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ViewsExporting a GMax object into FSXFrom FSDeveloper Wiki
[edit] Show your Gmax model in FsXThe SDK explains how to get a model from 3ds Max into FsX, but doing the same for a Gmax model is hardly described. This document does. To keep it simple and just practice how to get your model into FsX, create a simple model in Gmax. I've created a box which is an object you will probably use the most. Another hint: Be sure to set your Windows country-settings to English (decimal delimitter has to be a ".") before starting Gmax. Also create material names, texture names and others without any 'obscure' characters like "&" or "_". Use simply letters in a sequence without any space(s) to prevent later occuring erros while exporting your Gmax-file to a MDL-file.
[edit] Prepare your Gmax model for exportingAdd a GUID and Friendly name to your model:
[edit] Export the model to a mdl file
[edit] Create a FsX library bglCreate a FsX library bgl by installing, configuring and using a simple tool called Library Creator XML. A FsX library is a bgl file which contains one or more of your exported mdl (model) files. [edit] Create a FsX placement bglNow you're one step away before viewing your model in FsX. The FsX library contains the models, but at this moment nothing is mentioned how to place this model on the right position (coordinates) in FsX. If you're up to creating an airport or other area of the same size, it is best to use tools like FSX Planner, Airport Design Editor (ADE) or SBuilderX. If you're planning to make models which are scattered around a wider area it is probably best to read the coordinates from FsX in top down view and edit a xml file with a text editor. The following xml example can be used as a blueprint:
<FSData version="9.0"
xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
xsi:noNamespaceSchemaLocation="bglcomp.xsd">
<SceneryObject lat="52 27.52" lon="5 31.30"
alt="0M" pitch="0.0" bank="0.0"
heading="317.6" altitudeIsAgl="TRUE"
imageComplexity="SPARSE">
<LibraryObject name="{879C35D2-5698-4CA9-9EBA-8D7CAA717495}"
scale="1.0"/>
</SceneryObject>
</FSData>
[edit] View the results in FsXNow you have both needed bgl's: one library and one placement bgl. They need to be put in a directory so that FsX will load them.
[edit] Next stepsNow it's time to make the next step in building models: The Gmax model guide
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