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› How Do I save a X file in gmax?
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How Do I save a X file in gmax? (Read 344 times)
Oct 18
th
, 2006 at 5:48am
Ravang
Ex Member
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How do I save a X file in gmax to use with makemdl? I tryed renameing the file from .p3g or something like that to .X and makemdl gave me an error or as it said,
Running model
Start! (C:\gmax\gamepacks\FS2002\plugins\AT-AT(1).X)
Loading X C:\gmax\gamepacks\FS2002\plugins\AT-AT(1).X...
ERROR: Invalid X file: C:\gmax\gamepacks\FS2002\plugins\AT-AT(1).X.
Error!
Error!
This is when I renamed the file to .X ???
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Reply #1 -
Oct 18
th
, 2006 at 8:10am
Felix/FFDS
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You don't rename anything to "x" .
I *believe* that to save an x file from gmax, you need to capture it with middleman and mdlcommander (a gmaxer can direct you better). I'm not too sure that the FS9 makemdl.exe has an option to save the x file.
Felix/
FFDS
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Reply #2 -
Oct 18
th
, 2006 at 7:42pm
Milton
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You must have FSModelEXP.DLE in your plugins folder to get the option to export the X file as an aircraft or scenery file. This should be on your FS2002 FS CD's, or you can find it at MS in a SDK (I forget which one unfortunately-scenery or Gmax), or Google it on the net.
And to clarify, Gmax outputs to FSModelEXP.DLE which creates the X file, then Makemdl reads the X file(s) to generate the .mdl for FS.
Milton&&Dash 7, Aero Commanders, Howard 500, D18S, Spartan, XP47J, Beechcraft A28 (Grizzly)
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Reply #3 -
Oct 18
th
, 2006 at 7:42pm
Travis
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Cannot find REALITY.SYS.
Universe halted.
Dripping Springs, TX
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I'm pretty sure you would have to have both
Middleman
and
MDLCommander
to get an X file to save itself after compiling. The links will tell you how to set up the files so they work together.
You DO have the MS SDK installed, right?
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Reply #4 -
Oct 18
th
, 2006 at 8:57pm
Ravang
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I installed the FS2004 SDK
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