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ShaneG's adventures in Gmax (Read 4643 times)
Jul 4th, 2009 at 9:49am

ShaneG   Offline
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I want to install Gmax & the SDK's from FS9 & FSX.  Do I need to uninstall everthing FS before I do this, and reinstall everything at the same time, or is it ok to do it after the fact?

And is Gmax, Gmax no matter if it is for FS9 or FSX? Is there a special version for each, or is that handled by the SDKs?

 Before the end of the summer, I want to at least learn how to create a sphere and be able to export it into FS.

Hopefully this isn't too lofty a goal, because I REALLY want to take that next step in FS design.

Thanks for all replies. Smiley

Shane
« Last Edit: Jul 7th, 2009 at 10:05am by ShaneG »  
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Reply #1 - Jul 4th, 2009 at 1:40pm

Travis   Offline
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Shane, you can install Gmax and the SDK's for either sim at any time.  FS installation has no bearing on the design program.

The SDK you install determines the way Gmax runs.  You can (apparently) have a way to run Gmax for both FS9 and FSX conversions.
 

...
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Reply #2 - Jul 4th, 2009 at 1:42pm

Fr. Bill   Offline
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You need only ONE installation of GMax v1.2...

You can add any or all of the SDK's export tools in separate folders within GMax, in a ..\gamepacks folder.  As you can clearly see from the screenshot below, I have SDK gamepacks installed for FS2002, FS2004, FS2004 Scenery, and FSX.

As you add the SDK export tools to the ..\GMax\gamepacks folder, there will be a desktop icon file in each of the SDK tool folders, which you should then right-click and "Send To the Desktop."  To start GMax, choose the Desktop icon for the version of the FS you wish to use, so the correct gmax.ini and plugin.ini files will be used to pre-configure GMax automatically.  Wink

...
 

Bill
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Reply #3 - Jul 4th, 2009 at 2:17pm

ShaneG   Offline
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Thank you both, and thanks for the excellent screen shot, that will help a lot.  Smiley

I'm ready to take the plunge. Wink
 
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Reply #4 - Jul 6th, 2009 at 10:39am

ShaneG   Offline
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I may be jumping the gun here, but I'm trying to export a simple model into FS9, that I created in Gmax by following the tutorials.

I've done this so far:

Quote:
- go to gamepacks > fs2004 > plugins. And copy all 3 files: 'FSModelExp.dle', 'makemdl.exe' and 'makemdl.parts.xml' to your main ../gmax/plugins folder.

- Right click on 'makemdl.exe' and rename it to to 'mkmdl.exe'. Then right click on 'makemdl.parts.xml' and rename it to 'mkmdl.parts.xml' (without the quotes).

- copy 'mdlcommander.exe' to your main ../gmax/plugins folder. This file also needs to be renamed. Right click on 'mdlcommander.exe' and rename it to 'makem.exe'.

7. Finally, unzip 'Middleman13beta3.zip'. Then copy 'makemdl.exe' to your main ../gmax/plugins folder.

convert  gmax model to .X format. Go to ‘File > Export’ and select ‘Flightsim Aircraft Object (.MDL) from the file type dropdown. Type in a filename and click Save. The Middleman dialog window should now appear. Click the ‘Options’ tab and check ‘SaveXFile’ (this saves the x file) and ‘nocompile’ (this tells mdlcommander to only create an .X file not mdl/bgl). Then click the GO button.

After a few seconds the dialog will close and your newly exported .X model should be in the directory where you saved it to.



Now when that's done I have my .X file, and I do the makemdl.exe and I select the .X file I just created and go with the default path for destination.

I hit the go button and I wind up with this:


Code:
Running model

Start! (D:\gmax\gamepacks\fs2004\firsttry.x)
Loading X D:\gmax\gamepacks\fs2004\firsttry.x...
Processing...
(Part Cone10) Found colocated vertices within triangle
    ( 1.305146, 0.000000,17.447426)
    ( 0.000000, 0.000000,21.809282)
    ( 0.000000, 0.000000,21.809282).

(THIS REPEATS A LOT AND THEN THIS: )


Model units are 1024.00 units/meter
Error!
Error!
 



I then click Exit and no mdl is created.  

I know I'm on the edge of getting there, but I know I'm missing a critical step somewhere.

Any help is greatly appreciate. Smiley
 
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Reply #5 - Jul 6th, 2009 at 2:38pm

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You have collocated vertices.  This means you have to find each part that the error message mentions and make a note of it.  Then go back to Gmax and find the first one of those parts.  Go to vertex edit and select all of the vertices (click and drag).  Now scroll down on the right-hand menu until you see "Weld" followed by two buttons labeled "Selected" and "Target".  Next to "Selected", enter 0.01 and then click the button.  Now repeat these steps for all parts mentioned in the error message.

MakeMDL is finding several vertices in the same spot, or in close enough proximity to each other that it can't draw the faces necessary to make them connect in FS.  What you are doing is combining the close vertices into a single vertex.  The weld number of "0.01" is referring to 0.01 units of measurement that you are using.  I'm guessing you are modeling in feet.  So 0.12 inches.  This is the slash and dash method, since it moves the vertices around a bit.  But for the purposes of learning, this will enable you to get your project in FS.
 

...
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Reply #6 - Jul 6th, 2009 at 3:12pm

Alrot.   Ex Member
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For FS9-SDK and someone Who's Bearly learning how to export for the first time Gmax and modeling etc

I find less complicated this way

I install Gmax
I instal "fs2004_sdk_gmax_setup.exe"

     ...

I set up in Meters like this

In Customize/Preferences

     ...

then I check this in Customize /units set up

...

     ...

     ...

I think there is no vertices conflict there  ,and if you do , open a new sesion gmax then MERGE  IN FILE/MERGE ALL THE PARTS OF THE OTHER SESION IT WILL ASK YOU TO CONVERT UNITS ,Say YES..

ALSO:
Shane When you name X to Mdl It really sounds like you were talking about the software from FSX-SDK name XtoMdl.exe which has nothing to do with FS9-SDK.
as I read you said you want a model for FS9 , which uses makemdl9.exe  all included in the same package of  "fs2004_sdk_gmax_setup.exe" which I was looking a link and seems MS is not longer distribution this software, You are using a software to split VC from exterior model in Gmax .. 


 
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Reply #7 - Jul 6th, 2009 at 4:10pm

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Many years ago I created a "Plug-n-Play" .zip package containing everything needed for FS2004 export using MiddleMan and ModelCommander.

Write to me directly at n4gix@comcast.net and I'll send it to you. I promise it will remove all frustrations from the export process...

May I ask why you are wanting to compile the X file manually? It truly is not necessary and only complicates matters immensely.
 

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Reply #8 - Jul 6th, 2009 at 4:12pm

Alrot.   Ex Member
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Quote:
May I ask why you are wanting to compile the X file manually?


I was asking the same exact question ,why making things so complicated and less while you are learning?


I just grab this file (random) from adopt a design as to give you an example

http://www.simviation.com/adoptfsc.htm


...

in less than 3 minutes

I had it in Gmax ,then I use FS9-SDK tools and

Whala  Cheesy

...





« Last Edit: Jul 7th, 2009 at 8:49am by ShaneG »  
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Reply #9 - Jul 6th, 2009 at 5:28pm

ShaneG   Offline
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Hello all, thanks for the replies.

I'm not sure as to any other way other than what I've been able to dig up on the net.

This is what I've been using to figure some things out:

http://www.fsdeveloper.com/wiki/index.php?title=Gmax_installation_guide_for_FS20...

http://www.3drad.com/forum/index.php?topic=577.0



I've only done the getting started tutorials and I made the mace, and just wanted to see if I could export it to the game.

I thought if I could just get that far before I had to come and ask the same questions that have been asked a million times, it would show how serious I am about learning how to do this.  Wink




@Alrot, you are VERY correct, I should have started out small and simple like I had first planned to.  My goal was to just make a sphere and export it to FS...
 
...I got greedy. Embarrassed




I would so appreciate learning a much easier way, but I also want to understand what it is I do wrong along the way. Wink

I had read in a few places that the way I'm trying to do it was the quicker and more painless way, but when the men themselves say otherwise...

I'm all ears. Smiley

Thanks again!
« Last Edit: Jul 9th, 2009 at 11:02am by ShaneG »  
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Reply #10 - Jul 6th, 2009 at 8:28pm

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Shane.... our dear friend.  KNowing that you are overwhelmed by the activities of this weekend.

Please consider:

DO NOT GO TO OTHER SITES SEEKING TUTORIALS AND HELP UNLESS SPECIFICALLY DIRECTED TO DO SO FROM THE SIMVIATION AIRCRAFT & 3D DESIGN FORUM!

Of course, I say it facetiously - other sites (fsdeveloper.com and freeflightdesign.com) offer excellent advice and tutorials.  However, it is also true that the main "helpers"  make the rounds of the several design sites and teh same question, asked in several forums, will likely get you answers like "As I answered at xxxxx.com..."

One of the first tutorials that you will be directed to read/do is the "Stupid Idiot's Guide"  by Hugh SHoults, which is hosted at Simviation.  That's your basic modelling in gmax for FS2004 tutorial, closely followed by Uncle Milton's (aka Milton Shupe) C-162 tutorial.

Each has it's own "style", but you learn from both.

Now, even before you get to that point, it is highly recommended that you go through all the gmax native tutorials (yes, even the infamous P-38 tutorial, which ends up being modelled backward if you ever get it into FS-2004)

HAppy modelling!
 

Felix/FFDS...
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Reply #11 - Jul 6th, 2009 at 6:02pm

ShaneG   Offline
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This feels good! Smiley

Start small, and grow from there.


...




Just made a box, and used the makemdl from the SDK, and there she is!

 
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Reply #12 - Jul 6th, 2009 at 6:30pm

ShaneG   Offline
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And I made a "True FSX" Flying box as well.  Grin Grin



...
 
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Reply #13 - Jul 6th, 2009 at 6:31pm

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Wow so smooth and green. looks like she flys better then my brick.
 
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Reply #14 - Jul 6th, 2009 at 6:35pm

ShaneG   Offline
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scalper_old wrote on Jul 6th, 2009 at 6:31pm:
Wow so smooth and green. looks like she flys better then my brick.



When I woke up this morning, Gmax and the SDKs were not installed on my computer, and I've never used them before.

And less than 12 hours later, I have made flying boxes...

My level of pride and feelings of accomplishment are through the roof right now.

Try it, and you'll understand why. Wink
 
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Reply #15 - Jul 6th, 2009 at 6:44pm

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I know its hard. very nice start. put some wing and wheels on her now.. and a lego prop. lol.. looks like you will be starting a new hobbie.
 
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Reply #16 - Jul 6th, 2009 at 6:47pm

ShaneG   Offline
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LOL! A lego plane would be cool, but I think I'm still a ways from making a real plane.  Now I need to learn the nuts and bolts of Gmax and how to design planes in it. Shocked


Thanks to Alrot, Fr. Bill, and Travis for all the help.

This would NOT be possible without it. Smiley
 
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Reply #17 - Jul 6th, 2009 at 8:33pm

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ShaneG wrote on Jul 6th, 2009 at 6:47pm:
LOL! A lego plane would be cool, but I think I'm still a ways from making a real plane.  


Don't discard the idea of a "Lego" (tm)  plane- that way you can build and play.  After all, a cylinder is just a box that has been sliced several times and vertices pulled to "round out" the shape. [/quote]


Quote:
Now I need to learn the nuts and bolts of Gmax and how to design planes in it. Shocked


Thanks to Alrot, Fr. Bill, and Travis for all the help.

This would NOT be possible without it. Smiley



and byt the way...  I have yet to make a successful compile from gmax, so you're ahead of me in the game!
 

Felix/FFDS...
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Reply #18 - Jul 6th, 2009 at 11:56pm

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Congratulations!  You are on your way to creativity.  Have fun.  Smiley
 
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Reply #19 - Jul 7th, 2009 at 3:01am

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Great stuff, now I want to see a fully modelled "True FSX" Beech 17 Staggerwing. Cheesy
 


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^^^ Click above to check out MySimshots.net  ^^^
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Reply #20 - Jul 7th, 2009 at 3:46am

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Quote:
I have yet to make a successful compile from gmax, so you're ahead of me in the game!


Don't worry, Felix!  You'll get the itch some day, and then we won't be able to hold you back . . .

"Visions of Spitfires danced in his head . . ." Wink
 

...
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Reply #21 - Jul 7th, 2009 at 8:46am

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     ...



Grin
 
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Reply #22 - Jul 7th, 2009 at 8:46am

ShaneG   Offline
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After the install, I have 2 shortcuts for Gmax on my desktop.

One is Gmax that came with FS2004, and the other is FSX_Gmax.

Now, if I create something in the FS9 version, and then open it up in the FSX version and export it...

Is that a 'True FSX' model ?

I imagine that there will be a bit of effort required to convert and add different features from one to the other, as I have already encountered & figured out the GUID problem when trying it. Wink

I think it would be cool to be able to make things for both sims, and was wondering how close the two really are at this level.


My first successful joining of multiple objects:

I haven't discovered downsizing yet.  Grin Wink


FS9

...


FSX

...



It's mind blowing how easy the export process is (on these simple things) after you've done it a couple of times.

It always seemed so large and overwhelming before. Wink
« Last Edit: Jun 14th, 2010 at 9:13am by ShaneG »  
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Reply #23 - Jul 7th, 2009 at 9:22am

Alrot.   Ex Member
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Shane why don't you just open just one thread buddy? Undecided

Ok I will show you


In both SDKs the are shortcuts ,You will use ONLY for FSX its shortcut, in the FS2004 I doesn't work (maybe is my machine ) but you can accsess also in the normal Gmax shortcut in your sesktop or in C:/Gmax /gmax.exe
...


Also ,as a True FSX Model It will ask you to Give a friedly name in the LOD Guide Tool, Otherwise It won't export, Have you gaven a name to the model (box or anything?) if you haven't you haven't really export a True FSX model yet


...

Once you open the FS Tool tab Open the LOD Tool you will find this Click a Friendly name (Usually Like the name of the model MD-83,or A380 ,Cessna 172 etc)

...

remember Both SDK are different, and have diferent procedures ,Like :If you make a FS9 model by using FS9-SDK This model will be have to pass thru a diferent things to make it work for FSX-SDK ,the way of animations procedure are completely different ,It doesn't use the names ,you have to set the frame times ,tire animation (all animations)
What Im trying to say is that Just because you have an FS9 model ready and all animations Set ,It won't work In FSXX-SDK Mode You have to start over ,by setting FSX tools animation and few other things -.  This is why many modellers use the old format which is easier,and FSX-SDK is a little bit more complex ,but you can have better things and use any size of DDS mas ,including Bump and specular maps and make much more realistic airplanes ,that never you could do with FS9-SDK Cool  

there are thousands of great things you can do with FSX-SDK that you can't with FS9-SDK  Cheesy
 
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Reply #24 - Jul 7th, 2009 at 10:07am

ShaneG   Offline
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Alejandro Rhodes wrote on Jul 7th, 2009 at 9:22am:
Shane why don't you just open just one thread buddy? Undecided



I've spliced them all into one handy thread now.  Smiley Wink


Here is my Gmax folder:

...


When I installed everything, it put these two shortcuts on my desktop, and I use those.



...





So exporting to FSX is done like this:



...







I used the same gmax file to export to both sims.




« Last Edit: Jun 14th, 2010 at 9:14am by ShaneG »  
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Reply #25 - Jul 7th, 2009 at 10:18am

Alrot.   Ex Member
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Cheesy
Cool!

So definaly you have the 70% of the most difficult thing IN FSX-SDK done  Cool  Cheesy you are exporting true FSX models Buddy!!
Now lets start a simple model Shane , You have to first  make a choice
FSX-SDK or FS9-SDK to start with Animations ,then We will go Into Maping etc etc etc...  




 
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Reply #26 - Jul 7th, 2009 at 10:30am

ShaneG   Offline
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I will definitely go with FSX first, that's where the future is, and more and more people are switching everyday. Wink
 
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Reply #27 - Jul 7th, 2009 at 10:37am

Alrot.   Ex Member
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Quote:
I used the same gmax file to export to both sims.

Roll Eyes

Yeah, without animations and mapping ,just a simple geometric shape ,there's still a lot to learn ahead of you Shane ,You just did what Many can't "Exporting" , the way of mapping in FS9 is a Standard Gmax Dialogue ,Instead when You Map you need to open the Material "FlightSimX" which is another whole different thing
when you made an animation In FS9 is based on the name and Just by Its name like canopy, gears (some of them Moves alone like Prop0_1 or Flap_01 ,tires, Rudder all of them do not need animation to be made) You need to rename every part to be animated exactly as FS2004 makemdl.doc says  while in FSX you need to open the Tab FS tool Animation Manager without changing names of the objects (But many recommend to keep a control to name all of them) ..

Shane start by making a simple airplane  there's no need to be a realistic model just made  wings fuse tail rudder and you know something that looks like and airplane to start working on animation in FSX-SDK  Wink

There's one thing you need to know (For both FS) these things are Pivot and to Link Parts (one part domains the other and the other domains another one for a landing gear as an example) ,we will work on that Once you have create the plane

example a front Gear Landing is a secessions of link part take a look the windows and see how they are linked

     ...

If I move  the "pivot" part the whole landing gear will move like if they were attach ,If I move the tire It will move alone, the Pivot is in the top of Hireachtry so all the object below it will be domain.

If you don't understand me its all right But you have to get familiar because FS design its pretty much about this and Pivot
You can also see in this guide
http://www.simviation.com/gryphon/tutorials/gMax_00.htm


in this section

http://www.simviation.com/gryphon/tutorials/gMax_03.htm#3d
 
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Reply #28 - Jul 7th, 2009 at 1:56pm

ShaneG   Offline
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It's not very pretty, I'm still just using basic objects, but using the Acceleration F-18's Air file, cfg, & VC, she flies quite nice.  Cheesy Wink


...


...
 
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Reply #29 - Jul 7th, 2009 at 2:50pm

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ShaneG wrote on Jul 7th, 2009 at 10:30am:
I will definitely go with FSX first, that's where the future is, and more and more people are switching everyday. Wink


Hi Shane,

I'm assuming the the "MM_MkMDL.plugnplay.zip" file arrived intact and works as advertised.  Cool

I commend you for your enthusiasm! If I might offer one bit of advice, it is this:

NAME every part correctly per the FS9 part list as you create it. Doing this consistently will allow you to more easily "downconvert" any FSX model you build to FS9 standards.

For example, give the left and right ailerons the names l_aileron and r_aileron to begin with.

For FSX they will need to be key_frame animated, and you will need to apply the Animation tool as directed by the FSX SDK.

To "downconvert" the ailerons for FS9, all that will be required is to remove the key_frame's keys, because you named them correctly to begin with, hence they will now automatically work in FS9...  Cool
 

Bill
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Reply #30 - Jul 7th, 2009 at 10:34pm

ShaneG   Offline
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Fr. Bill wrote on Jul 7th, 2009 at 2:50pm:

Hi Shane,

I'm assuming the the "MM_MkMDL.plugnplay.zip" file arrived intact and works as advertised.  Cool



Yes it did, and yes it does, and thanks again. Smiley




Fr. Bill wrote on Jul 7th, 2009 at 2:50pm:
I commend you for your enthusiasm! If I might offer one bit of advice, it is this:

NAME every part correctly per the FS9 part list as you create it.


Is there a standard list of part names to use, or just common sense part names?
 
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Reply #31 - Jul 7th, 2009 at 11:54pm

Alrot.   Ex Member
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Quote:
Is there a standard list of part names to use, or just common sense part names?


No, Shane all the moving parts Ailerons ,propelers ,rudder ,flaps have to be written by the code names as it appear in the FS9-SDK Download FS2004SDK\MakeMDL_SDK and look the word .doc name MakeMDL.doc
there are parts that have to has the exact code names examples

F_Canopy    
L_Elevator, R_Elevator
R_Spoiler, L_Spoiler

If you don't rename the parts thy never work in FS9,what Bill is trying yo tell you to use as I said in my post before

Alejandro Rhodes wrote on Jul 7th, 2009 at 10:37am:
when you made an animation In FS9 is based on the name and Just by Its name like canopy, gears (some of them Moves alone like Prop0_1 or Flap_01 ,tires, Rudder all of them do not need animation to be made)
You need to rename every part to be animated exactly as FS2004 makemdl.doc says
 while in FSX you need to open the Tab FS tool Animation Manager without changing names of the objects (But many recommend to keep a control to name all of them) ..


,people recomend to use the name even for FSX (which it doesn't need it to work) but it need it for FS9 in the case you want to make an organize airplane and if you decide to swich the model to FS9-SDK it will be less work  
I will use  my first citation made in FS9 ,and every part Box ,cilinder ,etc has been rename them to make it work in its animation

EDIT: CheesyI FIND THE LINK DOWNLAOD THIS  YOU WILL NOT USE THE MAKEMDL.EXE AT ALL.. IS ALREADY IN YOUR GMAX INSTALATION THIS IS MEAN TO BE FOR FOR 3D MAX USERS but it has the makemdl.doc
But it has the first tool the list of moving parts, the frames you will use  etc..

http://download.microsoft.com/download/FlightSim2002/Install/sdk/W982KMeXP/EN-US...





.
...




 
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Reply #32 - Jul 8th, 2009 at 8:26am

ShaneG   Offline
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Thanks for the link Alex!  Smiley

So by using these part names, some of the animation work is already done? (it uses some kind of default animation?)

Quote:
Stock Animation Names (Aircraft Only)
Any part with a part name from the following table automatically uses the corresponding stock animation; you do not have to author a keyframe animation in the input file.




There sure are a LOT of part & material names to learn. Shocked Grin


So what is the first step toward making a plane?



I plan on finishing the tutorials first, but I must admit, I took on this challenge for a reason....

...the plane that I wanted most, is not available for MSFS, so I want to make the first one. Wink  And having one for FSX will provide a jump point for one of the most requested planes for a native FSX project.
I've already found a 3-view drawing for when the time comes. Cool



Thanks again for all the help everyone, this is a truly rewarding experience already. Smiley
 
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Reply #33 - Jul 8th, 2009 at 9:03am

Alrot.   Ex Member
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Just the basic (I haven't learn so far a single one) I always look up into this , and lately as a typical lazy person I don't even bother to rename the part Due that FSX does not require names to work .
So I leave them just like they where made ,Cylinder23 ,Box28 ,Tube01 etc etc etc..But that isn't right you re-name the part always as if you were to use FS2004-sdk Wink

when You see names likes


L_Gear
_01

L_Gear
_02

L_Gear
_03

L_Gear
_04


the _01 _02 etc Its because the SDK and gmax doesn't allow to repeats the same names so you can put them _2009 _100 what ever you want as long they have not been repeated .
L is left and its a part
R is right  so when you read like R_tire_XX is right tire Whatever  
 
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Reply #34 - Jul 8th, 2009 at 2:40pm

Fr. Bill   Offline
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ShaneG wrote on Jul 7th, 2009 at 10:34pm:
Is there a standard list of part names to use, or just common sense part names?


Look in the ..\gamepacks\fs2004\docs folder and open the MakeMDL.doc file.

Beginning on page 14 you will find a list of partnames to use. Note that the first group are non-keyframed stock animations. All that is required is the partname.

The second group are key-frame animated parts that will require both the correct partname as well as key-frame animation in GMax.

As has been stated, for FSX the partnames are not necessary, but I submit that always using the correct names WILL be of great help...

Suppose you have a part with the name "Box26" that you wish to animate. Will you remember when the Animation Manager tool is open that you need to assign l_aileron_key to the part?

If the part is named properly, the Animation Tool assignment becomes much easier, trust me!  Cool

Over the years I've had many modelers send me their .gmax source files to help them identify/fix problems. In every single instance where they've not given their parts meaningful names, I've declined to even look for the problem until they name their parts...

It's not meant to be mean, I've simply not got the time to second-guess what they meant to do.  Grin
 

Bill
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Reply #35 - Jul 8th, 2009 at 6:47pm

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Fr. Bill wrote on Jul 8th, 2009 at 2:40pm:
As has been stated, for FSX the partnames are not necessary, but I submit that always using the correct names WILL be of great help...
[/color]


That's one good habit I've picked up from working with FSDS - you name the animated part exactly as it is in the mamkemdl.parts.xml or modelef.xml (as the case may be)

I do not like "Box29" or such because I can never remember if that's just a helper/reference part or that's my main fuselage.

 

Felix/FFDS...
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Reply #36 - Jul 8th, 2009 at 8:53pm

Alrot.   Ex Member
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Felix/FFDS wrote on Jul 8th, 2009 at 6:47pm:
Fr. Bill wrote on Jul 8th, 2009 at 2:40pm:
As has been stated, for FSX the partnames are not necessary, but I submit that always using the correct names WILL be of great help...
[/color]


That's one good habit I've picked up from working with FSDS - you name the animated part exactly as it is in the mamkemdl.parts.xml or modelef.xml (as the case may be)

I do not like "Box29" or such because I can never remember if that's just a helper/reference part or that's my main fuselage.



Embarrassed I really don't know how to express this in English But Felix can

Yo soy muy desordenado y flojo le dejo los nombre tal como se crean Box Cyliders etc ,lo mas apropiado es usar los nombres tal y como ha sido establecido aca by using the real FSX/FS9 SDK name parts Embarrassed
 
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Reply #37 - Jul 8th, 2009 at 10:37pm

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From Google Translator:

     
Quote:
I am very sloppy and lazy I leave the name as it is created Box Cyliders etc, it is more appropriate to use the names as it has been established here by using the real FSX/FS9 SDK name parts
 

...
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Reply #38 - Jul 9th, 2009 at 10:25am

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Getting closer to something that looks like a plane.  Smiley


Practicing naming parts and modifying vertices.  Cool


...






I've been messing with putting the 3-views for my first project into Gmax, is there a certain size they have to be before they go into the view ports?

It seems like they just don't ever line up right, (probably me doing something out of step. Wink )

I got my 3-views from a NASA website, so I'm pretty sure they're fairly accurate. Wink


BTW:  Should I be asking all this stuff elsewhere, or is this thread fine?

(it is kind of neat to see my progression in one thread  Smiley )


 
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Reply #39 - Jul 9th, 2009 at 12:34pm

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ShaneG wrote on Jul 9th, 2009 at 10:25am:
I've been messing with putting the 3-views for my first project into Gmax, is there a certain size they have to be before they go into the view ports?


Yes, zero bytes!  That is, do not bother with the background images...

Instead, follow Milton's tutorial on building a calibration box.

http://www.sim-outhouse.com/sohforums/showthread.php?t=19160

Or, if you are more into audio-visual, Finn Neuik's video tutorial:

http://www.flightsimonline.com/tutorials/backdrops.zip

After doing the above, you may also wish to use another trick and convert the 3-view calibration box into a transparent wire-frame presentation.

http://www.aerodynamika.com/cgi-bin/yabb/YaBB.cgi?num=1184284524
 

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Reply #40 - Jul 9th, 2009 at 12:48pm

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I'm gonna jump in too  Cheesy

Getting the 3-views into the scene, in a workable way, is yourt next major hurdle. While you can just make them the background of each viewport..I  HIGHLY  advise you to use the boxes, or planes method..  Place three of them as parts, and use the 3-view bitmaps as materials, mapped to them.

The trick is, to crop the bitmaps so that they're the same proportion (height X width) as the 3 planes..(i.e. if the bitmap is 800 X 300; the plane on which it's applied needs to have an 8:3 size ratio) so that there is no distortion.. And as you're doing the cropping, you have to also make sure they all have the same "center" .. Like, the nose and tail from the above view, line up with the nose and tail from a side view,, etc.

This takes a little work, and math on your part..\

...

 
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Reply #41 - Jul 9th, 2009 at 1:03pm

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Hi Brett, what you have in your screen shot, is basically what I'm after.

I have the views, and they are all in scale with eachother, I've just stumbled with lining them up with the box, never thought of using planes before. Wink

The tutorial by Milton that Bill linked to above looks like the winner, nice well laid out instructions.  Cool


Once I have this step accomplished, is it just a matter of 'drawing' to the three views?

Seems simple enough, in an extremely complicated way.  Grin Wink
 
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Reply #42 - Jul 9th, 2009 at 1:23pm

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Take your time at this step..  there will be lots of cropping and re-sizing, and testing:

What I do, is literally make each view ONLY as long or wide as it has to be.. As you can see, the top and side views stop at the nose and tail.. the front view stops at each wingtip.

Just remember that the dimensions of the bitmaps (pixels) are good guides. The side view bitmap will have the same 'X' pixels, as the top view has "Y" pixels.. and so on  Cool
 
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Reply #43 - Jul 9th, 2009 at 1:30pm

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Brett_Henderson wrote on Jul 9th, 2009 at 1:23pm:
Just remember that the dimensions of the bitmaps (pixels) are good guides. The side view bitmap will have the same 'X' pixels, as the top view has "Y" pixels.. and so on  Cool



That's an excellent little tip there.  Cool And just solved why my top view was so wrong. Grin Wink

Now they look correct. Cool


Thanks!  Smiley

 
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Reply #44 - Jul 9th, 2009 at 2:15pm

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The next trick, is to scale it all...  after you get the three planes setup and mapped.. then make a stick airplane with length and wingspans that are EXACTLY real world in size.. (in meters ).. and THEN you select all three planes only, and rescale them to match it..

...




 
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Reply #45 - Jul 9th, 2009 at 2:28pm

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I've personally never liked the "box" method.  I always take the time to use create and use backgrounds.  This is simply because I tend to model in wireframe mode, which negates the box method.  If I can't see the box while modeling, it's pretty much useless.
 

...
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Reply #46 - Jul 9th, 2009 at 3:32pm

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This stuff is gloriously maddening. Grin Wink

I follow the directions, and mess up a little each time, but find out why, and succeed and move on to the next step in the directions.

 Cool


 
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Reply #47 - Jul 9th, 2009 at 6:03pm

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Ok, I've got making the box down, I think... Cheesy Wink


My problem is getting the views to line up right, I know I have them cropped & pointing in the correct directions, but the size is off.

Is there a starting point for pixel size, or is there a formula for finding the proper pixel/meter ratio?


...
« Last Edit: Jun 14th, 2010 at 9:18am by ShaneG »  
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Reply #48 - Jul 9th, 2009 at 6:38pm

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It looks like the bitmaps are a different X/Y ratio than the boxes..

What is the box size.. ansd what are the dimensions of the bitmap ?
 
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Reply #49 - Jul 9th, 2009 at 6:41pm

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Ahh  ..looks like you're using a UVW..  That's not needed here.. that's the point in making the boxes and bitmaps the same ratio..
 
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Reply #50 - Jul 9th, 2009 at 6:55pm

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Brett_Henderson wrote on Jul 9th, 2009 at 6:41pm:
Ahh  ..looks like you're using a UVW..  That's not needed here.. that's the point in making the boxes and bitmaps the same ratio..



I've just found a nicer 4-view set that includes a much needed bottom view, here: http://www.the-blueprints.com/blueprints/
So I need to start over now. Wink


I've followed Milton's Calibration Box tutorial to the letter a few times, and always wound up with the same result. I didn't see where he mentions that the jpgs had to be any certain size to fit or work. I just cropped all the pics as he said to, and made certain they all lined up with each other using PSP.





Is there one of these: http://www.flightsimonline.com/tutorials/calbox/index.htm

For the method you are describing?
 
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Reply #51 - Jul 9th, 2009 at 7:22pm

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If I read someone else's tutorial.. I'll just get confused   Cheesy

I just know how I do it... if my methods conflict, just ignore me..lol

The theory is pretty simple.. if the cropped and aligned BITMAP is say 783 X 342..  the box needs to be 78.3 X 34.2 (or 7.83 X 3.42).. You get the idea.

If that's the case, simply appying it to the part makes it fit perfectly  Cool  ... you might have to rotate it in the image software, etc.

You can use a UVW if you like just leave the 'Gizmo' alone..  adjust ony the axes of application.

Keep fiddling.. it will make sense.  Smiley
 
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Reply #52 - Jul 9th, 2009 at 7:36pm

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Brett_Henderson wrote on Jul 9th, 2009 at 7:22pm:
The theory is pretty simple.. if the cropped and aligned BITMAP is say 783 X 342..  the box needs to be 78.3 X 34.2 (or 7.83 X 3.42).. You get the idea.



That's what I was after!  Smiley



Brett_Henderson wrote on Jul 9th, 2009 at 7:22pm:
Keep fiddling.. it will make sense.  Smiley



A little more each time.  Thanks for the help.  Smiley
 
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Reply #53 - Jul 10th, 2009 at 1:07pm

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Thank you sirs!   Smiley




...








« Last Edit: Jul 10th, 2009 at 2:54pm by ShaneG »  
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Reply #54 - Jul 11th, 2009 at 7:06am

Alrot.   Ex Member
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There's still time Shane....Let me put it this way


...


If you take the Blue Pill ,you will forget the whole thing about Gmax, and will continue playing FSX/FS9, feeling you are flying in real life ,using the game as if it were true


If you take the red pill you'll get pregnant and no buddy will ever see you nice again and will look a creepy pregnant man

Ops sorry
If you take the red Pill, you will get inside the whole MSFS world Knowing how this thing works; DDS Bitmaps ,Polygon ,Vertex and you are not longer In Kansas anymore Dorothy. YOU WILL LOOSE ALL THE FANTASY OF THE GAME AND WILL SEE IT DIFFERENTLY!  

Remember I'm just offering you the truth........OK, welcome to the real MSFS world  Tongue



Grin
 
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Reply #55 - Jul 11th, 2009 at 7:14am

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Grin  That's funny! Cool


I am in it for good. Wink

I have to be because there is NO F-16XL for MSFS, so, I have to make one if I want it. Wink


Also, there is NO FREEWARE TRUE FSX F-16 , and A LOT of people want one, so when I'm done, and I do it right, I should only have to change the wings of the XL model to have a regular F-16. Wink

This way, I get the plane I've always wanted, and the community gets a Native FSX F-16. (apparently no one else likes the F-16XL model, or it would have been made by now.  Cry )


I imagine the VC and getting all the gauges made is going to be the worst part. Undecided  But as Sean told me,  I must "DO IT RIGHT THE FIRST TIME."  Grin Wink

 
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Reply #56 - Jul 11th, 2009 at 9:54am

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Starting to take some sort of familiar shape.  Grin Cool


There sure are a lot of curves on this thing. Shocked


...


...
 
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Reply #57 - Jul 11th, 2009 at 10:59am

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You've got the right idea going.. in that a complex fuselage will need to be done in pieces..

The key advice I'll give here, is a little early.. because you'll find out that you're on versio 1 of what will likely be several hundred versions and pieces..  Shocked

ANYway.. when you get to where you know you're not grasping at straws.. you'll want to work in "halves"..  as in right or left side. Trying to get subtle angles and curves by individual vertice manipulation is easier.. especially around cockpits and windows, when you only have to worry about half of it..

THEN you can copy that half.. "mirror" it and attache it.. vertice welding and what-not..  Cool

 
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Reply #58 - Jul 11th, 2009 at 11:06am

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OH !  And though there is an upside to regularly compiling the model.. (it will help you catch things like co-located vertices).. Gmax is funny.. and will throw a compilation error at you now and then.. possibly destroying a lot of work..  not to mention that this is time-consuming enough.. regular compilations and runnings in FSX will turn a year-long project into a TWO year long project..  Wink
 
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Reply #59 - Jul 11th, 2009 at 11:07am

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Brett_Henderson wrote on Jul 11th, 2009 at 10:59am:
You've got the right idea going.. in that a complex fuselage will need to be done in pieces..

The key advice I'll give here, is a little early.. because you'll find out that you're on versio 1 of what will likely be several hundred versions and pieces..  Shocked

ANYway.. when you get to where you know you're not grasping at straws.. you'll want to work in "halves"..  as in right or left side. Trying to get subtle angles and curves by individual vertice manipulation is easier.. especially around cockpits and windows, when you only have to worry about half of it..

THEN you can copy that half.. "mirror" it and attache it.. vertice welding and what-not..  Cool




This is version 5!  Grin  I have a master 3-view copy that I start over with each time. Getting closer each time.

I was going to ask about working in halfs.  Becuase the nose and cockpit area of this thing has required considerable vertex manipulation, and I can't seem to make both sides match (hence, why I'm only showing you one side.  Grin Wink )
 
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Reply #60 - Jul 11th, 2009 at 1:32pm

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ShaneG wrote on Jul 10th, 2009 at 1:07pm:
Thank you sirs!   Smiley


Psst!  Since you have "negative images" already, placing them in the Opacity slot rather than the Diffuse Color slot will hide the transparent (black) background, plus you can set the color of the white wireframe to any color you like... Smiley

...
 

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Reply #61 - Jul 11th, 2009 at 5:15pm

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It doesn't take them long to turn into a patchwork quilt, does it?

Grin



...
 
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Reply #62 - Jul 11th, 2009 at 6:10pm

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Just wait until you're detaching groups of polygons (even individuals).. and then dividing them.. and sewing the patches into place (all the while keeping a material mapping in mind)

Shocked
 
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Reply #63 - Jul 11th, 2009 at 6:46pm

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Brett_Henderson wrote on Jul 11th, 2009 at 6:10pm:
Just wait until you're detaching groups of polygons (even individuals).. and then dividing them.. and sewing the patches into place (all the while keeping a material mapping in mind)

Shocked



Of course Like I Just did  Roll Eyes Roll Eyes Roll Eyes  , I'm so good I made it in 2 minutes  Roll Eyes

...

...















Grin Grin  Grin KIIIIDING! Shane LOL , This is one of the adopt design Gmax models I find somewhere (is not In simv ) But If you want it I can send you the zip so you can get familiar with the F-16 shape  ,Other thing I will Look up for the DC-3 sample ,Is one of the best tool to know how to work with the material maps ,But we will leave it for latter ,TOO MUCH INFORMATION IS NOT GOOD YOU'LL GET OVER LOAD ,take your time and go easy ,There are too many things One by one ..

Alex

 
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Reply #64 - Jul 11th, 2009 at 6:51pm

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You had me worried for a second Alex!  Shocked Grin Grin


Yes I would like that zip file, it would be helpful to see how it was done once before.


This is what I'm going for :  http://www.nasa.gov/centers/dryden/news/FactSheets/FS-023-DFRC.html


Isn't she pretty?  Cool
 
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Reply #65 - Jul 11th, 2009 at 7:01pm

Alrot.   Ex Member
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Nice,
Did you think I was a harry potter  Grin, But trust me there is a video tutoria where a guy make a gmax plane in 10 minutes  Shocked seriously

I'll send it to you this f-16 which is not accurate model isa little twisted ,I have many models from the ages of the FS2002 I can't remember where I did Find this one ,stand by in you PM
 
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Reply #66 - Jul 11th, 2009 at 9:52pm

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Shane is starting to take shape, can't wait to see the finished product. I know its early days but I would be happy to beta test, if that's ok? Smiley
 


▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
...
^^^ Click above to check out MySimshots.net  ^^^
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Reply #67 - Jul 11th, 2009 at 10:45pm

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Of course.  Smiley


It may be a while though. Grin Wink

 
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Reply #68 - Jul 14th, 2009 at 1:06pm

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Alex:  Thanks for those videos you sent. Smiley

  They have opened my eyes to many things in Gmax, and I learned quite a few tricks.

I've set the F-16 aside for now, and have started on something a bit more simple.


After a few hours, I'm getting closer to having a fuselage & tail :


...


The more time I spend with this program, the more I learn and enjoy it.  The hardest part is convincing myself to walk away from a problem and come back with a fresh perspective.  Wink
 
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Reply #69 - Jul 27th, 2009 at 6:52pm

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I have not been using GMax for too long but I am getting better. It took me several days to get this to where it is. It is an Enstrom 480B. Still have a lot to do.

...

For some reason, it looks a little odd now. There are suddenly these rough edges where parts meet. And you can see some parts on the other side of others.  It wasn't like this before. Anyone know a fix or what is wrong? It looks fine when exported in FS.

Ex: the bottom should be smooth and you shouldn't be able to see parts of the cockpit through the bottom.
...

Shane, I hope to see more work on your F-16 done. Good job! Smiley
 
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Reply #70 - Jul 31st, 2009 at 6:50pm

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Looking good guys!

I used Solidworks in school and I dont have the patience to learn Gmax nor do I have FSX Deluxe
 
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Reply #71 - Mar 14th, 2010 at 12:38am

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Okay, taking the dive off the deep end here.

Once more, I'm going to attempt to do the "GMAX Thing" without going insane.

I've read through the thread, and it did not take long for my brain to liquify.

Here's what I chose to work on instead of the Buck Rogers Thunderfighter (One is supposed to be coming out sometime soon, anyway), the Gunstar, or the Buck Rogers Warhawk:

A nice, simple, 1950's style rocket plane:  The Galileo, from the novel, "Rocketship Galileo" by Robert A Heinlien.

The design comes from a model based upon the cover art of the book, or at least, one edition, anyway.  Others have a older "V-2" style design.  But this one is more like an aircraft.

I modified the design only slightly by adding three cargo hatches and two more people hatches.  The ship is supposed to be (originally) a sub-orbital cargo ship, yet the model kit images showed only the one people hatch.  I guess cargo in the future comes in easy carry-on luggage sized crates.  I doubt it.  Anyway....


...

...

...

Box art of kit.

...


Three views loaded into GMAX.

...

I'm not sure my Gmax is working right.  I followed the Toot and got as far as "making a cylinder", but when I tried to edit the mesh, I could not get the "select and scale" to drop down to give me the tool to stretch the cylinder, or edit the mesh into the tapered hull. 

I did use the "Line" and "Lathe", and got a fairly nice "torpedo" shape, but it was a little shakey and uneven.

But, like I said, it didn't take long for my brain to liquify, so I'm back at square one. And even after going through the thread a second time (or is it the fourth or fifth time?), and the liguified brain gelled into tapioca, I'm still lost on some points.

For starters, please, has anyone come up with a *complete* list of all the add-on-plug-in-doodleflapps that one needs to have, and where to install them?  Keep in mind that the "Stupid idiot's guide to Gmax" is above my head.  I need the "stoopid idiots guide for morons with tapioca brains" version.

Undecided Undecided Undecided Undecided Undecided Undecided Undecided



 

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Reply #72 - Mar 14th, 2010 at 1:19pm

Travis   Offline
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By golly, you're in luck!

I actually have a set of files (for FS9 compiling) that will drag-and-drop to Gmax for just such an instance.

UNFORTUNATELY:

Right now everything I own is spread from here to Tucumpseh and back, so I have to gather my computer bits and stuff to get it.

Wait a few days and I can find the file I'm talking about.  Several little plugins that aren't actually required (but still help tremendously) as well as the whole converter set streamlined and ready to rock.  But ONLY for FS9.  For FSX you'll have to follow the instructions everyone else has laid out.
 

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Reply #73 - Mar 14th, 2010 at 1:44pm

Boikat   Offline
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Travis wrote on Mar 14th, 2010 at 1:19pm:
By golly, you're in luck!

I actually have a set of files (for FS9 compiling) that will drag-and-drop to Gmax for just such an instance.

UNFORTUNATELY:

Right now everything I own is spread from here to Tucumpseh and back, so I have to gather my computer bits and stuff to get it.

Wait a few days and I can find the file I'm talking about.  Several little plugins that aren't actually required (but still help tremendously) as well as the whole converter set streamlined and ready to rock.  But ONLY for FS9.  For FSX you'll have to follow the instructions everyone else has laid out.



Thanks, but that's the catch, I'm working in FSX, and probably ehere a lot of my confusion is coming from. for instance, do I need "middleman13" and "MDLCommander", or just "MDLCommander"? Or neither?

But at this point, I'll do FS9, too.  I suppose I just need to DL the FS9 SDK and place that in the "GMAX/Gamepack"  So, in the mean time, I'll cool my jets and DL the FS9 SDK files, though I have a few of them already.

Thanks again!
 

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Reply #74 - Mar 14th, 2010 at 1:55pm

Travis   Offline
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Actually, creating aircraft for each sim is different even in the processes and ways you design.  I'm not sure how, exactly, but I've been told that before.

Eventually, I'm intending to upgrade everything and build my own simpit, which would mean I'd upgrade to FSX, which would mean I'd upgrade all my software, etc.  At that point, I'll get everything set for my own system and will need the same help you do right now! Cheesy
 

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Reply #75 - Mar 14th, 2010 at 2:12pm

Boikat   Offline
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Travis wrote on Mar 14th, 2010 at 1:55pm:
Actually, creating aircraft for each sim is different even in the processes and ways you design.  I'm not sure how, exactly, but I've been told that before.


From what I gather, animations seem to be the big differance, but I could be wrong.

Quote:
Eventually, I'm intending to upgrade everything and build my own simpit, which would mean I'd upgrade to FSX, which would mean I'd upgrade all my software, etc.  At that point, I'll get everything set for my own system and will need the same help you do right now! Cheesy


The really neat thing is that I work on a real "simpit"  Barksdales B-52 sims.  The not so neat thing is I work preflight shift (On the up side, I get to fly the sim every day. Wink  ), and it's time to hit the sack. Tongue
 

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Reply #76 - Mar 14th, 2010 at 5:07pm

Fr. Bill   Offline
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Boikat wrote on Mar 14th, 2010 at 1:44pm:
[quote author=Ender_Baron link=1246715362/72#72 date=1268587156]Thanks, but that's the catch, I'm working in FSX, and probably ehere a lot of my confusion is coming from. for instance, do I need "middleman13" and "MDLCommander", or just "MDLCommander"? Or neither?


Neither! There is no way to interrupt the exporting/compiling process like there was for FS8/9.

One of the things MS/ACES had to absolutely guarantee Autodesk in order to receive permission to create a GMax export module was to make the operation "unbreakable."
 

Bill
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