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gmax problem (Read 4837 times)
Nov 28
th
, 2007 at 4:44am
Recency
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Hello to all:
When ever I try to export a object from gmax, I get an error that reads as the following:
"Failed to find FSX sdk installation path". I do have the FSX Deluxe sdk pack in which I have inserted into gmax\plugin folder. Therefore, the gmax will allow for a selection of a .mdl extention. However, the fsx sdk is not installed in the fsx game. Could this be the reason why I get the error? If not, can someone please give some advice as to what to do?
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Reply #1 -
Nov 28
th
, 2007 at 7:07am
Felix/FFDS
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Did you install the WHOLE FS-X SDK to the gmax plugins folder?
PEnding that reply, you're supposed to let the SDK installer process and install to the default location ... C:\Program Files\Microsoft Games\Microsoft Flight Simulator X SDK\SDK and then copy the complete folder "FSX_GmaxGamePack " from the Environment Kit\Modeling SDK location (C:\Program Files\Microsoft Games\Microsoft Flight Simulator X SDK\SDK\Environment Kit\Modeling SDK) to the c:\gmax\gamepacks folder
Felix/
FFDS
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Reply #2 -
Nov 28
th
, 2007 at 7:53am
Recency
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Colonel
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Hello:
First thank you for the quick response.
Second, I performed some of your steps and do not get the installaton error anymore.
However, I am recieving other export errors as the following: "No GUID Set" and "No FreindlyName Set."
Have no clue as to what this would possibly mean?
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Reply #3 -
Nov 28
th
, 2007 at 8:51am
Brett_Henderson
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That's covered in the SDK documentation...
Every model needs a GUID ...
Make sure the "FS Tools" menu is active in Gmax.. I believe it's the "LODName tool" pull down.. Then you'll see the "LOD and GUID Tools" window..
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Reply #4 -
Nov 28
th
, 2007 at 10:15am
Recency
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Colonel
WooHoooo
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Thank You Brett.
I have found and used the tools. However, after exporting the object, I have recieved an "Export warinings and errors." Is this a normal action that is supose to occur? Nonetheless, the object was created into a mdl extention. However, mdl's will not open with a tool called the mdl tweaker 2 (get invalid RIFF scenery error). Do you or anyone else know of other methods or programs that will open the mdl files.
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Reply #5 -
Nov 28
th
, 2007 at 10:30am
Brett_Henderson
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That sounds like a co-located vertice problem. The warnings should include the errant part.
Try going back to that part.. select ALL the vertices and then use "weld selected" and give it a range small enough not not affect the part. If you get a "no vertices within range" prompt.. increase the range.
There will be a fine line twixt welding that pesky vertex, and altering the part.. but hey.. that's what modeling's all about..
Edit: Also... be sure to periodically "remove all isolated vertices" ...
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Reply #6 -
Nov 29
th
, 2007 at 12:19pm
Recency
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Colonel
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Update:
First, welding the vertices soved the problem with the gmax warnings.
Second, I have discovered that the mdl tweeker2 is not compatible with FSX material.
So, the next step that I need to achieve is to insert the mdl in a xml file and then compile the xml with fsx's bgl comp tool. And I have a general idea of how to create this from the sdk tutorials.
However, in order to complete the xml file, the GUID is needed from the model.
In gmax, there is a LOD tool that will let you assign a GUID, but it dose not seem to let you know what the chararacters are.
So, How do I retrieve the GUID from the mdl file?
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Reply #7 -
Nov 29
th
, 2007 at 1:35pm
Brett_Henderson
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Just open a new scene... merge all the parts from your finished scene... assign it a new GUID and write it down...
Edit : You might even be able to just assign a new GUID.. dunno.. never tried...
Edit/Edit: What is it that you're modeling ?
Edit/Edit/Edit: I see the problem now...
The LOD tool prompts you for a "friendly name" and the GUID is unknown...
Sorry.. I'll have to research this..
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Reply #8 -
Nov 29
th
, 2007 at 2:17pm
Katahu
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The FSX SDK instructs you on how to apply the GUID and Friendly name to the model via the File Properties option in the File menu of Gmax. You need to copy the GUID from the main GUID generator which can be downloaded from Microsoft via the link provided by the SDK. You then paste the GUID onto the empty field specified by the SDK. The Friendly Name can be any name you want.
This is as much as I can remember from the last time I read the SDK. I hope this helps.
PS: The GUID code can be copied from the generator via the copy option located in the top right of the generator. The generator is a very small utility that is easy to install and doesn't take up space. It's important that you have this generator in order to acquire the GUID that is needed for FSX to understand.
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Reply #9 -
Nov 29
th
, 2007 at 4:55pm
Fr. Bill
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Recency wrote
on Nov 29
th
, 2007 at 12:19pm:
Update:
First, welding the vertices soved the problem with the gmax warnings.
Second, I have discovered that the mdl tweeker2 is not compatible with FSX material.
So, the next step that I need to achieve is to insert the mdl in a xml file and then compile the xml with fsx's bgl comp tool. And I have a general idea of how to create this from the sdk tutorials.
However, in order to complete the xml file, the GUID is needed from the model.
In gmax, there is a LOD tool that will let you assign a GUID, but it dose not seem to let you know what the chararacters are.
So, How do I retrieve the GUID from the mdl file?
In Max/GMax, open File/File Properties/Custom menu. The GUID will be displayed on the first line. Click to highlight it, then copy/paste the GUID from the expanded view in the boxes above.
Simple!
Use the LOD Tool to autogenerate a GUID/Friendly Name for your project. Why do things the HARD WAY!
Bill
Gauge Programming - 3d Modeling Eaglesoft Development Group
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NOTE: Unless explicitly stated in the post, everything written by my hand is
MY
opinion. I do
NOT
speak for any company, real or imagined...
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Reply #10 -
Nov 29
th
, 2007 at 6:57pm
Recency
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Colonel
WooHoooo
Posts: 96
Thank-You Kat., Brett, N4gix and anyone else for their involvement in the investigation to my question. Currently, N4gix's solution to this particular question seems to produce the greatest advantage.
"What is it that you're modeling ?"
A while back, I have posted a thread.
http://www.simviation.com/cgi-bin/yabb2/YaBB.pl?num=1194901858
As of yet, no replies were added and probably due to the complications of the matter. Nonetheless, after browsing the net, I have found some of the answers to my questions.
So, have decided to take on the challenge and create the project myself.
My altimate goal is to create a program that will turn on the lights at every international airport. I would like to create a similar effect that displays in the first photo of the above post that I have indicated. I hope its possible to achieve this, don't know yet? Anyway, as of now, I am just at the very, early stages of the task. Also, I have very little experience with modeling, so I will need as much help as possible.
Currently, most of the international airports in FSX have light poles with lights, however, they do not turn on at night. Maybe someone forgot to pay the electric bill? The following FSX screen-shot is an example:
And of course, these light poles exist at night, but its to dark to see them.
So, I have several options. 1.Add lights to the poles. 2. If, not possible, replace lights with my own modeled light poles with lights.
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Reply #11 -
Jan 5
th
, 2008 at 6:17am
John Fox
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Colonel
Fly Virtual
Posts: 10
Ok, I have a question for you guyz,
Yall are using gmax so mabee ya can help me out here.
I have gmax1.2 and do not know what i need to add myaircraft to fs9, is there a program that i need to do this?? and if so where can i get it?
Thanks!
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