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FSX:SE General 3ds Workflow

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us-alaska
I'm not new to modeling per se, and I'm anything but new to MSFS. That said, I am almost completely new to putting the two together. I'm a 3ds Max 2017 / SketchUp based modeler looking to make the transition here from modding Kerbal Space Program. I've never liked starting "how do I anything" threads, but my google-fu hasn't proven very informative with regard to program-by-program specifics when it comes to rigging and exporting for FSX. My hope is to get the jest of the workflow and determine what is and isn't possible. In the interest of scope I'll limit my questions to a general bullet list:

  • Is it possible to export from modern versions of 3ds max, and if so, is it a terrible idea?
  • If it's not a terrible idea, what external software and plugins do I need?
  • How does model need to be laid out with respect to orientation, animation, and scale?
  • Does FSX impose any hard limits I should be aware of?
  • I've managed to turn up a fair bit of information from the resource tab here, but most of it not pertaining to quite the right export program or quite the right sim. How much is cross compatible?
  • What should I know about the FSX SDK, particularly with respect to interactions with Steam edition? I have older FSX:A copies as well, if necessary.

This is the model in question, a fictitious wood and fabric tandem wing:

GphBjc7.png

FVbDYea.png

eWHfGwC.png

GQW8wS9.png


e0IB6pb.png

(3d gauges modeled but presently unanimated with the faces left blank.)

Presently it's a large collection of separate objects in varying states of grouping for UV purposes, all unanimated. The fuselage is bumpmaped. Some other parts are rigged to be bumpmaped but I haven't decided if I'm going to bother. I'd like to include specular color on some of it, but cursory research suggests that isn't nearly as simple to do here as it is in Unity for Kerbal Space Program purposes. There will be cockpit glass, though I haven't drawn it yet. On that note, what is the best way to arrange glass so it has apparent thickness, and should I use the same methodology for the exterior and the virtual cockpit?

Appreciate the patience with my ignorance.
 
I don't know for certain about Max 2017, but recent Max versions export to FSX using the P3D sdks. I expect you'll need the v3.x SDK together with the v1.4. Exporting is a two-stage process: first to .X and .XANIM files which are compiled by XToMDL.exe from the v1.4 sdk to make a .mdl ready for the sim.

First step should be to get the SDKs from the Prepar3D site. Both come with extensive documentation - start reading the section New Aircraft Procedures. Or read them online at the Prepar3D site. Should keep you busy a while!

The SDK contains the plugins you'll need. It also outlines orientation and hierarchy for a model and how animations are set up. You'll need a bitmap editor which supports layers, but I suspect you have one already, and a decent text file editor for the config files (or just use Notepad).

The one hard limit is 64K texture vertices per material which has been flagged here many times. It would be good not to go above 200k vertices for a model, although some do...

Oh, and the VC is a separate model!

Anything else, just ask!
 
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I don't know for certain about Max 2017, but recent Max versions export to FSX using the P3D sdks. I expect you'll need the v3.x SDK together with the v1.4. Exporting is a two-stage process: first to .X and .XANIM files which are compiled by XToMDL.exe from the v1.4 sdk to make a .mdl ready for the sim.

First step should be to get the SDKs from the Prepar3D site. Both come with extensive documentation - start reading the section New Aircraft Procedures. Or read them online at the Prepar3D site. Should keep you busy a while!

The SDK contains the plugins you'll need. It also outlines orientation and hierarchy for a model and how animations are set up. You'll need a bitmap editor which supports layers, but I suspect you have one already, and a decent text file editor for the config files (or just use Notepad).

The one hard limit is 64K texture vertices per material which has been flagged here many times. It would be good not to go above 200k vertices for a model, although some do...

Oh, and the VC is a separate model!

Anything else, just ask!
Thanks, I'll look into it. Luckily I favored a high volume of smaller texture files with relatively simple maps, so that limit shouldn't be a problem. Good to hear on the vertices too; I've only got about thirty thousand of them, but Kerbal Space Program doesn't care for numbers past the mid thousands so I was getting nervous. I've got the bitmap side of things squared away between photoshop and viewport canvas, and notepad++ for configs. Some time ago I recall also having a .air editor, and that being fairly necessary, but I don't recall what I used. Is there a preferred program?

I was aware of the VC model separation; KSP does it the same way. That said, since the model is open cockpit I'm not sure what I can really get away with culling one way or the other. Is there anything (aside from responsible optimization) preventing me from just using the same model for both, sans maybe the gauges and plus a pilot model in the exterior? As I understand only one model exists at a time, so I shouldn't have any Z-fighting or pointless rendering, I don't think.

Thanks again, encouraging to not be flying blind.
 
I'd forget my head if it wasn't screwed on! The best tool for the beginning flight modeller (.air and .cfg building) is the payware AirWrench/AirWizEd combo. $25 US from Flight1 and money well spent. There are other tools, mostly freeware, but that's your best bet if you haven't an existing flair with aerodynamics.

The VC model is displayed only when in VC view, so no z fighting should be found. I forgot to say textures should be .DDS up to 4096x4096, but 2048x2048 is more usual unless you're after extra-high realism. Just make sure they follow the power of 2 format:- 512x512, 1024x1024, 64x64 etc. The nVidia plugins for Photoshop make these a breeze to do.

edit: correct price for AirWrench/AirWizEd combo now shown
 
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https://msdn.microsoft.com/en-us/library/cc526948.aspx

Welcome to your new Bible. Give it a good, hard bookmark before diving in.

(Despite saying "ESP", 99% of it applies to FSX.)


Unlike KSP, you won't have to run FSX models through a game engine toolbox before compiling and are able to refresh models (but not textures) inside the simulator. Man, that was quite annoying...
 
Hi,

You can refresh textures inside the sim.

1. Choose Options/Settings/Display/Hardware (FS9) or Options/Settings/Display/Graphics (FSX)
2. Move the Global Max Texture Size (FS9) or Global Texture Resolution (FSX) slider one notch up or down.
3. Click OK.

Don't forget to bring the slider back to full right when you've finished testing.

And for those working on AI models, you can refresh the model by saving a flight and reloading it.

Hope this helps,
 
XYZ, Z is straight ahead.

If using in FSX also, export with latest SDK, then convert from X/XAnim to SDK 1.5 (P3D V1).

When you export from Max, you have a X and Xanim (animations) files. You export one set for exterior, one for interior. I use both in one, so the exterior is the interior. You can assign the same file in the model config file so that it uses the same model for exterior and VC (virtual cockpit).


Bill
 
XYZ, Z is straight ahead.

No, Bill: green (Y) to go forwards, red (X) is right and blue (Z) sky is up. In left viewport of Max the model points left and in the Top viewport the model should be showing from above and the nose points to the top of the screen.

From the sdk:–

IC136655.jpg
 
1. Choose Options/Settings/Display/Hardware (FS9) or Options/Settings/Display/Graphics (FSX)
2. Move the Global Max Texture Size (FS9) or Global Texture Resolution (FSX) slider one notch up or down.
3. Click OK.

Noted for future texting. Thanks, Tom!
 
No, Bill: green (Y) to go forwards, red (X) is right and blue (Z) sky is up. In left viewport of Max the model points left and in the Top viewport the model should be showing from above and the nose points to the top of the screen.

From the sdk:–

woops... :-| My apologies. That is totally correct. What is happening?? I am forgetting these things? ACK!
 
A bit of a side note, but I really miss the old glass rain streaking effect from FS2004. Some of my reading suggests that can be accomplished in VCs on a per aircraft basis, but I haven't been able to substantiate that claim with an example. If it can be done, does anyone know how it works?
 
A bit of a side note, but I really miss the old glass rain streaking effect from FS2004. Some of my reading suggests that can be accomplished in VCs on a per aircraft basis, but I haven't been able to substantiate that claim with an example. If it can be done, does anyone know how it works?

I'm the rainmaker around here and there are a few ways to skin that cat.

http://fsdeveloper.com/forum/threads/rain-on-the-glasses-of-the-cockpit.438375/#post-754969

(The DC-3 has since been updated with moving and "wipable" rain.)


You should, however, get the basics of model making for FSX in first before trying to tackle that.
 
I'm the rainmaker around here and there are a few ways to skin that cat.

http://fsdeveloper.com/forum/threads/rain-on-the-glasses-of-the-cockpit.438375/#post-754969

(The DC-3 has since been updated with moving and "wipable" rain.)


You should, however, get the basics of model making for FSX in first before trying to tackle that.
Thanks, I'll probably look into it for my next project. In other news, I'm sure I'm missing something obvious, but how do you rig multiple animations in one file? I understand they're to be prepared in keyframes between extremes at 0 and 100, and have set up the rudder that way, but how would I move on to animating the other control surfaces without building them on the same keyframe timeline as the rudder? Does that simply not matter?
 
You just do it. FSX happily supports lots of animated objects with different animation durations in the one .mdl file: rudder might be keyframes 0-100, undercarriage 0-200, leading edge flap 60-90 etc. Read the SDK for the animation tagging process.
 
You just do it. FSX happily supports lots of animated objects with different animation durations in the one .mdl file: rudder might be keyframes 0-100, undercarriage 0-200, leading edge flap 60-90 etc. Read the SDK for the animation tagging process.
All on the same keyframe bar, such that setting the bar to zero would result in full deflection of all objects? That seems to be persistent as opposed to tied to object. Am I missing something, or do you just build all of them onto the same timeline and differentiate them later with tags?

wqccJcC.png

WXTUt1B.png

pMX3mLR.png

Like this?
 
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Yes, all on the same timeline. This might go to hundreds of keyframes on the same timeline in a VC model.
 
Yes, all on the same timeline. This might go to hundreds of keyframes on the same timeline in a VC model.
Alright, I think I see how it works now. Unfortunately finals are coming up so I haven't been able to sit down and really throw myself at the project, but hopefully I'll be able to show off some results this week.

Unrelated question: right now my window textures use an alpha channel based on a grayscale bitmap, as this is how KSP windows work. I'm fairly happy with how the effect turned out, but the documentation only mentions the use of the alpha slider as opposed to an actual channel. Can I get away with using the channel anyway? I imagine I could recreate most of the effect without it if I needed to, it just looks so nice.
iXEQgEj.png
 
First of all, get your head out of "KSP mode". Different sim, different rules and restrictions.

Second, if you set the correct blend mode for a material (all in the SDK manual!), FSX will recognize and use your glass texture's alpha channel.
 
First of all, get your head out of "KSP mode". Different sim, different rules and restrictions.

Second, if you set the correct blend mode for a material (all in the SDK manual!), FSX will recognize and use your glass texture's alpha channel.
Appreciate the help; will do.

In the process of playing with the window textures, I set to replace all the materials with their proper FSX variants and ran into a bit of a problem: My FSXMaterial doesn't seem to be accepting its channels.
l4MDtjc.png

Settings based on documentation, sans fresnel bitmap for the time being. It might be a 2017 comparability issue, but generally 3ds max backwards compatibility is fairly strong, especially if p3d exports have been made within recent versions. I'm betting on my missing something.
 
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