI and FS9 saves the changes to the .cfg file!&lt;br /&gt;
&lt;br /&gt;
=== Method 3: Reload by gauge and keystroke ===&lt;br /&gt;
&lt;br /&gt;
While method #2 above offers universal way to assign a keystroke combination to force a gauge refresh, this can also be achieved on a per-aicraft basis by means of a custom gauge.&lt;br /&gt;
&lt;br /&gt;
Create a new gauge in the aircraft&#039;s &amp;quot;panel folder&amp;quot; and name it, e.g. &amp;quot;Reload_Panel.xml&amp;quot;.&lt;br /&gt;
Then copy&amp;amp;paste in the following code into the xml:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;?xml version=&amp;quot;1.0&amp;quot; encoding=&amp;quot;UTF-8&amp;quot;?&amp;gt;&lt;br /&gt;
  &amp;lt;Gauge Name=&amp;quot;Reload Panel&amp;quot; Version=&amp;quot;1.0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;Keys&amp;gt;&lt;br /&gt;
  &amp;lt;On Key=&amp;quot;889&amp;quot;&amp;gt;&lt;br /&gt;
    (&amp;amp;gt;K:RELOAD_PANELS)&lt;br /&gt;
    &amp;lt;/On&amp;gt;&lt;br /&gt;
   &amp;lt;/Keys&amp;gt;&lt;br /&gt;
  &amp;lt;/Gauge&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Finally, alias the gauge to the panel by putting the following line into &amp;lt;nowiki&amp;gt;[Window00]&amp;lt;/nowiki&amp;gt; or &amp;lt;nowiki&amp;gt;[VCockpit01]&amp;lt;/nowiki&amp;gt; sections.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
  gaugeXX=Reload_Panel,1,1,1,1&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Make sure to keep the gauge in sequence with the already existant ones!&amp;lt;br&amp;gt;&lt;br /&gt;
This places a 1-by-1 pixel sized gauge at position 1,1 on the main panel or in the VC.&lt;/div&gt;</summary>
		<author><name>Heretic</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=XML:_Refreshing_Panels_in_FS9_%26_FSX&amp;diff=8734</id>
		<title>XML: Refreshing Panels in FS9 &amp; FSX</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=XML:_Refreshing_Panels_in_FS9_%26_FSX&amp;diff=8734"/>
		<updated>2013-03-11T19:41:28Z</updated>

		<summary type="html">&lt;p&gt;Heretic: /* Method 3: Reload by gauge */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Unlike FSX, FS9 does not offer the possibility to assign a key combination for refreshin an aircraft&#039;s panel in the UI.&lt;br /&gt;
Therefor, one has to resort to one of three methods to avoid reloading the whole aircraft every time a gauge or its placement properties are changed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Method 1: A clickable button on the panel ===&lt;br /&gt;
&lt;br /&gt;
Similar to the default SimIcons, this small button forces a refresh of the panel (panel.cfg and all gauges used by it).&lt;br /&gt;
It can be downloaded [http://www.fsdeveloper.com/forum/showpost.php?p=630731&amp;amp;postcount=4 here] and can be placed whereever so desired.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Method 2: Reload by keystroke ===&lt;br /&gt;
&lt;br /&gt;
Add this under &amp;lt;nowiki&amp;gt;&amp;quot;[KEYBOARD_MAIN]&amp;quot;&amp;lt;/nowiki&amp;gt; to the FS9.cfg:&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
  RELOAD_PANELS=121,11&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
This should make CTRL+SHIFT+F10 reload the panel.&lt;br /&gt;
&lt;br /&gt;
&#039;Beware:&#039; There might be a chance that this key assignment will be deleted if you change something from FS9&#039;s UI and FS9 saves the changes to the .cfg file!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Method 3: Reload by gauge and keystroke ===&lt;br /&gt;
&lt;br /&gt;
While method #2 above offers universal way to assign a keystroke combination to force a gauge refresh, this can also be achieved on a per-aicraft basis by means of a custom gauge.&lt;br /&gt;
&lt;br /&gt;
Create a new gauge in the aircraft&#039;s &amp;quot;panel folder&amp;quot; and name it, e.g. &amp;quot;Reload_Panel.xml&amp;quot;.&lt;br /&gt;
Then copy&amp;amp;paste in the following code into the xml:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;?xml version=&amp;quot;1.0&amp;quot; encoding=&amp;quot;UTF-8&amp;quot;?&amp;gt;&lt;br /&gt;
  &amp;lt;Gauge Name=&amp;quot;Reload Panel&amp;quot; Version=&amp;quot;1.0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;Keys&amp;gt;&lt;br /&gt;
  &amp;lt;On Key=&amp;quot;889&amp;quot;&amp;gt;&lt;br /&gt;
    (&amp;amp;gt;K:RELOAD_PANELS)&lt;br /&gt;
    &amp;lt;/On&amp;gt;&lt;br /&gt;
   &amp;lt;/Keys&amp;gt;&lt;br /&gt;
  &amp;lt;/Gauge&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Finally, alias the gauge to the panel by putting the following line into &amp;lt;nowiki&amp;gt;[Window00]&amp;lt;/nowiki&amp;gt; or &amp;lt;nowiki&amp;gt;[VCockpit01]&amp;lt;/nowiki&amp;gt; sections.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
  gaugeXX=Reload_Panel,1,1,1,1&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Make sure to keep the gauge in sequence with the already existant ones!&amp;lt;br&amp;gt;&lt;br /&gt;
This places a 1-by-1 pixel sized gauge at position 1,1 on the main panel or in the VC.&lt;/div&gt;</summary>
		<author><name>Heretic</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=XML:_Refreshing_Panels_in_FS9_%26_FSX&amp;diff=8733</id>
		<title>XML: Refreshing Panels in FS9 &amp; FSX</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=XML:_Refreshing_Panels_in_FS9_%26_FSX&amp;diff=8733"/>
		<updated>2013-03-11T19:41:06Z</updated>

		<summary type="html">&lt;p&gt;Heretic: New page: Unlike FSX, FS9 does not offer the possibility to assign a key combination for refreshin an aircraft&amp;#039;s panel in the UI. Therefor, one has to resort to one of three methods to avoid reloadi...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Unlike FSX, FS9 does not offer the possibility to assign a key combination for refreshin an aircraft&#039;s panel in the UI.&lt;br /&gt;
Therefor, one has to resort to one of three methods to avoid reloading the whole aircraft every time a gauge or its placement properties are changed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Method 1: A clickable button on the panel ===&lt;br /&gt;
&lt;br /&gt;
Similar to the default SimIcons, this small button forces a refresh of the panel (panel.cfg and all gauges used by it).&lt;br /&gt;
It can be downloaded [http://www.fsdeveloper.com/forum/showpost.php?p=630731&amp;amp;postcount=4 here] and can be placed whereever so desired.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Method 2: Reload by keystroke ===&lt;br /&gt;
&lt;br /&gt;
Add this under &amp;lt;nowiki&amp;gt;&amp;quot;[KEYBOARD_MAIN]&amp;quot;&amp;lt;/nowiki&amp;gt; to the FS9.cfg:&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
  RELOAD_PANELS=121,11&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
This should make CTRL+SHIFT+F10 reload the panel.&lt;br /&gt;
&lt;br /&gt;
&#039;Beware:&#039; There might be a chance that this key assignment will be deleted if you change something from FS9&#039;s UI and FS9 saves the changes to the .cfg file!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Method 3: Reload by gauge ===&lt;br /&gt;
&lt;br /&gt;
While method #2 above offers universal way to assign a keystroke combination to force a gauge refresh, this can also be achieved on a per-aicraft basis by means of a custom gauge.&lt;br /&gt;
&lt;br /&gt;
Create a new gauge in the aircraft&#039;s &amp;quot;panel folder&amp;quot; and name it, e.g. &amp;quot;Reload_Panel.xml&amp;quot;.&lt;br /&gt;
Then copy&amp;amp;paste in the following code into the xml:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;?xml version=&amp;quot;1.0&amp;quot; encoding=&amp;quot;UTF-8&amp;quot;?&amp;gt;&lt;br /&gt;
  &amp;lt;Gauge Name=&amp;quot;Reload Panel&amp;quot; Version=&amp;quot;1.0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;Keys&amp;gt;&lt;br /&gt;
  &amp;lt;On Key=&amp;quot;889&amp;quot;&amp;gt;&lt;br /&gt;
    (&amp;amp;gt;K:RELOAD_PANELS)&lt;br /&gt;
    &amp;lt;/On&amp;gt;&lt;br /&gt;
   &amp;lt;/Keys&amp;gt;&lt;br /&gt;
  &amp;lt;/Gauge&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Finally, alias the gauge to the panel by putting the following line into &amp;lt;nowiki&amp;gt;[Window00]&amp;lt;/nowiki&amp;gt; or &amp;lt;nowiki&amp;gt;[VCockpit01]&amp;lt;/nowiki&amp;gt; sections.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
  gaugeXX=Reload_Panel,1,1,1,1&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Make sure to keep the gauge in sequence with the already existant ones!&amp;lt;br&amp;gt;&lt;br /&gt;
This places a 1-by-1 pixel sized gauge at position 1,1 on the main panel or in the VC.&lt;/div&gt;</summary>
		<author><name>Heretic</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Makemdl&amp;diff=8637</id>
		<title>Makemdl</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Makemdl&amp;diff=8637"/>
		<updated>2012-12-20T23:27:45Z</updated>

		<summary type="html">&lt;p&gt;Heretic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox-Applicable-FSVersion&lt;br /&gt;
| P3D = false&lt;br /&gt;
| FSXA = false&lt;br /&gt;
| FSX = false&lt;br /&gt;
| FS2004 = true&lt;br /&gt;
| FS2002 = true&lt;br /&gt;
| FS2000 = false&lt;br /&gt;
| FS98 = false&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
MakeMDL is the primary compiler for objects created for Microsoft&#039;s Flight Simulator 9&lt;br /&gt;
&lt;br /&gt;
In its latest iteration, available in the MakeMDL SDK [http://download.microsoft.com/download/1/1/8/1181a250-ac2c-43fa-b35b-bfd7b87934ad/makemdl_sdk_setup.exe] for FS9, it supports input commands via a file named &amp;quot;makemdl.cfg&amp;quot;.&lt;br /&gt;
Normally, this file is located in the same folder in which MakeMDL.exe resides, e.g. &amp;quot;C:\gmax\gamepacks\fs2004\plugins&amp;quot;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Sample MakeMDL.cfg ==&lt;br /&gt;
&lt;br /&gt;
[Settings]&amp;lt;br&amp;gt;&lt;br /&gt;
LastDir=&amp;lt;br&amp;gt;&lt;br /&gt;
SaveDir=&#039;&#039;C:\gmax\GAMEPA~1\FS2004\plugins&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Options]&amp;lt;br&amp;gt;&lt;br /&gt;
Debug=1&amp;lt;br&amp;gt;&lt;br /&gt;
ViewLog=0&amp;lt;br&amp;gt;&lt;br /&gt;
KeepErrorLog=1&amp;lt;br&amp;gt;&lt;br /&gt;
Keep=0&amp;lt;br&amp;gt;&lt;br /&gt;
I8=1&amp;lt;br&amp;gt;&lt;br /&gt;
I=0&amp;lt;br&amp;gt;&lt;br /&gt;
FullMat=1&amp;lt;br&amp;gt;&lt;br /&gt;
Deffallback=1&amp;lt;br&amp;gt;&lt;br /&gt;
WeldPoints=0&amp;lt;br&amp;gt;&lt;br /&gt;
Optimize=0&amp;lt;br&amp;gt;&lt;br /&gt;
Flatten=0&amp;lt;br&amp;gt;&lt;br /&gt;
NoAnimate=0&amp;lt;br&amp;gt;&lt;br /&gt;
HasReflectMap=1&amp;lt;br&amp;gt;&lt;br /&gt;
HasNightMap=0&amp;lt;br&amp;gt;&lt;br /&gt;
HasLightMap=1&amp;lt;br&amp;gt;&lt;br /&gt;
HasDamageMap=0&amp;lt;br&amp;gt;&lt;br /&gt;
NegateZ=1&amp;lt;br&amp;gt;&lt;br /&gt;
NoLeftToRight=0&amp;lt;br&amp;gt;&lt;br /&gt;
SwapBH=0&amp;lt;br&amp;gt;&lt;br /&gt;
Vis=0&amp;lt;br&amp;gt;&lt;br /&gt;
Crash=0&amp;lt;br&amp;gt;&lt;br /&gt;
XML=1&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Makemdl.cfg options explained ==&lt;br /&gt;
&lt;br /&gt;
Of special interest to avid modellers for FS9 are the &amp;quot;Debug&amp;quot;, &amp;quot;KeepErrorLog&amp;quot;, &amp;quot;WeldPoints&amp;quot;, &amp;quot;Optimize&amp;quot; and &amp;quot;Flatten&amp;quot; settings.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
;Debug: Set to &amp;quot;1&amp;quot; (no quote marks) to enable debug functionality&amp;lt;br&amp;gt;&lt;br /&gt;
;ViewLog: Automatically opens the log file after compilation if set to &amp;quot;1&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
;KeepErrorLog: Does not delete the log file if set to &amp;quot;1&amp;quot;; useful for finding erroneous parts or animations&amp;lt;br&amp;gt;&lt;br /&gt;
;Keep: Does not delete temporary files created during compilation if set to &amp;quot;1&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
;I8: ???&amp;lt;br&amp;gt;&lt;br /&gt;
;I: ???&amp;lt;br&amp;gt;&lt;br /&gt;
;FullMat: ???&amp;lt;br&amp;gt;&lt;br /&gt;
;Deffallback: ???&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The next three settings can be a cure to the 4mm vertex weld issue otherwise present for FS9 models (very notable and annoying in virtual cockpits)!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;WeldPoints: Disable vertex welding when set to &amp;quot;0&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
;Optimize: Disables mesh optimization set to &amp;quot;0&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
;Flatten: Set to &amp;quot;0&amp;quot; to disable flattening of the hierarchy tree&amp;lt;br&amp;gt;&lt;br /&gt;
;NoAnimate: Does not parse animations during compilation if set to &amp;quot;1&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
;HasReflectMap: Set to &amp;quot;1&amp;quot; to enable reflectivity for the model. Make sure to put a &amp;quot;_t&amp;quot; suffix into the texture&#039;s file name, e.g. &amp;quot;fuselage_t.bmp&amp;quot; and make sure &amp;quot;Reflections&amp;quot; is enabled in FS9&#039;s &amp;quot;display&amp;quot; menu.&lt;br /&gt;
;HasNightMap: Enables use of auto-enabled night textures (&amp;quot;_lm&amp;quot; suffix, i.e. &amp;quot;tower_lm.bmp&amp;quot;) if set to &amp;quot;1&amp;quot;. You won&#039;t need to fill the &amp;quot;self-illumination&amp;quot; slot of the material in GMax. Useful for scenery design!&lt;br /&gt;
;HasLightMap: Enables use of self-illumination night textures (&amp;quot;_l&amp;quot; suffix, i.e. &amp;quot;fuselage_l.bmp&amp;quot;) if set to &amp;quot;1&amp;quot;. You won&#039;t need to fill the &amp;quot;self-illumination&amp;quot; slot of the material in GMax. Useful for aircraft design!&lt;br /&gt;
;HasDamageMap: Enables damage textures if set to &amp;quot;1&amp;quot;. Not needed for FS9.&lt;br /&gt;
;NegateZ: If your object appears upside down in FS9, set this to &amp;quot;1&amp;quot;.&lt;br /&gt;
;NoLeftToRight: Set this to &amp;quot;1&amp;quot; to invert the left/right coordinate axis&lt;br /&gt;
;SwapBH: When set to &amp;quot;1&amp;quot;, the bank and heading axis of the model will be swapped&lt;br /&gt;
;Vis: ???&lt;br /&gt;
;Crash: Set to &amp;quot;1&amp;quot; to enable crash detection when compiling a scenery object.&lt;br /&gt;
;XML: Produces a sample placement XML file for a scenery object when set to &amp;quot;1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[category:Modeling]]&lt;/div&gt;</summary>
		<author><name>Heretic</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Makemdl&amp;diff=8636</id>
		<title>Makemdl</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Makemdl&amp;diff=8636"/>
		<updated>2012-12-20T23:26:02Z</updated>

		<summary type="html">&lt;p&gt;Heretic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MakeMDL is the primary compiler for objects created for Microsoft&#039;s Flight Simulator 9&lt;br /&gt;
&lt;br /&gt;
In its latest iteration, available in the MakeMDL SDK [http://download.microsoft.com/download/1/1/8/1181a250-ac2c-43fa-b35b-bfd7b87934ad/makemdl_sdk_setup.exe] for FS9, it supports input commands via a file named &amp;quot;makemdl.cfg&amp;quot;.&lt;br /&gt;
Normally, this file is located in the same folder in which MakeMDL.exe resides, e.g. &amp;quot;C:\gmax\gamepacks\fs2004\plugins&amp;quot;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Sample MakeMDL.cfg ==&lt;br /&gt;
&lt;br /&gt;
[Settings]&amp;lt;br&amp;gt;&lt;br /&gt;
LastDir=&amp;lt;br&amp;gt;&lt;br /&gt;
SaveDir=&#039;&#039;C:\gmax\GAMEPA~1\FS2004\plugins&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Options]&amp;lt;br&amp;gt;&lt;br /&gt;
Debug=1&amp;lt;br&amp;gt;&lt;br /&gt;
ViewLog=0&amp;lt;br&amp;gt;&lt;br /&gt;
KeepErrorLog=1&amp;lt;br&amp;gt;&lt;br /&gt;
Keep=0&amp;lt;br&amp;gt;&lt;br /&gt;
I8=1&amp;lt;br&amp;gt;&lt;br /&gt;
I=0&amp;lt;br&amp;gt;&lt;br /&gt;
FullMat=1&amp;lt;br&amp;gt;&lt;br /&gt;
Deffallback=1&amp;lt;br&amp;gt;&lt;br /&gt;
WeldPoints=0&amp;lt;br&amp;gt;&lt;br /&gt;
Optimize=0&amp;lt;br&amp;gt;&lt;br /&gt;
Flatten=0&amp;lt;br&amp;gt;&lt;br /&gt;
NoAnimate=0&amp;lt;br&amp;gt;&lt;br /&gt;
HasReflectMap=1&amp;lt;br&amp;gt;&lt;br /&gt;
HasNightMap=0&amp;lt;br&amp;gt;&lt;br /&gt;
HasLightMap=1&amp;lt;br&amp;gt;&lt;br /&gt;
HasDamageMap=0&amp;lt;br&amp;gt;&lt;br /&gt;
NegateZ=1&amp;lt;br&amp;gt;&lt;br /&gt;
NoLeftToRight=0&amp;lt;br&amp;gt;&lt;br /&gt;
SwapBH=0&amp;lt;br&amp;gt;&lt;br /&gt;
Vis=0&amp;lt;br&amp;gt;&lt;br /&gt;
Crash=0&amp;lt;br&amp;gt;&lt;br /&gt;
XML=1&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Makemdl.cfg options explained ==&lt;br /&gt;
&lt;br /&gt;
Of special interest to avid modellers for FS9 are the &amp;quot;Debug&amp;quot;, &amp;quot;KeepErrorLog&amp;quot;, &amp;quot;WeldPoints&amp;quot;, &amp;quot;Optimize&amp;quot; and &amp;quot;Flatten&amp;quot; settings.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
;Debug: Set to &amp;quot;1&amp;quot; (no quote marks) to enable debug functionality&amp;lt;br&amp;gt;&lt;br /&gt;
;ViewLog: Automatically opens the log file after compilation if set to &amp;quot;1&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
;KeepErrorLog: Does not delete the log file if set to &amp;quot;1&amp;quot;; useful for finding erroneous parts or animations&amp;lt;br&amp;gt;&lt;br /&gt;
;Keep: Does not delete temporary files created during compilation if set to &amp;quot;1&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
;I8: ???&amp;lt;br&amp;gt;&lt;br /&gt;
;I: ???&amp;lt;br&amp;gt;&lt;br /&gt;
;FullMat: ???&amp;lt;br&amp;gt;&lt;br /&gt;
;Deffallback: ???&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The next three settings can be a cure to the 4mm vertex weld issue otherwise present for FS9 models (very notable and annoying in virtual cockpits)!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;WeldPoints: Disable vertex welding when set to &amp;quot;0&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
;Optimize: Disables mesh optimization set to &amp;quot;0&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
;Flatten: Set to &amp;quot;0&amp;quot; to disable flattening of the hierarchy tree&amp;lt;br&amp;gt;&lt;br /&gt;
;NoAnimate: Does not parse animations during compilation if set to &amp;quot;1&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
;HasReflectMap: Set to &amp;quot;1&amp;quot; to enable reflectivity for the model. Make sure to put a &amp;quot;_t&amp;quot; suffix into the texture&#039;s file name, e.g. &amp;quot;fuselage_t.bmp&amp;quot; and make sure &amp;quot;Reflections&amp;quot; is enabled in FS9&#039;s &amp;quot;display&amp;quot; menu.&lt;br /&gt;
;HasNightMap: Enables use of auto-enabled night textures (&amp;quot;_lm&amp;quot; suffix, i.e. &amp;quot;tower_lm.bmp&amp;quot;) if set to &amp;quot;1&amp;quot;. You won&#039;t need to fill the &amp;quot;self-illumination&amp;quot; slot of the material in GMax. Useful for scenery design!&lt;br /&gt;
;HasLightMap: Enables use of self-illumination night textures (&amp;quot;_l&amp;quot; suffix, i.e. &amp;quot;fuselage_l.bmp&amp;quot;) if set to &amp;quot;1&amp;quot;. You won&#039;t need to fill the &amp;quot;self-illumination&amp;quot; slot of the material in GMax. Useful for aircraft design!&lt;br /&gt;
;HasDamageMap: Enables damage textures if set to &amp;quot;1&amp;quot;. Not needed for FS9.&lt;br /&gt;
;NegateZ: If your object appears upside down in FS9, set this to &amp;quot;1&amp;quot;.&lt;br /&gt;
;NoLeftToRight: Set this to &amp;quot;1&amp;quot; to invert the left/right coordinate axis&lt;br /&gt;
;SwapBH: When set to &amp;quot;1&amp;quot;, the bank and heading axis of the model will be swapped&lt;br /&gt;
;Vis: ???&lt;br /&gt;
;Crash: Set to &amp;quot;1&amp;quot; to enable crash detection when compiling a scenery object.&lt;br /&gt;
;XML: Produces a sample placement XML file for a scenery object when set to &amp;quot;1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[category:Modeling]]&lt;/div&gt;</summary>
		<author><name>Heretic</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Makemdl&amp;diff=8635</id>
		<title>Makemdl</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Makemdl&amp;diff=8635"/>
		<updated>2012-12-20T23:24:54Z</updated>

		<summary type="html">&lt;p&gt;Heretic: /* Makemdl.cfg options explained */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MakeMDL is the primary compiler for objects created for Microsoft&#039;s Flight Simulator 9&lt;br /&gt;
&lt;br /&gt;
In its latest iteration, available in the MakeMDL SDK [http://download.microsoft.com/download/1/1/8/1181a250-ac2c-43fa-b35b-bfd7b87934ad/makemdl_sdk_setup.exe] for FS9, it supports input commands via a file named &amp;quot;makemdl.cfg&amp;quot;.&lt;br /&gt;
Normally, this file is located in the same folder in which MakeMDL.exe resides, e.g. &amp;quot;C:\gmax\gamepacks\fs2004\plugins&amp;quot;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Sample MakeMDL.cfg ==&lt;br /&gt;
&lt;br /&gt;
[Settings]&amp;lt;br&amp;gt;&lt;br /&gt;
LastDir=&amp;lt;br&amp;gt;&lt;br /&gt;
SaveDir=&#039;&#039;C:\gmax\GAMEPA~1\FS2004\plugins&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Options]&amp;lt;br&amp;gt;&lt;br /&gt;
Debug=1&amp;lt;br&amp;gt;&lt;br /&gt;
ViewLog=0&amp;lt;br&amp;gt;&lt;br /&gt;
KeepErrorLog=1&amp;lt;br&amp;gt;&lt;br /&gt;
Keep=0&amp;lt;br&amp;gt;&lt;br /&gt;
I8=1&amp;lt;br&amp;gt;&lt;br /&gt;
I=0&amp;lt;br&amp;gt;&lt;br /&gt;
FullMat=1&amp;lt;br&amp;gt;&lt;br /&gt;
Deffallback=1&amp;lt;br&amp;gt;&lt;br /&gt;
WeldPoints=0&amp;lt;br&amp;gt;&lt;br /&gt;
Optimize=0&amp;lt;br&amp;gt;&lt;br /&gt;
Flatten=0&amp;lt;br&amp;gt;&lt;br /&gt;
NoAnimate=0&amp;lt;br&amp;gt;&lt;br /&gt;
HasReflectMap=1&amp;lt;br&amp;gt;&lt;br /&gt;
HasNightMap=0&amp;lt;br&amp;gt;&lt;br /&gt;
HasLightMap=1&amp;lt;br&amp;gt;&lt;br /&gt;
HasDamageMap=0&amp;lt;br&amp;gt;&lt;br /&gt;
NegateZ=1&amp;lt;br&amp;gt;&lt;br /&gt;
NoLeftToRight=0&amp;lt;br&amp;gt;&lt;br /&gt;
SwapBH=0&amp;lt;br&amp;gt;&lt;br /&gt;
Vis=0&amp;lt;br&amp;gt;&lt;br /&gt;
Crash=0&amp;lt;br&amp;gt;&lt;br /&gt;
XML=1&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Makemdl.cfg options explained ==&lt;br /&gt;
&lt;br /&gt;
Of special interest to avid modellers for FS9 are the &amp;quot;Debug&amp;quot;, &amp;quot;KeepErrorLog&amp;quot;, &amp;quot;WeldPoints&amp;quot;, &amp;quot;Optimize&amp;quot; and &amp;quot;Flatten&amp;quot; settings.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
;Debug: Set to &amp;quot;1&amp;quot; (no quote marks) to enable debug functionality&amp;lt;br&amp;gt;&lt;br /&gt;
;ViewLog: Automatically opens the log file after compilation if set to &amp;quot;1&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
;KeepErrorLog: Does not delete the log file if set to &amp;quot;1&amp;quot;; useful for finding erroneous parts or animations&amp;lt;br&amp;gt;&lt;br /&gt;
;Keep: Does not delete temporary files created during compilation if set to &amp;quot;1&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
;I8: ???&amp;lt;br&amp;gt;&lt;br /&gt;
;I: ???&amp;lt;br&amp;gt;&lt;br /&gt;
;FullMat: ???&amp;lt;br&amp;gt;&lt;br /&gt;
;Deffallback: ???&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The next three settings can be a cure to the 4mm vertex weld issue otherwise present for FS9 models (very notable and annoying in virtual cockpits)!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;WeldPoints: Disable vertex welding when set to &amp;quot;0&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
;Optimize: Disables mesh optimization set to &amp;quot;0&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
;Flatten: Set to &amp;quot;0&amp;quot; to disable flattening of the hierarchy tree&amp;lt;br&amp;gt;&lt;br /&gt;
;NoAnimate: Does not parse animations during compilation if set to &amp;quot;1&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
;HasReflectMap: Set to &amp;quot;1&amp;quot; to enable reflectivity for the model. Make sure to put a &amp;quot;_t&amp;quot; suffix into the texture&#039;s file name, e.g. &amp;quot;fuselage_t.bmp&amp;quot; and make sure &amp;quot;Reflections&amp;quot; is enabled in FS9&#039;s &amp;quot;display&amp;quot; menu.&lt;br /&gt;
;HasNightMap: Enables use of auto-enabled night textures (&amp;quot;_lm&amp;quot; suffix, i.e. &amp;quot;tower_lm.bmp&amp;quot;) if set to &amp;quot;1&amp;quot;. You won&#039;t need to fill the &amp;quot;self-illumination&amp;quot; slot of the material in GMax. Useful for scenery design!&lt;br /&gt;
;HasLightMap: Enables use of self-illumination night textures (&amp;quot;_l&amp;quot; suffix, i.e. &amp;quot;fuselage_l.bmp&amp;quot;) if set to &amp;quot;1&amp;quot;. You won&#039;t need to fill the &amp;quot;self-illumination&amp;quot; slot of the material in GMax. Useful for aircraft design!&lt;br /&gt;
;HasDamageMap: Enables damage textures if set to &amp;quot;1&amp;quot;. Not needed for FS9.&lt;br /&gt;
;NegateZ: If your object appears upside down in FS9, set this to &amp;quot;1&amp;quot;.&lt;br /&gt;
;NoLeftToRight: Set this to &amp;quot;1&amp;quot; to invert the left/right coordinate axis&lt;br /&gt;
;SwapBH: When set to &amp;quot;1&amp;quot;, the bank and heading axis of the model will be swapped&lt;br /&gt;
;Vis: ???&lt;br /&gt;
;Crash: Set to &amp;quot;1&amp;quot; to enable crash detection when compiling a scenery object.&lt;br /&gt;
;XML: Produces a sample placement XML file for a scenery object when set to &amp;quot;1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[category:Modelling]]&lt;/div&gt;</summary>
		<author><name>Heretic</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Makemdl&amp;diff=8634</id>
		<title>Makemdl</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Makemdl&amp;diff=8634"/>
		<updated>2012-12-20T23:23:39Z</updated>

		<summary type="html">&lt;p&gt;Heretic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MakeMDL is the primary compiler for objects created for Microsoft&#039;s Flight Simulator 9&lt;br /&gt;
&lt;br /&gt;
In its latest iteration, available in the MakeMDL SDK [http://download.microsoft.com/download/1/1/8/1181a250-ac2c-43fa-b35b-bfd7b87934ad/makemdl_sdk_setup.exe] for FS9, it supports input commands via a file named &amp;quot;makemdl.cfg&amp;quot;.&lt;br /&gt;
Normally, this file is located in the same folder in which MakeMDL.exe resides, e.g. &amp;quot;C:\gmax\gamepacks\fs2004\plugins&amp;quot;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Sample MakeMDL.cfg ==&lt;br /&gt;
&lt;br /&gt;
[Settings]&amp;lt;br&amp;gt;&lt;br /&gt;
LastDir=&amp;lt;br&amp;gt;&lt;br /&gt;
SaveDir=&#039;&#039;C:\gmax\GAMEPA~1\FS2004\plugins&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Options]&amp;lt;br&amp;gt;&lt;br /&gt;
Debug=1&amp;lt;br&amp;gt;&lt;br /&gt;
ViewLog=0&amp;lt;br&amp;gt;&lt;br /&gt;
KeepErrorLog=1&amp;lt;br&amp;gt;&lt;br /&gt;
Keep=0&amp;lt;br&amp;gt;&lt;br /&gt;
I8=1&amp;lt;br&amp;gt;&lt;br /&gt;
I=0&amp;lt;br&amp;gt;&lt;br /&gt;
FullMat=1&amp;lt;br&amp;gt;&lt;br /&gt;
Deffallback=1&amp;lt;br&amp;gt;&lt;br /&gt;
WeldPoints=0&amp;lt;br&amp;gt;&lt;br /&gt;
Optimize=0&amp;lt;br&amp;gt;&lt;br /&gt;
Flatten=0&amp;lt;br&amp;gt;&lt;br /&gt;
NoAnimate=0&amp;lt;br&amp;gt;&lt;br /&gt;
HasReflectMap=1&amp;lt;br&amp;gt;&lt;br /&gt;
HasNightMap=0&amp;lt;br&amp;gt;&lt;br /&gt;
HasLightMap=1&amp;lt;br&amp;gt;&lt;br /&gt;
HasDamageMap=0&amp;lt;br&amp;gt;&lt;br /&gt;
NegateZ=1&amp;lt;br&amp;gt;&lt;br /&gt;
NoLeftToRight=0&amp;lt;br&amp;gt;&lt;br /&gt;
SwapBH=0&amp;lt;br&amp;gt;&lt;br /&gt;
Vis=0&amp;lt;br&amp;gt;&lt;br /&gt;
Crash=0&amp;lt;br&amp;gt;&lt;br /&gt;
XML=1&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Makemdl.cfg options explained ==&lt;br /&gt;
&lt;br /&gt;
Of special interest to avid modellers for FS9 are the &amp;quot;Debug&amp;quot;, &amp;quot;KeepErrorLog&amp;quot;, &amp;quot;WeldPoints&amp;quot;, &amp;quot;Optimize&amp;quot; and &amp;quot;Flatten&amp;quot; settings.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
;Debug: Set to &amp;quot;1&amp;quot; (no quote marks) to enable debug functionality&amp;lt;br&amp;gt;&lt;br /&gt;
;ViewLog: Automatically opens the log file after compilation if set to &amp;quot;1&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
;KeepErrorLog: Does not delete the log file if set to &amp;quot;1&amp;quot;; useful for finding erroneous parts or animations&amp;lt;br&amp;gt;&lt;br /&gt;
;Keep: Does not delete temporary files created during compilation if set to &amp;quot;1&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
;I8: ???&amp;lt;br&amp;gt;&lt;br /&gt;
;I: ???&amp;lt;br&amp;gt;&lt;br /&gt;
;FullMat: ???&amp;lt;br&amp;gt;&lt;br /&gt;
;Deffallback: ???&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The next three settings can be a cure to the 4mm vertex weld issue otherwise present for FS9 models (very notable and annoying in virtual cockpits)!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;WeldPoints: Disable vertex welding if set to &amp;quot;1&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
;Optimize: Does not optimize the mesh if set to &amp;quot;0&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
;Flatten: Set to &amp;quot;0&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
;NoAnimate: Does not parse animations during compilation if set to &amp;quot;1&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
;HasReflectMap: Set to &amp;quot;1&amp;quot; to enable reflectivity for the model. Make sure to put a &amp;quot;_t&amp;quot; suffix into the texture&#039;s file name, e.g. &amp;quot;fuselage_t.bmp&amp;quot; and make sure &amp;quot;Reflections&amp;quot; is enabled in FS9&#039;s &amp;quot;display&amp;quot; menu.&lt;br /&gt;
;HasNightMap: Enables use of auto-enabled night textures (&amp;quot;_lm&amp;quot; suffix, i.e. &amp;quot;tower_lm.bmp&amp;quot;) if set to &amp;quot;1&amp;quot;. You won&#039;t need to fill the &amp;quot;self-illumination&amp;quot; slot of the material in GMax. Useful for scenery design!&lt;br /&gt;
;HasLightMap: Enables use of self-illumination night textures (&amp;quot;_l&amp;quot; suffix, i.e. &amp;quot;fuselage_l.bmp&amp;quot;) if set to &amp;quot;1&amp;quot;. You won&#039;t need to fill the &amp;quot;self-illumination&amp;quot; slot of the material in GMax. Useful for aircraft design!&lt;br /&gt;
;HasDamageMap: Enables damage textures if set to &amp;quot;1&amp;quot;. Not needed for FS9.&lt;br /&gt;
;NegateZ: If your object appears upside down in FS9, set this to &amp;quot;1&amp;quot;.&lt;br /&gt;
;NoLeftToRight: Set this to &amp;quot;1&amp;quot; to invert the left/right coordinate axis&lt;br /&gt;
;SwapBH: When set to &amp;quot;1&amp;quot;, the bank and heading axis of the model will be swapped&lt;br /&gt;
;Vis: ???&lt;br /&gt;
;Crash: Set to &amp;quot;1&amp;quot; to enable crash detection when compiling a scenery object.&lt;br /&gt;
;XML: Produces a sample placement XML file for a scenery object when set to &amp;quot;1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[category:Modelling]]&lt;/div&gt;</summary>
		<author><name>Heretic</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Makemdl&amp;diff=8633</id>
		<title>Makemdl</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Makemdl&amp;diff=8633"/>
		<updated>2012-12-20T23:23:14Z</updated>

		<summary type="html">&lt;p&gt;Heretic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MakeMDL is the primary compiler for objects created for Microsoft&#039;s Flight Simulator 9&lt;br /&gt;
&lt;br /&gt;
In its latest iteration, available in the MakeMDL SDK [http://download.microsoft.com/download/1/1/8/1181a250-ac2c-43fa-b35b-bfd7b87934ad/makemdl_sdk_setup.exe] for FS9, it supports input commands via a file named &amp;quot;makemdl.cfg&amp;quot;.&lt;br /&gt;
Normally, this file is located in the same folder in which MakeMDL.exe resides, e.g. &amp;quot;C:\gmax\gamepacks\fs2004\plugins&amp;quot;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Sample MakeMDL.cfg ==&lt;br /&gt;
&lt;br /&gt;
[Settings]&amp;lt;br&amp;gt;&lt;br /&gt;
LastDir=&amp;lt;br&amp;gt;&lt;br /&gt;
SaveDir=&#039;&#039;C:\gmax\GAMEPA~1\FS2004\plugins&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Options]&amp;lt;br&amp;gt;&lt;br /&gt;
Debug=1&amp;lt;br&amp;gt;&lt;br /&gt;
ViewLog=0&amp;lt;br&amp;gt;&lt;br /&gt;
KeepErrorLog=1&amp;lt;br&amp;gt;&lt;br /&gt;
Keep=0&amp;lt;br&amp;gt;&lt;br /&gt;
I8=1&amp;lt;br&amp;gt;&lt;br /&gt;
I=0&amp;lt;br&amp;gt;&lt;br /&gt;
FullMat=1&amp;lt;br&amp;gt;&lt;br /&gt;
Deffallback=1&amp;lt;br&amp;gt;&lt;br /&gt;
WeldPoints=0&amp;lt;br&amp;gt;&lt;br /&gt;
Optimize=0&amp;lt;br&amp;gt;&lt;br /&gt;
Flatten=0&amp;lt;br&amp;gt;&lt;br /&gt;
NoAnimate=0&amp;lt;br&amp;gt;&lt;br /&gt;
HasReflectMap=1&amp;lt;br&amp;gt;&lt;br /&gt;
HasNightMap=0&amp;lt;br&amp;gt;&lt;br /&gt;
HasLightMap=1&amp;lt;br&amp;gt;&lt;br /&gt;
HasDamageMap=0&amp;lt;br&amp;gt;&lt;br /&gt;
NegateZ=1&amp;lt;br&amp;gt;&lt;br /&gt;
NoLeftToRight=0&amp;lt;br&amp;gt;&lt;br /&gt;
SwapBH=0&amp;lt;br&amp;gt;&lt;br /&gt;
Vis=0&amp;lt;br&amp;gt;&lt;br /&gt;
Crash=0&amp;lt;br&amp;gt;&lt;br /&gt;
XML=1&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Makemdl.cfg options explained ==&lt;br /&gt;
&lt;br /&gt;
Of special interest to avid modellers for FS9 are the &amp;quot;Debug&amp;quot;, &amp;quot;KeepErrorLog&amp;quot;, &amp;quot;WeldPoints&amp;quot;, &amp;quot;Optimize&amp;quot; and &amp;quot;Flatten&amp;quot; settings.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
;Debug: Set to &amp;quot;1&amp;quot; (no quote marks) to enable debug functionality&amp;lt;br&amp;gt;&lt;br /&gt;
;ViewLog: Automatically opens the log file after compilation if set to &amp;quot;1&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
;KeepErrorLog: Does not delete the log file if set to &amp;quot;1&amp;quot;; useful for finding erroneous parts or animations&amp;lt;br&amp;gt;&lt;br /&gt;
;Keep: Does not delete temporary files created during compilation if set to &amp;quot;1&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
;I8: ???&amp;lt;br&amp;gt;&lt;br /&gt;
;I: ???&amp;lt;br&amp;gt;&lt;br /&gt;
;FullMat: ???&amp;lt;br&amp;gt;&lt;br /&gt;
;Deffallback: ???&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The next three settings can be a cure to the 4mm vertex weld issue otherwise present for FS9 models (very notable and annoying in virtual cockpits)!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;WeldPoints: Disable vertex welding if set to &amp;quot;1&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
;Optimize: Does not optimize the mesh if set to &amp;quot;0&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
;Flatten: Set to &amp;quot;0&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
;NoAnimate: Does not parse animations during compilation if set to &amp;quot;1&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
;HasReflectMap: Set to &amp;quot;1&amp;quot; to enable reflectivity for the model. Make sure to put a &amp;quot;_t&amp;quot; suffix into the texture&#039;s file name, e.g. &amp;quot;fuselage_t.bmp&amp;quot; and make sure &amp;quot;Reflections&amp;quot; is enabled in FS9&#039;s &amp;quot;display&amp;quot; menu.&lt;br /&gt;
;HasNightMap: Enables use of auto-enabled night textures (&amp;quot;_lm&amp;quot; suffix, i.e. &amp;quot;tower_lm.bmp&amp;quot;) if set to &amp;quot;1&amp;quot;. You won&#039;t need to fill the &amp;quot;self-illumination&amp;quot; slot of the material in GMax. Useful for scenery design!&lt;br /&gt;
;HasLightMap: Enables use of self-illumination night textures (&amp;quot;_l&amp;quot; suffix, i.e. &amp;quot;fuselage_l.bmp&amp;quot;) if set to &amp;quot;1&amp;quot;. You won&#039;t need to fill the &amp;quot;self-illumination&amp;quot; slot of the material in GMax. Useful for aircraft design!&lt;br /&gt;
;HasDamageMap: Enables damage textures if set to &amp;quot;1&amp;quot;. Not needed for FS9.&lt;br /&gt;
;NegateZ: If your object appears upside down in FS9, set this to &amp;quot;1&amp;quot;.&lt;br /&gt;
;NoLeftToRight: Set this to &amp;quot;1&amp;quot; to invert the left/right coordinate axis&lt;br /&gt;
;SwapBH: When set to &amp;quot;1&amp;quot;, the bank and heading axis of the model will be swapped&lt;br /&gt;
;Vis: ???&lt;br /&gt;
;Crash: Set to &amp;quot;1&amp;quot; to enable crash detection when compiling a scenery object.&lt;br /&gt;
;XML: Produces a sample placement XML file for a scenery object when set to &amp;quot;1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[category:Modelling]]&lt;/div&gt;</summary>
		<author><name>Heretic</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Makemdl&amp;diff=8632</id>
		<title>Makemdl</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Makemdl&amp;diff=8632"/>
		<updated>2012-12-20T23:18:35Z</updated>

		<summary type="html">&lt;p&gt;Heretic: /* Makemdl.cfg entries explained */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MakeMDL is the primary compiler for objects created for Microsoft&#039;s Flight Simulator 9&lt;br /&gt;
&lt;br /&gt;
In its latest iteration, available in the MakeMDL SDK [http://download.microsoft.com/download/1/1/8/1181a250-ac2c-43fa-b35b-bfd7b87934ad/makemdl_sdk_setup.exe] for FS9, it supports input commands via a file named &amp;quot;makemdl.cfg&amp;quot;.&lt;br /&gt;
Normally, this file is located in the same folder in which MakeMDL.exe resides, e.g. &amp;quot;C:\gmax\gamepacks\fs2004\plugins&amp;quot;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Sample MakeMDL.cfg ==&lt;br /&gt;
&lt;br /&gt;
[Settings]&amp;lt;br&amp;gt;&lt;br /&gt;
LastDir=&amp;lt;br&amp;gt;&lt;br /&gt;
SaveDir=&#039;&#039;C:\gmax\GAMEPA~1\FS2004\plugins&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Options]&amp;lt;br&amp;gt;&lt;br /&gt;
Debug=1&amp;lt;br&amp;gt;&lt;br /&gt;
ViewLog=0&amp;lt;br&amp;gt;&lt;br /&gt;
KeepErrorLog=1&amp;lt;br&amp;gt;&lt;br /&gt;
Keep=0&amp;lt;br&amp;gt;&lt;br /&gt;
I8=1&amp;lt;br&amp;gt;&lt;br /&gt;
I=0&amp;lt;br&amp;gt;&lt;br /&gt;
FullMat=1&amp;lt;br&amp;gt;&lt;br /&gt;
Deffallback=1&amp;lt;br&amp;gt;&lt;br /&gt;
WeldPoints=0&amp;lt;br&amp;gt;&lt;br /&gt;
Optimize=0&amp;lt;br&amp;gt;&lt;br /&gt;
Flatten=0&amp;lt;br&amp;gt;&lt;br /&gt;
NoAnimate=0&amp;lt;br&amp;gt;&lt;br /&gt;
HasReflectMap=1&amp;lt;br&amp;gt;&lt;br /&gt;
HasNightMap=0&amp;lt;br&amp;gt;&lt;br /&gt;
HasLightMap=1&amp;lt;br&amp;gt;&lt;br /&gt;
HasDamageMap=0&amp;lt;br&amp;gt;&lt;br /&gt;
NegateZ=1&amp;lt;br&amp;gt;&lt;br /&gt;
NoLeftToRight=0&amp;lt;br&amp;gt;&lt;br /&gt;
SwapBH=0&amp;lt;br&amp;gt;&lt;br /&gt;
Vis=0&amp;lt;br&amp;gt;&lt;br /&gt;
Crash=0&amp;lt;br&amp;gt;&lt;br /&gt;
XML=1&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Makemdl.cfg entries explained ==&lt;br /&gt;
&lt;br /&gt;
Of special interest to avid modellers for FS9 are the &amp;quot;Debug&amp;quot;, &amp;quot;KeepErrorLog&amp;quot;, &amp;quot;WeldPoints&amp;quot;, &amp;quot;Optimize&amp;quot; and &amp;quot;Flatten&amp;quot; settings.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
;Debug: Set to &amp;quot;1&amp;quot; (no quote marks) to enable debug functionality&amp;lt;br&amp;gt;&lt;br /&gt;
;ViewLog: Automatically opens the log file after compilation if set to &amp;quot;1&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
;KeepErrorLog: Does not delete the log file if set to &amp;quot;1&amp;quot;; useful for finding erroneous parts or animations&amp;lt;br&amp;gt;&lt;br /&gt;
;Keep: Does not delete temporary files created during compilation if set to &amp;quot;1&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
;I8: ???&amp;lt;br&amp;gt;&lt;br /&gt;
;I: ???&amp;lt;br&amp;gt;&lt;br /&gt;
;FullMat: ???&amp;lt;br&amp;gt;&lt;br /&gt;
;Deffallback: ???&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The next three settings can be a cure to the 4mm vertex weld issue otherwise present for FS9 models (very notable and annoying in virtual cockpits)!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;WeldPoints: Disable vertex welding if set to &amp;quot;1&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
;Optimize: Does not optimize the mesh if set to &amp;quot;0&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
;Flatten: Set to &amp;quot;0&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
;NoAnimate: Does not parse animations during compilation if set to &amp;quot;1&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
;HasReflectMap: Set to &amp;quot;1&amp;quot; to enable reflectivity for the model. Make sure to put a &amp;quot;_t&amp;quot; suffix into the texture&#039;s file name, e.g. &amp;quot;fuselage_t.bmp&amp;quot; and make sure &amp;quot;Reflections&amp;quot; is enabled in FS9&#039;s &amp;quot;display&amp;quot; menu.&lt;br /&gt;
;HasNightMap: Enables use of auto-enabled night textures (&amp;quot;_lm&amp;quot; suffix, i.e. &amp;quot;tower_lm.bmp&amp;quot;) if set to &amp;quot;1&amp;quot;. You won&#039;t need to fill the &amp;quot;self-illumination&amp;quot; slot of the material in GMax. Useful for scenery design!&lt;br /&gt;
;HasLightMap: Enables use of self-illumination night textures (&amp;quot;_l&amp;quot; suffix, i.e. &amp;quot;fuselage_l.bmp&amp;quot;) if set to &amp;quot;1&amp;quot;. You won&#039;t need to fill the &amp;quot;self-illumination&amp;quot; slot of the material in GMax. Useful for aircraft design!&lt;br /&gt;
;HasDamageMap: Enables damage textures if set to &amp;quot;1&amp;quot;. Not needed for FS9.&lt;br /&gt;
;NegateZ: If your object appears upside down in FS9, set this to &amp;quot;1&amp;quot;&lt;br /&gt;
;NoLeftToRight: ???&lt;br /&gt;
;SwapBH: ???&lt;br /&gt;
;Vis: ???&lt;br /&gt;
;Crash: Set to &amp;quot;1&amp;quot; to enable &lt;br /&gt;
&lt;br /&gt;
[[category:Modelling]]&lt;/div&gt;</summary>
		<author><name>Heretic</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Mapping_and_texturing_models_in_3DS_Max&amp;diff=8631</id>
		<title>Mapping and texturing models in 3DS Max</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Mapping_and_texturing_models_in_3DS_Max&amp;diff=8631"/>
		<updated>2012-12-20T18:22:45Z</updated>

		<summary type="html">&lt;p&gt;Heretic: /* In GIMP */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox-Applicable-FSVersion&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| FSXA = true&lt;br /&gt;
| FSX = true&lt;br /&gt;
| FS2004 = true&lt;br /&gt;
| FS2002 = true&lt;br /&gt;
| FS2000 = false&lt;br /&gt;
| FS98 = false&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Introduction =&lt;br /&gt;
&lt;br /&gt;
First of all, the steps covered in this tutorial are very similar to the ones decribed in &amp;quot;[[Texturing complex models in GMAX]]&amp;quot;.&lt;br /&gt;
The difference is, that this workflow example makes use of 3DS Max superior UVW Unwrapper functionality which makes for easy and accurate part projections for texture creation.&lt;br /&gt;
&lt;br /&gt;
Being a non-illustrated workflow based article, knowledge of basic 3DS Max and Image Editor functionality is required for understanding.&lt;br /&gt;
The programs used in this method are 3DS Max 9 and GIMP 2.6.11.&lt;br /&gt;
&lt;br /&gt;
This method follows the creation of an untextured and unmapped model in 3DS Max.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Workflow =&lt;br /&gt;
&lt;br /&gt;
The section is divided into two parts, one for everything related to steps in 3DS Max and another for everything in GIMP.&lt;br /&gt;
&lt;br /&gt;
== In 3DS Max ==&lt;br /&gt;
&lt;br /&gt;
# First, a FSX-compilant material with a simple, single colored 2048*2048 px (or more/less resolution) diffuse map should be created. The texture should be saved in .psd format as it allows better editing.&lt;br /&gt;
# This material is then assigned to the first object to be textured, e.g. the fuselage.&lt;br /&gt;
# Then, a &amp;quot;UVW Map&amp;quot; modifier is used on the object. The settings are kept at default. (This step is probably redundant)&lt;br /&gt;
#* If one wants to map subparts or limited areas of the part, these should now be selected via &amp;quot;Edit Mesh&amp;quot; or &amp;quot;Edit Poly&amp;quot;&lt;br /&gt;
# An &amp;quot;Unwrap UVW&amp;quot; modifier is added to the stack and the UVW Unwrapper is entered&lt;br /&gt;
# By default, the editor should be in &amp;quot;Vertex&amp;quot; mode. In &amp;quot;Poly&amp;quot; mode (in the row of buttons below the Unwrapper window), all polys in the Unwrapper window should be selected.&lt;br /&gt;
# The next step is using &amp;quot;Tools -&amp;gt; Normal Mapping&amp;quot;. The settings to choose (which side to render from) depend on the orientation of the part&#039;s pivot point, but one can try multiple times to find a useful solution. In any case,&#039;&#039;&#039; &amp;quot;Rotate Clusters&amp;quot; should be unticked&#039;&#039;&#039;, as it makes things unnecessarily difficult.&lt;br /&gt;
# The result should be a perfect projection of the parts. They have to be scaled and moved until they are located within the bitmap boundaries (the thickly outlined blue frame).&lt;br /&gt;
#* Hint: &amp;quot;Uniform Scaling&amp;quot; is to be used on both parts of the projections if the parts need to be scaled. Moving or mirroring can be done independently for each part, but anything that&#039;s related to sizing has to be done for both sides as once, e.g. to line up a pattern of stripes in the nose or tail area of a fuselage. Having both parts in exactly the same scale also makes paining patterns and liveries a lot easier later on as one can just mirror the left side texture and fit it exactly to the right side with little to no scaling or further adjustment!&lt;br /&gt;
# Once the fitting the UVW Maps of parts to the texture or at least within the image boundaries is done, &amp;quot;Render UVW Texture&amp;quot; comes into use. In the settings dialog, it is of &#039;&#039;&#039;utmost importance to select &amp;quot;2048&amp;quot; for X and Y size of the texture&#039;&#039;&#039;. Pressing &amp;quot;Render&amp;quot; or &amp;quot;Go&amp;quot; will result in the part projection on a black texture. Selecting &amp;quot;Save&amp;quot; and &amp;quot;.png&amp;quot; and a 100% image quality as output format results in a convienient image, in which all the black parts of the texture are regarded as transparent. This, in turn, makes magic wand selection of the wireframe projection in GIMP much easier. Save the image in your project folder.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== In GIMP ==&lt;br /&gt;
&lt;br /&gt;
# After the master texture file from step one above is opened in GIMP, the image file saved in step seven above is imported (opened) as a layer. It should be put above the background layer.&lt;br /&gt;
# A new layer for the base color should be created on top of the layer stack.&lt;br /&gt;
# The &amp;quot;Magic Wand&amp;quot; tool is now used on the layer with the imported wireframe of the part to be textured. Inverting the selection should have the outline of the part selected. Growing the selection by 2 to 3 pixels creates a &amp;quot;safety zone&amp;quot; to make sure that polygons at the edge will be properly textured as well.&lt;br /&gt;
# With the selection left intact, switching to the topmost layer in the stack and filling the selection with a simple color (a highly visible one if so desired) will create a base color for the part that can be further enhanced later on.&lt;br /&gt;
# After deselecting everything and saving (exporting, if using GIMP 2.8) the texture, a switch back to 3DS Max should reveal the now colored part, as Max has real-time texture file reading capabilities.&lt;br /&gt;
#* Should the texture change not be displayed, the texture file will have to be reloaded in the Material Editor.&lt;br /&gt;
# UVW map other parts using the same method.&lt;br /&gt;
&lt;br /&gt;
As the texture map fills up, wireframe layers in your main texture file can be unified to a single one containing every part. &lt;br /&gt;
They should be left in though, as they are a great and highly accurate (+/- 1 to 2 pixels) reference for third party painters!&lt;br /&gt;
&lt;br /&gt;
= Source =&lt;br /&gt;
http://www.fsdeveloper.com/forum/showthread.php?t=44026&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Modeling]]&lt;br /&gt;
[[Category:Texturing]]&lt;br /&gt;
[[Category:Aircraft Design]]&lt;br /&gt;
[[Category:Scenery Design]]&lt;/div&gt;</summary>
		<author><name>Heretic</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Mapping_and_texturing_models_in_3DS_Max&amp;diff=8630</id>
		<title>Mapping and texturing models in 3DS Max</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Mapping_and_texturing_models_in_3DS_Max&amp;diff=8630"/>
		<updated>2012-12-20T18:15:53Z</updated>

		<summary type="html">&lt;p&gt;Heretic: /* In GIMP */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox-Applicable-FSVersion&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| FSXA = true&lt;br /&gt;
| FSX = true&lt;br /&gt;
| FS2004 = true&lt;br /&gt;
| FS2002 = true&lt;br /&gt;
| FS2000 = false&lt;br /&gt;
| FS98 = false&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Introduction =&lt;br /&gt;
&lt;br /&gt;
First of all, the steps covered in this tutorial are very similar to the ones decribed in &amp;quot;[[Texturing complex models in GMAX]]&amp;quot;.&lt;br /&gt;
The difference is, that this workflow example makes use of 3DS Max superior UVW Unwrapper functionality which makes for easy and accurate part projections for texture creation.&lt;br /&gt;
&lt;br /&gt;
Being a non-illustrated workflow based article, knowledge of basic 3DS Max and Image Editor functionality is required for understanding.&lt;br /&gt;
The programs used in this method are 3DS Max 9 and GIMP 2.6.11.&lt;br /&gt;
&lt;br /&gt;
This method follows the creation of an untextured and unmapped model in 3DS Max.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Workflow =&lt;br /&gt;
&lt;br /&gt;
The section is divided into two parts, one for everything related to steps in 3DS Max and another for everything in GIMP.&lt;br /&gt;
&lt;br /&gt;
== In 3DS Max ==&lt;br /&gt;
&lt;br /&gt;
# First, a FSX-compilant material with a simple, single colored 2048*2048 px (or more/less resolution) diffuse map should be created. The texture should be saved in .psd format as it allows better editing.&lt;br /&gt;
# This material is then assigned to the first object to be textured, e.g. the fuselage.&lt;br /&gt;
# Then, a &amp;quot;UVW Map&amp;quot; modifier is used on the object. The settings are kept at default. (This step is probably redundant)&lt;br /&gt;
#* If one wants to map subparts or limited areas of the part, these should now be selected via &amp;quot;Edit Mesh&amp;quot; or &amp;quot;Edit Poly&amp;quot;&lt;br /&gt;
# An &amp;quot;Unwrap UVW&amp;quot; modifier is added to the stack and the UVW Unwrapper is entered&lt;br /&gt;
# By default, the editor should be in &amp;quot;Vertex&amp;quot; mode. In &amp;quot;Poly&amp;quot; mode (in the row of buttons below the Unwrapper window), all polys in the Unwrapper window should be selected.&lt;br /&gt;
# The next step is using &amp;quot;Tools -&amp;gt; Normal Mapping&amp;quot;. The settings to choose (which side to render from) depend on the orientation of the part&#039;s pivot point, but one can try multiple times to find a useful solution. In any case,&#039;&#039;&#039; &amp;quot;Rotate Clusters&amp;quot; should be unticked&#039;&#039;&#039;, as it makes things unnecessarily difficult.&lt;br /&gt;
# The result should be a perfect projection of the parts. They have to be scaled and moved until they are located within the bitmap boundaries (the thickly outlined blue frame).&lt;br /&gt;
#* Hint: &amp;quot;Uniform Scaling&amp;quot; is to be used on both parts of the projections if the parts need to be scaled. Moving or mirroring can be done independently for each part, but anything that&#039;s related to sizing has to be done for both sides as once, e.g. to line up a pattern of stripes in the nose or tail area of a fuselage. Having both parts in exactly the same scale also makes paining patterns and liveries a lot easier later on as one can just mirror the left side texture and fit it exactly to the right side with little to no scaling or further adjustment!&lt;br /&gt;
# Once the fitting the UVW Maps of parts to the texture or at least within the image boundaries is done, &amp;quot;Render UVW Texture&amp;quot; comes into use. In the settings dialog, it is of &#039;&#039;&#039;utmost importance to select &amp;quot;2048&amp;quot; for X and Y size of the texture&#039;&#039;&#039;. Pressing &amp;quot;Render&amp;quot; or &amp;quot;Go&amp;quot; will result in the part projection on a black texture. Selecting &amp;quot;Save&amp;quot; and &amp;quot;.png&amp;quot; and a 100% image quality as output format results in a convienient image, in which all the black parts of the texture are regarded as transparent. This, in turn, makes magic wand selection of the wireframe projection in GIMP much easier. Save the image in your project folder.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== In GIMP ==&lt;br /&gt;
&lt;br /&gt;
# After the master texture file from step one above is opened in GIMP, the image file saved in step seven above is imported (opened) as a layer. It should be put above the background layer.&lt;br /&gt;
# A new layer for the base color should be created on top of the layer stack.&lt;br /&gt;
# The &amp;quot;Magic Wand&amp;quot; tool is now used on the layer with the imported wireframe of the part to be textured. Inverting the selection should have the outline of the part selected. Growing the selection by 2 to 3 pixels creates a &amp;quot;safety zone&amp;quot; to make sure that polygons at the edge will be properly textured as well.&lt;br /&gt;
# With the selection left intact, switching to the topmost layer in the stack and filling the selection with a simple color (a highly visible one if so desired) will create a base color for the part that can be further enhanced later on.&lt;br /&gt;
# After deselecting everything and saving the texture, a switch back to 3DS Max should reveal the now colored part, as Max has real-time texture file reading capabilities.&lt;br /&gt;
#* Should the texture change not be displayed, the texture file will have to be reloaded in the Material Editor.&lt;br /&gt;
# UVW map other parts using the same method.&lt;br /&gt;
&lt;br /&gt;
As the texture map fills up, wireframe layers in your main texture file can be unified to a single one containing every part. &lt;br /&gt;
They should be left in though, as they are a great and highly accurate (+/- 1 to 2 pixels) reference for third party painters!&lt;br /&gt;
&lt;br /&gt;
= Source =&lt;br /&gt;
http://www.fsdeveloper.com/forum/showthread.php?t=44026&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Modeling]]&lt;br /&gt;
[[Category:Texturing]]&lt;br /&gt;
[[Category:Aircraft Design]]&lt;br /&gt;
[[Category:Scenery Design]]&lt;/div&gt;</summary>
		<author><name>Heretic</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Makemdl&amp;diff=8629</id>
		<title>Makemdl</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Makemdl&amp;diff=8629"/>
		<updated>2012-12-20T17:59:48Z</updated>

		<summary type="html">&lt;p&gt;Heretic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MakeMDL is the primary compiler for objects created for Microsoft&#039;s Flight Simulator 9&lt;br /&gt;
&lt;br /&gt;
In its latest iteration, available in the MakeMDL SDK [http://download.microsoft.com/download/1/1/8/1181a250-ac2c-43fa-b35b-bfd7b87934ad/makemdl_sdk_setup.exe] for FS9, it supports input commands via a file named &amp;quot;makemdl.cfg&amp;quot;.&lt;br /&gt;
Normally, this file is located in the same folder in which MakeMDL.exe resides, e.g. &amp;quot;C:\gmax\gamepacks\fs2004\plugins&amp;quot;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Sample MakeMDL.cfg ==&lt;br /&gt;
&lt;br /&gt;
[Settings]&amp;lt;br&amp;gt;&lt;br /&gt;
LastDir=&amp;lt;br&amp;gt;&lt;br /&gt;
SaveDir=&#039;&#039;C:\gmax\GAMEPA~1\FS2004\plugins&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Options]&amp;lt;br&amp;gt;&lt;br /&gt;
Debug=1&amp;lt;br&amp;gt;&lt;br /&gt;
ViewLog=0&amp;lt;br&amp;gt;&lt;br /&gt;
KeepErrorLog=1&amp;lt;br&amp;gt;&lt;br /&gt;
Keep=0&amp;lt;br&amp;gt;&lt;br /&gt;
I8=1&amp;lt;br&amp;gt;&lt;br /&gt;
I=0&amp;lt;br&amp;gt;&lt;br /&gt;
FullMat=1&amp;lt;br&amp;gt;&lt;br /&gt;
Deffallback=1&amp;lt;br&amp;gt;&lt;br /&gt;
WeldPoints=0&amp;lt;br&amp;gt;&lt;br /&gt;
Optimize=0&amp;lt;br&amp;gt;&lt;br /&gt;
Flatten=0&amp;lt;br&amp;gt;&lt;br /&gt;
NoAnimate=0&amp;lt;br&amp;gt;&lt;br /&gt;
HasReflectMap=1&amp;lt;br&amp;gt;&lt;br /&gt;
HasNightMap=0&amp;lt;br&amp;gt;&lt;br /&gt;
HasLightMap=1&amp;lt;br&amp;gt;&lt;br /&gt;
HasDamageMap=0&amp;lt;br&amp;gt;&lt;br /&gt;
NegateZ=1&amp;lt;br&amp;gt;&lt;br /&gt;
NoLeftToRight=0&amp;lt;br&amp;gt;&lt;br /&gt;
SwapBH=0&amp;lt;br&amp;gt;&lt;br /&gt;
Vis=0&amp;lt;br&amp;gt;&lt;br /&gt;
Crash=0&amp;lt;br&amp;gt;&lt;br /&gt;
XML=1&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Makemdl.cfg entries explained ==&lt;br /&gt;
&lt;br /&gt;
Of special interest to avid modellers for FS9 are the &amp;quot;Debug&amp;quot;, &amp;quot;KeepErrorLog&amp;quot;, &amp;quot;WeldPoints&amp;quot;, &amp;quot;Optimize&amp;quot; and &amp;quot;Flatten&amp;quot; settings.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
;Debug: Set to &amp;quot;1&amp;quot; (no quote marks) to enable debug functionality&amp;lt;br&amp;gt;&lt;br /&gt;
;ViewLog: Automatically opens the log file after compilation if set to &amp;quot;1&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
;KeepErrorLog: Does not delete the log file if set to &amp;quot;1&amp;quot;; useful for finding erroneous parts or animations&amp;lt;br&amp;gt;&lt;br /&gt;
;Keep: Does not delete temporary files created during compilation if set to &amp;quot;1&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
;I8: ???&amp;lt;br&amp;gt;&lt;br /&gt;
;I: ???&amp;lt;br&amp;gt;&lt;br /&gt;
;FullMat: ???&amp;lt;br&amp;gt;&lt;br /&gt;
;Deffallback: ???&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The next three settings can be a cure to the 4mm vertex weld issue otherwise present for FS9 models (very notable and annoying in virtual cockpits)!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;WeldPoints: Disable vertex welding if set to &amp;quot;1&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
;Optimize: Does not optimize the mesh if set to &amp;quot;0&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
;Flatten: Set to &amp;quot;0&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
;NoAnimate: Does not parse animations during compilation if set to &amp;quot;1&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
;HasReflectMap: Set to &amp;quot;1&amp;quot; to enable reflectivity for the model. Make sure to put a &amp;quot;_t&amp;quot; suffix into the texture&#039;s file name, e.g. &amp;quot;fuselage_t.bmp&amp;quot; and make sure &amp;quot;Reflections&amp;quot; is enabled in FS9&#039;s &amp;quot;display&amp;quot; menu.&lt;br /&gt;
;HasNightMap: Enables use of auto-enabled night textures (&amp;quot;_lm&amp;quot; suffix, i.e. &amp;quot;tower_lm.bmp&amp;quot;) if set to &amp;quot;1&amp;quot;. You won&#039;t need to fill the &amp;quot;self-illumination&amp;quot; slot of the material in GMax. Useful for scenery design!&lt;br /&gt;
;HasLightMap: Enables use of self-illumination night textures (&amp;quot;_l&amp;quot; suffix, i.e. &amp;quot;fuselage_l.bmp&amp;quot;) if set to &amp;quot;1&amp;quot;. You won&#039;t need to fill the &amp;quot;self-illumination&amp;quot; slot of the material in GMax. Useful for aircraft design!&lt;br /&gt;
;HasDamageMap: Enables damage textures if set to &amp;quot;1&amp;quot;. Not needed for FS9.&lt;br /&gt;
;NegateZ: If your object appears upside down in FS9, set this to &amp;quot;1&amp;quot;&lt;br /&gt;
;NoLeftToRight: ???&lt;br /&gt;
;SwapBH: ???&lt;br /&gt;
;Vis: ???&lt;br /&gt;
;Crash: ???&lt;br /&gt;
&lt;br /&gt;
[[category:Modelling]]&lt;/div&gt;</summary>
		<author><name>Heretic</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Makemdl&amp;diff=8628</id>
		<title>Makemdl</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Makemdl&amp;diff=8628"/>
		<updated>2012-12-20T17:59:29Z</updated>

		<summary type="html">&lt;p&gt;Heretic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MakeMDL is the primary compiler for objects created for Microsoft&#039;s Flight Simulator 9&lt;br /&gt;
&lt;br /&gt;
In its latest iteration, available in the MakeMDL SDK [http://download.microsoft.com/download/1/1/8/1181a250-ac2c-43fa-b35b-bfd7b87934ad/makemdl_sdk_setup.exe] for FS9, it supports input commands via a file named &amp;quot;makemdl.cfg&amp;quot;.&lt;br /&gt;
Normally, this file is located in the same folder in which MakeMDL.exe resides, e.g. &amp;quot;C:\gmax\gamepacks\fs2004\plugins&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Sample MakeMDL.cfg ==&lt;br /&gt;
&lt;br /&gt;
[Settings]&amp;lt;br&amp;gt;&lt;br /&gt;
LastDir=&amp;lt;br&amp;gt;&lt;br /&gt;
SaveDir=&#039;&#039;C:\gmax\GAMEPA~1\FS2004\plugins&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Options]&amp;lt;br&amp;gt;&lt;br /&gt;
Debug=1&amp;lt;br&amp;gt;&lt;br /&gt;
ViewLog=0&amp;lt;br&amp;gt;&lt;br /&gt;
KeepErrorLog=1&amp;lt;br&amp;gt;&lt;br /&gt;
Keep=0&amp;lt;br&amp;gt;&lt;br /&gt;
I8=1&amp;lt;br&amp;gt;&lt;br /&gt;
I=0&amp;lt;br&amp;gt;&lt;br /&gt;
FullMat=1&amp;lt;br&amp;gt;&lt;br /&gt;
Deffallback=1&amp;lt;br&amp;gt;&lt;br /&gt;
WeldPoints=0&amp;lt;br&amp;gt;&lt;br /&gt;
Optimize=0&amp;lt;br&amp;gt;&lt;br /&gt;
Flatten=0&amp;lt;br&amp;gt;&lt;br /&gt;
NoAnimate=0&amp;lt;br&amp;gt;&lt;br /&gt;
HasReflectMap=1&amp;lt;br&amp;gt;&lt;br /&gt;
HasNightMap=0&amp;lt;br&amp;gt;&lt;br /&gt;
HasLightMap=1&amp;lt;br&amp;gt;&lt;br /&gt;
HasDamageMap=0&amp;lt;br&amp;gt;&lt;br /&gt;
NegateZ=1&amp;lt;br&amp;gt;&lt;br /&gt;
NoLeftToRight=0&amp;lt;br&amp;gt;&lt;br /&gt;
SwapBH=0&amp;lt;br&amp;gt;&lt;br /&gt;
Vis=0&amp;lt;br&amp;gt;&lt;br /&gt;
Crash=0&amp;lt;br&amp;gt;&lt;br /&gt;
XML=1&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Makemdl.cfg entries explained ==&lt;br /&gt;
&lt;br /&gt;
Of special interest to avid modellers for FS9 are the &amp;quot;Debug&amp;quot;, &amp;quot;KeepErrorLog&amp;quot;, &amp;quot;WeldPoints&amp;quot;, &amp;quot;Optimize&amp;quot; and &amp;quot;Flatten&amp;quot; settings.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
;Debug: Set to &amp;quot;1&amp;quot; (no quote marks) to enable debug functionality&amp;lt;br&amp;gt;&lt;br /&gt;
;ViewLog: Automatically opens the log file after compilation if set to &amp;quot;1&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
;KeepErrorLog: Does not delete the log file if set to &amp;quot;1&amp;quot;; useful for finding erroneous parts or animations&amp;lt;br&amp;gt;&lt;br /&gt;
;Keep: Does not delete temporary files created during compilation if set to &amp;quot;1&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
;I8: ???&amp;lt;br&amp;gt;&lt;br /&gt;
;I: ???&amp;lt;br&amp;gt;&lt;br /&gt;
;FullMat: ???&amp;lt;br&amp;gt;&lt;br /&gt;
;Deffallback: ???&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The next three settings can be a cure to the 4mm vertex weld issue otherwise present for FS9 models (very notable and annoying in virtual cockpits)!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;WeldPoints: Disable vertex welding if set to &amp;quot;1&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
;Optimize: Does not optimize the mesh if set to &amp;quot;0&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
;Flatten: Set to &amp;quot;0&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
;NoAnimate: Does not parse animations during compilation if set to &amp;quot;1&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
;HasReflectMap: Set to &amp;quot;1&amp;quot; to enable reflectivity for the model. Make sure to put a &amp;quot;_t&amp;quot; suffix into the texture&#039;s file name, e.g. &amp;quot;fuselage_t.bmp&amp;quot; and make sure &amp;quot;Reflections&amp;quot; is enabled in FS9&#039;s &amp;quot;display&amp;quot; menu.&lt;br /&gt;
;HasNightMap: Enables use of auto-enabled night textures (&amp;quot;_lm&amp;quot; suffix, i.e. &amp;quot;tower_lm.bmp&amp;quot;) if set to &amp;quot;1&amp;quot;. You won&#039;t need to fill the &amp;quot;self-illumination&amp;quot; slot of the material in GMax. Useful for scenery design!&lt;br /&gt;
;HasLightMap: Enables use of self-illumination night textures (&amp;quot;_l&amp;quot; suffix, i.e. &amp;quot;fuselage_l.bmp&amp;quot;) if set to &amp;quot;1&amp;quot;. You won&#039;t need to fill the &amp;quot;self-illumination&amp;quot; slot of the material in GMax. Useful for aircraft design!&lt;br /&gt;
;HasDamageMap: Enables damage textures if set to &amp;quot;1&amp;quot;. Not needed for FS9.&lt;br /&gt;
;NegateZ: If your object appears upside down in FS9, set this to &amp;quot;1&amp;quot;&lt;br /&gt;
;NoLeftToRight: ???&lt;br /&gt;
;SwapBH: ???&lt;br /&gt;
;Vis: ???&lt;br /&gt;
;Crash: ???&lt;br /&gt;
&lt;br /&gt;
[[category:Modelling]]&lt;/div&gt;</summary>
		<author><name>Heretic</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Makemdl&amp;diff=8627</id>
		<title>Makemdl</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Makemdl&amp;diff=8627"/>
		<updated>2012-12-20T17:58:57Z</updated>

		<summary type="html">&lt;p&gt;Heretic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basics ==&lt;br /&gt;
&lt;br /&gt;
MakeMDL is the primary compiler for objects created for Microsoft&#039;s Flight Simulator 9&lt;br /&gt;
&lt;br /&gt;
In its latest iteration, available in the MakeMDL SDK [http://download.microsoft.com/download/1/1/8/1181a250-ac2c-43fa-b35b-bfd7b87934ad/makemdl_sdk_setup.exe] for FS9, it supports input commands via a file named &amp;quot;makemdl.cfg&amp;quot;.&lt;br /&gt;
Normally, this file is located in the same folder in which MakeMDL.exe resides, e.g. &amp;quot;C:\gmax\gamepacks\fs2004\plugins&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Sample MakeMDL.cfg ==&lt;br /&gt;
&lt;br /&gt;
[Settings]&amp;lt;br&amp;gt;&lt;br /&gt;
LastDir=&amp;lt;br&amp;gt;&lt;br /&gt;
SaveDir=&#039;&#039;C:\gmax\GAMEPA~1\FS2004\plugins&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Options]&amp;lt;br&amp;gt;&lt;br /&gt;
Debug=1&amp;lt;br&amp;gt;&lt;br /&gt;
ViewLog=0&amp;lt;br&amp;gt;&lt;br /&gt;
KeepErrorLog=1&amp;lt;br&amp;gt;&lt;br /&gt;
Keep=0&amp;lt;br&amp;gt;&lt;br /&gt;
I8=1&amp;lt;br&amp;gt;&lt;br /&gt;
I=0&amp;lt;br&amp;gt;&lt;br /&gt;
FullMat=1&amp;lt;br&amp;gt;&lt;br /&gt;
Deffallback=1&amp;lt;br&amp;gt;&lt;br /&gt;
WeldPoints=0&amp;lt;br&amp;gt;&lt;br /&gt;
Optimize=0&amp;lt;br&amp;gt;&lt;br /&gt;
Flatten=0&amp;lt;br&amp;gt;&lt;br /&gt;
NoAnimate=0&amp;lt;br&amp;gt;&lt;br /&gt;
HasReflectMap=1&amp;lt;br&amp;gt;&lt;br /&gt;
HasNightMap=0&amp;lt;br&amp;gt;&lt;br /&gt;
HasLightMap=1&amp;lt;br&amp;gt;&lt;br /&gt;
HasDamageMap=0&amp;lt;br&amp;gt;&lt;br /&gt;
NegateZ=1&amp;lt;br&amp;gt;&lt;br /&gt;
NoLeftToRight=0&amp;lt;br&amp;gt;&lt;br /&gt;
SwapBH=0&amp;lt;br&amp;gt;&lt;br /&gt;
Vis=0&amp;lt;br&amp;gt;&lt;br /&gt;
Crash=0&amp;lt;br&amp;gt;&lt;br /&gt;
XML=1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Makemdl.cfg entries explained ==&lt;br /&gt;
&lt;br /&gt;
Of special interest to avid modellers for FS9 are the &amp;quot;Debug&amp;quot;, &amp;quot;KeepErrorLog&amp;quot;, &amp;quot;WeldPoints&amp;quot;, &amp;quot;Optimize&amp;quot; and &amp;quot;Flatten&amp;quot; settings.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
;Debug: Set to &amp;quot;1&amp;quot; (no quote marks) to enable debug functionality&amp;lt;br&amp;gt;&lt;br /&gt;
;ViewLog: Automatically opens the log file after compilation if set to &amp;quot;1&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
;KeepErrorLog: Does not delete the log file if set to &amp;quot;1&amp;quot;; useful for finding erroneous parts or animations&amp;lt;br&amp;gt;&lt;br /&gt;
;Keep: Does not delete temporary files created during compilation if set to &amp;quot;1&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
;I8: ???&amp;lt;br&amp;gt;&lt;br /&gt;
;I: ???&amp;lt;br&amp;gt;&lt;br /&gt;
;FullMat: ???&amp;lt;br&amp;gt;&lt;br /&gt;
;Deffallback: ???&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The next three settings can be a cure to the 4mm vertex weld issue otherwise present for FS9 models (very notable and annoying in virtual cockpits)!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;WeldPoints: Disable vertex welding if set to &amp;quot;1&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
;Optimize: Does not optimize the mesh if set to &amp;quot;0&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
;Flatten: Set to &amp;quot;0&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
;NoAnimate: Does not parse animations during compilation if set to &amp;quot;1&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
;HasReflectMap: Set to &amp;quot;1&amp;quot; to enable reflectivity for the model. Make sure to put a &amp;quot;_t&amp;quot; suffix into the texture&#039;s file name, e.g. &amp;quot;fuselage_t.bmp&amp;quot; and make sure &amp;quot;Reflections&amp;quot; is enabled in FS9&#039;s &amp;quot;display&amp;quot; menu.&lt;br /&gt;
;HasNightMap: Enables use of auto-enabled night textures (&amp;quot;_lm&amp;quot; suffix, i.e. &amp;quot;tower_lm.bmp&amp;quot;) if set to &amp;quot;1&amp;quot;. You won&#039;t need to fill the &amp;quot;self-illumination&amp;quot; slot of the material in GMax. Useful for scenery design!&lt;br /&gt;
;HasLightMap: Enables use of self-illumination night textures (&amp;quot;_l&amp;quot; suffix, i.e. &amp;quot;fuselage_l.bmp&amp;quot;) if set to &amp;quot;1&amp;quot;. You won&#039;t need to fill the &amp;quot;self-illumination&amp;quot; slot of the material in GMax. Useful for aircraft design!&lt;br /&gt;
;HasDamageMap: Enables damage textures if set to &amp;quot;1&amp;quot;. Not needed for FS9.&lt;br /&gt;
;NegateZ: If your object appears upside down in FS9, set this to &amp;quot;1&amp;quot;&lt;br /&gt;
;NoLeftToRight: ???&lt;br /&gt;
;SwapBH: ???&lt;br /&gt;
;Vis: ???&lt;br /&gt;
;Crash: ???&lt;br /&gt;
&lt;br /&gt;
[[category:Modelling]]&lt;/div&gt;</summary>
		<author><name>Heretic</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Makemdl&amp;diff=8626</id>
		<title>Makemdl</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Makemdl&amp;diff=8626"/>
		<updated>2012-12-20T17:48:34Z</updated>

		<summary type="html">&lt;p&gt;Heretic: /* Sample MakeMDL.cfg */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basics ==&lt;br /&gt;
&lt;br /&gt;
MakeMDL is the primary compiler for objects created for Microsoft&#039;s Flight Simulator 9&lt;br /&gt;
&lt;br /&gt;
In its latest iteration, available in the MakeMDL SDK [http://download.microsoft.com/download/1/1/8/1181a250-ac2c-43fa-b35b-bfd7b87934ad/makemdl_sdk_setup.exe] for FS9, it supports input commands via a file named &amp;quot;makemdl.cfg&amp;quot;.&lt;br /&gt;
Normally, this file is located in the same folder in which MakeMDL.exe resides, e.g. &amp;quot;C:\gmax\gamepacks\fs2004\plugins&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Sample MakeMDL.cfg ==&lt;br /&gt;
&lt;br /&gt;
[Settings]&amp;lt;br&amp;gt;&lt;br /&gt;
LastDir=&amp;lt;br&amp;gt;&lt;br /&gt;
SaveDir=&#039;&#039;C:\gmax\GAMEPA~1\FS2004\plugins&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Options]&amp;lt;br&amp;gt;&lt;br /&gt;
Debug=1&amp;lt;br&amp;gt;&lt;br /&gt;
ViewLog=0&amp;lt;br&amp;gt;&lt;br /&gt;
KeepErrorLog=1&amp;lt;br&amp;gt;&lt;br /&gt;
Keep=0&amp;lt;br&amp;gt;&lt;br /&gt;
I8=1&amp;lt;br&amp;gt;&lt;br /&gt;
I=0&amp;lt;br&amp;gt;&lt;br /&gt;
FullMat=1&amp;lt;br&amp;gt;&lt;br /&gt;
Deffallback=1&amp;lt;br&amp;gt;&lt;br /&gt;
WeldPoints=0&amp;lt;br&amp;gt;&lt;br /&gt;
Optimize=0&amp;lt;br&amp;gt;&lt;br /&gt;
Flatten=0&amp;lt;br&amp;gt;&lt;br /&gt;
NoAnimate=0&amp;lt;br&amp;gt;&lt;br /&gt;
HasReflectMap=1&amp;lt;br&amp;gt;&lt;br /&gt;
HasNightMap=0&lt;br /&gt;
;HasLightMap=1&lt;br /&gt;
;HasDamageMap=0 &lt;br /&gt;
;NegateZ=1 &lt;br /&gt;
;NoLeftToRight=0 &lt;br /&gt;
;SwapBH=0 &lt;br /&gt;
;Vis=0 &lt;br /&gt;
;Crash=0 &lt;br /&gt;
;XML=1&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
=== Installation ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Makemdl.cfg entries explained ==&lt;br /&gt;
&lt;br /&gt;
Of special interest to avid modellers for FS9 are the &amp;quot;Debug&amp;quot;, &amp;quot;KeepErrorLog&amp;quot;, &amp;quot;WeldPoints&amp;quot;, &amp;quot;Optimize&amp;quot; and &amp;quot;Flatten&amp;quot; settings.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
;Debug: Set to &amp;quot;1&amp;quot; (no quote marks) to enable debug functionality&amp;lt;br&amp;gt;&lt;br /&gt;
;ViewLog: Automatically opens the log file after compilation if set to &amp;quot;1&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
;KeepErrorLog: Does not delete the log file if set to &amp;quot;1&amp;quot;; useful for finding erroneous parts or animations&amp;lt;br&amp;gt;&lt;br /&gt;
;Keep: Does not delete temporary files created during compilation if set to &amp;quot;1&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
;I8: ???&amp;lt;br&amp;gt;&lt;br /&gt;
;I: ???&amp;lt;br&amp;gt;&lt;br /&gt;
;FullMat: ???&amp;lt;br&amp;gt;&lt;br /&gt;
;Deffallback: ???&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The next three settings can be a cure to the 4mm vertex weld issue otherwise present for FS9 models (very notable and annoying in virtual cockpits)!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;WeldPoints: Disable vertex welding if set to &amp;quot;1&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
;Optimize: Does not optimize the mesh if set to &amp;quot;0&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
;Flatten: Set to &amp;quot;0&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
;NoAnimate: Does not parse animations during compilation if set to &amp;quot;1&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
;HasReflectMap: Set to &amp;quot;1&amp;quot; to enable reflectivity for the model. Make sure to put a &amp;quot;_t&amp;quot; suffix into the texture&#039;s file name, e.g. &amp;quot;fuselage_t.bmp&amp;quot; and make sure &amp;quot;Reflections&amp;quot; is enabled in FS9&#039;s &amp;quot;display&amp;quot; menu.&lt;br /&gt;
;HasLightMap: Enables use of self-illumination night textures (&amp;quot;_l&amp;quot; suffix, i.e. &amp;quot;fuselage_l.bmp&amp;quot;) if set to &amp;quot;1&amp;quot;. You won&#039;t need to fill the &amp;quot;self-illumination&amp;quot; slot of the material in GMax.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:Modelling]]&lt;/div&gt;</summary>
		<author><name>Heretic</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Makemdl&amp;diff=8625</id>
		<title>Makemdl</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Makemdl&amp;diff=8625"/>
		<updated>2012-12-20T17:39:58Z</updated>

		<summary type="html">&lt;p&gt;Heretic: /* MakeMDL.cfg */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basics ==&lt;br /&gt;
&lt;br /&gt;
MakeMDL is the primary compiler for objects created for Microsoft&#039;s Flight Simulator 9&lt;br /&gt;
&lt;br /&gt;
In its latest iteration, available in the MakeMDL SDK [http://download.microsoft.com/download/1/1/8/1181a250-ac2c-43fa-b35b-bfd7b87934ad/makemdl_sdk_setup.exe] for FS9, it supports input commands via a file named &amp;quot;makemdl.cfg&amp;quot;.&lt;br /&gt;
Normally, this file is located in the same folder in which MakeMDL.exe resides, e.g. &amp;quot;C:\gmax\gamepacks\fs2004\plugins&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Sample MakeMDL.cfg ==&lt;br /&gt;
&lt;br /&gt;
[Settings]&amp;lt;br&amp;gt;&lt;br /&gt;
LastDir=&amp;lt;br&amp;gt;&lt;br /&gt;
SaveDir=&#039;&#039;C:\gmax\GAMEPA~1\FS2004\plugins&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Options]&amp;lt;br&amp;gt;&lt;br /&gt;
Debug=1&amp;lt;br&amp;gt;&lt;br /&gt;
ViewLog=0&amp;lt;br&amp;gt;&lt;br /&gt;
KeepErrorLog=1&amp;lt;br&amp;gt;&lt;br /&gt;
Keep=0&amp;lt;br&amp;gt;&lt;br /&gt;
I8=1&amp;lt;br&amp;gt;&lt;br /&gt;
I=0&amp;lt;br&amp;gt;&lt;br /&gt;
FullMat=1&amp;lt;br&amp;gt;&lt;br /&gt;
Deffallback=1&amp;lt;br&amp;gt;&lt;br /&gt;
WeldPoints=0&amp;lt;br&amp;gt;&lt;br /&gt;
Optimize=0&amp;lt;br&amp;gt;&lt;br /&gt;
Flatten=0&amp;lt;br&amp;gt;&lt;br /&gt;
NoAnimate=0&amp;lt;br&amp;gt;&lt;br /&gt;
HasReflectMap=1&amp;lt;br&amp;gt;&lt;br /&gt;
;HasNightMap=0&lt;br /&gt;
;HasLightMap=1&lt;br /&gt;
;HasDamageMap=0 &lt;br /&gt;
;NegateZ=1 &lt;br /&gt;
;NoLeftToRight=0 &lt;br /&gt;
;SwapBH=0 &lt;br /&gt;
;Vis=0 &lt;br /&gt;
;Crash=0 &lt;br /&gt;
;XML=1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Of special interest to avid modellers for FS9 are the &amp;quot;Debug&amp;quot;, &amp;quot;KeepErrorLog&amp;quot;, &amp;quot;WeldPoints&amp;quot;, &amp;quot;Optimize&amp;quot; and &amp;quot;Flatten&amp;quot; settings.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
;Debug: Set to &amp;quot;1&amp;quot; (no quote marks) to enable debug functionality&amp;lt;br&amp;gt;&lt;br /&gt;
;ViewLog: Automatically opens the log file after compilation if set to &amp;quot;1&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
;KeepErrorLog: Does not delete the log file if set to &amp;quot;1&amp;quot;; useful for finding erroneous parts or animations&amp;lt;br&amp;gt;&lt;br /&gt;
;Keep: Does not delete temporary files created during compilation if set to &amp;quot;1&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
;I8: ???&amp;lt;br&amp;gt;&lt;br /&gt;
;I: ???&amp;lt;br&amp;gt;&lt;br /&gt;
;FullMat: ???&amp;lt;br&amp;gt;&lt;br /&gt;
;Deffallback: ???&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The next three settings can be a cure to the 4mm vertex weld issue otherwise present for FS9 models (very notable and annoying in virtual cockpits)&lt;br /&gt;
&lt;br /&gt;
;WeldPoints: Disable vertex welding if set to &amp;quot;1&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
;Optimize: Does not optimize the mesh if set to &amp;quot;0&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
;Flatten: Set to &amp;quot;0&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
;NoAnimate: Does not parse animations during compilation if set to &amp;quot;1&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
;HasReflectMap: Set to &amp;quot;1&amp;quot; to enable reflectivity for the model. Make sure to put a &amp;quot;_t&amp;quot; suffix into the texture&#039;s file name, e.g. &amp;quot;fuselage_t.bmp&amp;quot; and make sure &amp;quot;Reflections&amp;quot; is enabled in FS9&#039;s &amp;quot;display&amp;quot; menu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:Modelling]]&lt;/div&gt;</summary>
		<author><name>Heretic</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Makemdl&amp;diff=8624</id>
		<title>Makemdl</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Makemdl&amp;diff=8624"/>
		<updated>2012-12-20T17:28:30Z</updated>

		<summary type="html">&lt;p&gt;Heretic: /* MakeMDL.cfg */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basics ==&lt;br /&gt;
&lt;br /&gt;
MakeMDL is the primary compiler for objects created for Microsoft&#039;s Flight Simulator 9&lt;br /&gt;
&lt;br /&gt;
In its latest iteration, available in the MakeMDL SDK [http://download.microsoft.com/download/1/1/8/1181a250-ac2c-43fa-b35b-bfd7b87934ad/makemdl_sdk_setup.exe] for FS9, it supports input commands via a file named &amp;quot;makemdl.cfg&amp;quot;.&lt;br /&gt;
Normally, this file is located in the same folder in which MakeMDL.exe resides, e.g. &amp;quot;C:\gmax\gamepacks\fs2004\plugins&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== MakeMDL.cfg ==&lt;br /&gt;
&lt;br /&gt;
Sample:&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[Settings]&lt;br /&gt;
;LastDir=&lt;br /&gt;
;SaveDir=&#039;&#039;C:\gmax\GAMEPA~1\FS2004\plugins&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Options] &lt;br /&gt;
;Debug=1 &lt;br /&gt;
;ViewLog=0 &lt;br /&gt;
;KeepErrorLog=1 &lt;br /&gt;
;Keep=0 &lt;br /&gt;
;I8=1 &lt;br /&gt;
;I=0 &lt;br /&gt;
;FullMat=1 &lt;br /&gt;
;Deffallback=1 &lt;br /&gt;
;WeldPoints=0 &lt;br /&gt;
;Optimize=0 &lt;br /&gt;
;Flatten=0 &lt;br /&gt;
;NoAnimate=0&lt;br /&gt;
;HasReflectMap=1&lt;br /&gt;
;HasNightMap=0&lt;br /&gt;
;HasLightMap=1&lt;br /&gt;
;HasDamageMap=0 &lt;br /&gt;
;NegateZ=1 &lt;br /&gt;
;NoLeftToRight=0 &lt;br /&gt;
;SwapBH=0 &lt;br /&gt;
;Vis=0 &lt;br /&gt;
;Crash=0 &lt;br /&gt;
;XML=1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Of special interest to avid modellers for FS9 are the &amp;quot;Debug&amp;quot;, &amp;quot;KeepErrorLog&amp;quot;, &amp;quot;WeldPoints&amp;quot;, &amp;quot;Optimize&amp;quot; and &amp;quot;Flatten&amp;quot; settings.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
;Debug: Set to &amp;quot;1&amp;quot; (no quote marks) to enable debug functionality&amp;lt;br&amp;gt;&lt;br /&gt;
;KeepErrorLog: Does not delete the log file if set to &amp;quot;1&amp;quot;; useful for finding erroneous parts or animations&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The next three settings can be a cure to the 4mm vertex weld issue otherwise present for FS9 models&lt;br /&gt;
&lt;br /&gt;
WeldPoints: Disable vertex welding if set to &amp;quot;1&amp;quot;and thus the dreaded &amp;quot;crumbled small parts&amp;quot; issue (if the latter three are set to &amp;quot;0&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:Modelling]]&lt;/div&gt;</summary>
		<author><name>Heretic</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Makemdl&amp;diff=8623</id>
		<title>Makemdl</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Makemdl&amp;diff=8623"/>
		<updated>2012-12-20T17:22:48Z</updated>

		<summary type="html">&lt;p&gt;Heretic: /* Basics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basics ==&lt;br /&gt;
&lt;br /&gt;
MakeMDL is the primary compiler for objects created for Microsoft&#039;s Flight Simulator 9&lt;br /&gt;
&lt;br /&gt;
In its latest iteration, available in the MakeMDL SDK [http://download.microsoft.com/download/1/1/8/1181a250-ac2c-43fa-b35b-bfd7b87934ad/makemdl_sdk_setup.exe] for FS9, it supports input commands via a file named &amp;quot;makemdl.cfg&amp;quot;.&lt;br /&gt;
Normally, this file is located in the same folder in which MakeMDL.exe resides, e.g. &amp;quot;C:\gmax\gamepacks\fs2004\plugins&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== MakeMDL.cfg ==&lt;br /&gt;
&lt;br /&gt;
Sample:&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;[Settings]&lt;br /&gt;
;LastDir=&lt;br /&gt;
;SaveDir=&#039;&#039;C:\gmax\GAMEPA~1\FS2004\plugins&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Options] &lt;br /&gt;
;Debug=1 &lt;br /&gt;
;ViewLog=0 &lt;br /&gt;
;KeepErrorLog=1 &lt;br /&gt;
;Keep=0 &lt;br /&gt;
;I8=1 &lt;br /&gt;
;I=0 &lt;br /&gt;
;FullMat=1 &lt;br /&gt;
;Deffallback=1 &lt;br /&gt;
;WeldPoints=0 &lt;br /&gt;
;Optimize=0 &lt;br /&gt;
;Flatten=0 &lt;br /&gt;
;NoAnimate=0&lt;br /&gt;
;HasReflectMap=1&lt;br /&gt;
;HasNightMap=0&lt;br /&gt;
;HasLightMap=1&lt;br /&gt;
;HasDamageMap=0 &lt;br /&gt;
;NegateZ=1 &lt;br /&gt;
;NoLeftToRight=0 &lt;br /&gt;
;SwapBH=0 &lt;br /&gt;
;Vis=0 &lt;br /&gt;
;Crash=0 &lt;br /&gt;
;XML=1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Of special interest to avid modellers for FS9 are the &amp;quot;Debug&amp;quot;, &amp;quot;KeepErrorLog&amp;quot;, &amp;quot;WeldPoints&amp;quot;, &amp;quot;Optimize&amp;quot; and &amp;quot;Flatten&amp;quot; settings, as they will:&lt;br /&gt;
;- enable debug functionality (if set to &amp;quot;1&amp;quot;)&lt;br /&gt;
;- keep an error log (if set to &amp;quot;1&amp;quot;)&lt;br /&gt;
;- disable vertex welding and thus the dreaded &amp;quot;crumbled small parts&amp;quot; issue (if the latter three are set to &amp;quot;0&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:Modelling]]&lt;/div&gt;</summary>
		<author><name>Heretic</name></author>
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