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FSXA 3dsmax 2011 & FSX Gamepack??

Another note.

Using the P3D SDK for Max 2012 32bit, it will only export up to 65,000 Polygons, then crashes. This is a very low number. This has nothing to do with Materials, but maximum number of a projects polygon counts. Some models these days are up to 1/2 million Polygons, so its grim for right now.

I have put in a request for a modifed (fixed) export system for Max that will export 'reasonable' amounts of Polygons. Lets pray they can do this.

I wish I could program or could hire programmers to update these SDK kits to better functionality and performance. :(



Bill
 
* You must be 'in' the folder where the Plugins are to create a MDL file. The Plugins window must be active to get the MDL to create in the Run window.

* You can create a BAT file which will run your X and Xanim files in the Plugins

It's a darn shame you couldn't get my simple system to work. This is all I have to do to Compile Aircraft directly in their ..\model folder!
 

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It's a darn shame you couldn't get my simple system to work. This is all I have to do to Compile Aircraft directly in their ..\model folder!

To me it didnt work, all it is doing is the same thing as P3D SDK.
Im able to export the model in g-max and it is working, but I dont want to convert my model that I made in 3DS MAX 2011-12 (whatever) to 3DS then bring it into Gmax and make the animations..
It is like Drive Luxury car then sudden change to Trabant.
Ok, Im very Close to what I want at least. Create Model as it is in MAX with animations then Use BFF exporter. Script makes another script that makes meshes and animations in G-MAX exactly the same shaped and animated with proper keys in the time line.
It is Like voila, here we go and all we need is assign proper l_animation_percent_keys and export.. But something wrong there i just cannot understand what..yet.
If some one could have a look and suggest why exactly the same model with exactly the same animation and pivots on it after compilation to MDL is making a pile of moving objects... WT.. here is a link to DOCument.
 
Man, I sure tried to make that work, Bill.

arrgh...

If only you lived where Allegiant* flies, I would spend the $$'s to come get it working for you... :D

Oh, I see...
I could fly from Gary -> Orlando/Sanford -> Rockford IL -> Phoenix... nah!
Alternatively, Hammond -> via SouthShore RR -> South Bend, IN -> Phoenix

Seriously, if I'd not already have bought my ticket to Wichita for the AVSIM FANCON, I would gladly have taken a mini-vacation to Phoenix!

* http://www.allegiantair.com/aaRouteMapInteractive.php
 
If only you lived where Allegiant* flies, I would spend the $$'s to come get it working for you... :D

Seriously, if I'd not already have bought my ticket to Wichita for the AVSIM FANCON, I would gladly have taken a mini-vacation to Phoenix!

Its a bit chilly, but no white stuff here. Dust and concrete as far as you can see... :S


Ok, Im very Close to what I want at least. Create Model as it is in MAX with animations then Use BFF exporter. Script makes another script that makes meshes and animations in G-MAX exactly the same shaped and animated with proper keys in the time line.

It is Like voila, here we go and all we need is assign proper l_animation_percent_keys and export.. But something wrong there i just cannot understand what..yet.
If some one could have a look and suggest why exactly the same model with exactly the same animation and pivots on it after compilation to MDL is making a pile of moving objects... WT.. here is a link to DOCument.


FSFox, what version of BFF are you running? I just tried 3-6 and it wouldnt run, crashed on a bitmap.??

I would be interested in seeing how this BFF works.
 
Ok frendz, Thanks for your help anyways... Im going to drive Trabant.. lol I would show you that BFF. Just PM your Skype.. Even More Welcome to my PC via Teamviewer... Get it work and I call for beer..
Thats BFF v4.3
 
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OK People, for those with similar problem as I had recently with P3D SDK and MAX 2011 or whatever MAX suits you and P3D SDK (Cranky thing).

We will need:
1. 3DS MAX 2011 x86 installed on 64bit machine (Win7 64Bit)
2. P3D SDK
3. FAR commander x86 version (NOT 64bit) !
4. Just one line taken from Bill's .bat file

Assign the P3D Plugins path to in 3DS MAX menubar(Customize>Configure system path>3rd party plug-ins [tab] > add [button] )
and add your path to the P3D SDK. (e.g. C:\Program Files (x86)\Lockheed Martin\Prepar3D SDK 1.4.4747.0\Environment Kit\Modeling SDK\3DSM2011\Plugins ) and ONE! click on XtoMDL.exe and hit OK [button] and restart MAX. (Not reset)

Next go to "FAR manager official website" to download x86 version only.
Once installed you are welcome to DOS. Now when you are there, go and find the Modeling SDK plugins folder.
Now at the very bottom find black command line and paste following from Bills bat file ( XtoMdl /XANIM /DICT:..\..\bin\modeldef.xml ) and type in previously saved filename.x (save your model .x file using 3DS MAX Export option by default ) at the end of the line and hit enter. To see the progress or errors hit Ctrl+F1.



Job done enjoy.

As I understood Bill's .BAT file is ok just for 32bit machines not for 64bit even running it through windows CMD it remains 64 bit.
FAR Manager will do it as 32bit.
 
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As I understood Bill's .BAT file is ok just for 32bit machines not for 64bit even running it through windows CMD it remains 64 bit.
FAR Manager will do it as 32bit.
You understand incorrectly. There is absolutely no difference between a .bat file running on a 32bit or 64bit Windows machine.

FAR appears to be a windows utility program for those who's minds are still stuck in the DOS worldview... :D
 
Then please, what are your arguments regarding success with FAR and failure using Aces tools on its own or .BAT as utility that was acting exactly the same. There were no mistakes in code reference file names. "F24" for example.
And why there is difference between MAX bit versions ? It is not possible to use Aces Tools in x64 version of MAX, Only 32bit will do the joy..
I dont really know but I have joy now and I say "FAR" made it.
I Tried anything else after that - no joy.. :scratchch
 
I set up Max 2008 to use the Send To method and it works just fine. I don't know why others have a problem, but it works for me.

As for 64-bit versions of Max, the exporter WILL NOT WORK with them and never has, since it is 32-bit. Address your complaints to the ACES team (which no longer exists) ... :(
 
I set up Max 2008 to use the Send To method and it works just fine. I don't know why others have a problem, but it works for me.

As for 64-bit versions of Max, the exporter WILL NOT WORK with them and never has, since it is 32-bit. Address your complaints to the ACES team (which no longer exists) ... :(
No no, I wasn't here to to make a complaints to someone but to find a solution and answers to my questions that I dont know. Another thing is if would complain, I probably would do it to LM as they are holding the sources and people working on it.
I heard that guys are doing this on MAX 2008 without having problem. Im glad you had enough funds to purchase it at that time of release.. I had no chance to do so then, but now I have licensed 2011 and student's 2012 & 2013.
 
Then please, what are your arguments regarding success with FAR and failure using Aces tools on its own or .BAT as utility that was acting exactly the same. There were no mistakes in code reference file names. "F24" for example.
I have no argument(s) at all. Whatever works for you is just fine with me!

I was however pointing out that simpler solutions do exist and no one should have to go through such a "folies bergère" to accomplish the task. :D
 
Hey FSFox,


I should have clarified things a bit better. You need to totally customize the 'file name' and the 'address'. For me, the F24 was the name of my aircraft file I had exported from Max into X and Xanim. My address on there is on a x86 system also, and has my own unique address on my computer, which is more then likely different then yours.

Examples of addresses;
C:\Program Files (x86)\Lockheed Martin\Prepar3D SDK 1.4.4747.0\Environment Kit\Modeling SDK\3DSM2012\Plugins\
H:\Prepar3D SDK\Environment Kit\Modeling SDK\3DSM2012\Plugins\
Z:\Program Files (64)\Lockheed Martin\Prepar3D SDK\3DSM2012\Plugins\

So, make sure 'your' path is proper. Dont use mine.

I should have let you know on that. My oops.

What you can usually do is right click on a file and look up properties and you'll see its address on the computer. Highlight and right click and 'copy' that adress and paste it into the address location on the BAT file and that will show the system where your files are on your computer.

The important thing is that you have yours working. I wish I had figured out why Send To wasnt working right. Everyone loves that system. :(

Bill
 
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Hey FSFox,


I should have clarified things a bit better. You need to totally customize the 'file name' and the 'address'. For me, the F24 was the name of my aircraft file I had exported from Max into X and Xanim. My address on there is on a x86 system also, and has my own unique address on my computer, which is more then likely different then yours...
Hi lonheart,


I think I did exactly what you said. I will definitely play with this file later again as it looks to me more attractive than to use utility.
By the way yes, what ever works - works and that's the main thing.

Here is what I did from the first place, sure locations and the file names been changed..
BAT FILE COPY BEGIN/////////////////////////////////////////////////////////

rem Move this file to C:\Program Files (x86)\Lockheed Martin\Prepar3D SDK 1.4.4747.0\Environment Kit\Modeling SDK\3DSM2011\Plugins\ --my location--
rem Move myfilename.x and myfilename.xanim to same location. --my file names .x and .xanim--
rem Execute this file.

XtoMdl /XANIM /DICT:..\..\bin\modeldef.xml myfilename.x > myfilename.log --my filenames for .MDL and Log file.--

pause


BAT FILE COPY END//////////////////////////////////////////////////////////////////////////////


:stirthepo:scratchch
 
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