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› exporting model from gmax
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exporting model from gmax (Read 639 times)
Jan 17
th
, 2007 at 6:19pm
jamez
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Colonel
I Fly Sim!
Posts: 12
I am in the process of building my first airplane model in gmax (sonerai I) and am having trouble exporting the model to FSX.
When I try to export it gives me an error message that says:
System.IO.FileNotFoundException: Could not load file or assembly 'Microsoft.DirectX, version 1.0.2902, culture = neutral blah blah blah....
Then it says failed to run exporter
Anyone know what I am doing wrong? I do have the newest DirectX
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Reply #1 -
Jan 17
th
, 2007 at 6:46pm
Felix/FFDS
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Do you have the .Net framework installed? Check again that you have properly installed all components, and especially, that you have installed the gmax gamepack into the gmax\gamepacks folder by copy/pasting the whole thing.
Have you installed the SDK to other than the default location?
Felix/
FFDS
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Reply #2 -
Jan 17
th
, 2007 at 7:02pm
jamez
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I do have the .NET framework installed.
I copied the whole gampack folder from the flightsimX SDK to the gmax folder. is there anything else I need to copy?
The gamepack folder is in c:\gmax\gamepacks\fsx_gmaxgamepack
I run the gmax executable from this folder as well... The FS Tools show up with the attach point tool and LDName tool etc.
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Jan 19
th
, 2007 at 10:55am
Katahu
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I'm having the same problem too. I have read the instructions carefully and to the letter and yet I still get the same issue. I even made sure that the procedure regarding the GUID is understood. But still, I get the same "failed to export" issue. There's also the issue that I can't get the XtoMdl utility to work right. In fact, I can t seem to understand how it works.
Our best bet is to simply wait for someone who really does manage to understand how to export directly from Gmax to FSX.
From what I currently understand, when you export from Gmax [using mdlcommander and middleman], you save the X file that's generated, use XtoMdl to then convert the X file into a mdl file. But I don't think i understood it right. So far, I'm sticking with the old fashion way since FSX has some idea on how to understand FS9-based *.mdl files.
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Reply #4 -
Jan 19
th
, 2007 at 1:03pm
jamez
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I Fly Sim!
Posts: 12
hmmm....
I was trying to use gmax to directly export to .mdl... are mdlcommander and middleman standalone programs to convert .gmax to .x, and then use xtomdl to convert to .mdl?
here is a pic of the aircraft I am working on. I am also building a real one (see
www.content2drown.com/sonerai
)
sonerai.JPG (Attachment deleted)
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Reply #5 -
Jan 19
th
, 2007 at 1:59pm
Katahu
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Yup. Mdlcommander and Middleman are standalone utilities that link directly with the Gmax makemdl utility. They both act like a bridge between Gmax and makemdl so that you can gain greater control on how to export your models.
I can't find a link for them as I forgot where I got them from and I normally install them from a flash drive that I have used for so long.
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Reply #6 -
Jan 19
th
, 2007 at 5:24pm
jamez
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Posts: 12
I downloaded the fs2004 gmax gamepack, and it is working. I guess I'll use it until I get the FSX gamepack working.
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Reply #7 -
Jan 19
th
, 2007 at 6:57pm
Felix/FFDS
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Katahu wrote
on Jan 19
th
, 2007 at 10:55am:
From what I currently understand, when you export from Gmax [using mdlcommander and middleman], you save the X file that's generated, use XtoMdl to then convert the X file into a mdl file. But I don't think i understood it right. So far, I'm sticking with the old fashion way since FSX has some idea on how to understand FS9-based *.mdl files.
NO!
You cannot use mdlcommander and middleman with the FS-X export tools. It is my understanding that one of the "requirements" imposed by discreet of the relicensing of the gmax tools was that no intermediate file could be recovered. In other words, supposedly the x file resulting from the gmax export is passed on directly to xtomdl.exe
With 3DSMax7/8, you first export to the x file, then manually compile.
Felix/
FFDS
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