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› Gmax to FSX export problem
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Gmax to FSX export problem (Read 710 times)
Jan 28
th
, 2007 at 10:34pm
JonMich
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I love YaBB 1G - SP1!
Posts: 135
Hey everyone,
I am having a little problem exporting a model form Gmax to FSX.
First off, I have installed the FSX Gmax gamepack in the Gmax gamepacks folder and I am using the shortcut from within that folder.
Now, when I export the model I get a window that pops up like this one
It lists about half of the parts in the model, some of them many times such L_gear_8 as in the pic. I am not sure how to fix this problem or what it is trying to tell me for that matter. When I go to the sim the plane looks terrible but I think that it is mostly a texture problem.
Any help would be greatly appreciated.
Jon
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Reply #1 -
Jan 28
th
, 2007 at 11:51pm
Travis
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Cannot find REALITY.SYS.
Universe halted.
Dripping Springs, TX
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Posts: 4515
Well, it seems to me that you've just got bunch of degenerates in your aircraft!!
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Reply #2 -
Jan 29
th
, 2007 at 12:31am
JonMich
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I love YaBB 1G - SP1!
Posts: 135
Thanks Locke,
So how should I go about fixing this? Do I need to remake these parts? Or is there a simpler fix?
Jon
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Reply #3 -
Jan 29
th
, 2007 at 12:45am
Travis
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Cannot find REALITY.SYS.
Universe halted.
Dripping Springs, TX
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Posts: 4515
I honestly don't know what that error means, but you could try the following:
Select the offensive and degenerate part or parts.
Go to the "Modify" tab and go into Vertex sub-object selection.
Select all the vertices in that particular object.
In the editor window (gray one with the scrollbar on it in the lower-right corner) and scroll down until you see a section labled "Weld". Under that, in the entry-window next to the button labled "Selected" type 0.01. Then click the button. Do that repeatedly until you get a sort of error message that says "No vertices within weld threshold."
That MIGHT solve your problem, I dunno.
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Reply #4 -
Jan 29
th
, 2007 at 1:08am
JonMich
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I love YaBB 1G - SP1!
Posts: 135
Ok, thanks for the suggestion; I will give it a try tomorrow. The thing that I don't understand is that the model exports fine into FS9. I guess the FSX exporter is more strict about things like this.
Jon
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Reply #5 -
Jan 29
th
, 2007 at 1:47am
Travis
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Cannot find REALITY.SYS.
Universe halted.
Dripping Springs, TX
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Posts: 4515
Well, I've never tried to create an aircraft for FSX, but I've done it for FS8 and 9. So what I know isn't necessarily going to solve your issues. Since it works fine for FS9, I'm pretty sure it isn't the issue I've experienced.
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Reply #6 -
Jan 29
th
, 2007 at 12:00pm
jamez
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I still can't get the FSX exporter to work either, I am having a different issue though. Has anyone actually got it working yet?
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Reply #7 -
Jan 29
th
, 2007 at 3:19pm
Katahu
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I think one of the main issues with the FSX gamepack is that it's based mostly on 3D Studio Max rather than Gmax.
For those of you who don't know 3DS MAX, it's a $3,000+ modeling software in which Gmax is based on. Think of it as the big brother of Gmax.
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Reply #8 -
Jan 29
th
, 2007 at 7:49pm
aceronzo
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Posts: 232
It usally means that you have more than 1 dot in the same spot,I select the part,select all the vertices,set weld on 0.001,(sometimes you might have to go to 0.01 but it could reshape small parts so I would try the 0.001 first), then weld untill no more can be welded at that setting(per Locke),it works for me!
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Reply #9 -
Jan 29
th
, 2007 at 9:36pm
JonMich
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I love YaBB 1G - SP1!
Posts: 135
Thanks for the replies everyone! I tried welding a couple of parts and it seems that it took care of the problem on them. Now I just need to go through and do it to each part. Or, does it hurt to leave them that way? It still looks ok when I get it in the sim.
Jon
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Reply #10 -
Jan 29
th
, 2007 at 10:23pm
Travis
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Cannot find REALITY.SYS.
Universe halted.
Dripping Springs, TX
Gender:
Posts: 4515
The thing you're solving is colocated vertices, which means there are at least two vertices that share the same spatial coordinates. For some reason that I've never understood, FS doesn't like this AT ALL, so the converter is designed to filter those out and tell you about them. So if there are issues like this in any of your parts, you should deffinitely try it on all of them.
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Reply #11 -
Jan 29
th
, 2007 at 10:33pm
JonMich
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Posts: 135
Ok, thanks Locke!
Jon
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Reply #12 -
Feb 6
th
, 2007 at 8:20pm
JonMich
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I love YaBB 1G - SP1!
Posts: 135
Hey everyone,
I am still having trouble exporting my model to FSX. I have a simple model with a simple maped texture applied to it but in the sim that part is completely transparent. I have tried everything that I can think of and I still can’t figure it out. I am using DXTbmt to convert the texture to DDS dxt3 so I don’t know if that is my problem. I have read the documents in the SDK and they are using Photoshop but I only have Photoshop Elements.
Here is a picture, the right side has a texture applied with a defuse color and no map, and the left is a texture with a map and it is completely transparent.
I have played with the alpha and the settings in Gmax but that doesn’t seem to change anything. As always, any suggestions are greatly appreciated!!
Jon
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Reply #13 -
Feb 6
th
, 2007 at 10:13pm
jamez
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Posts: 12
Mine does exactly the same thing. I have been using the FS2004 gamepack instead and it works fine for FSX.
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Reply #14 -
Feb 7
th
, 2007 at 12:00pm
JonMich
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I love YaBB 1G - SP1!
Posts: 135
Thanks jamez. After looking around over at the repaint forum I think I have something that works. Here is what I have:
Defuse = DDS dxt1 (No Alpha)
Specular = DDS dxt3
When exporting, I select the following;
I don’t know if this is right but it is what I have come up with so far.
Jon
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