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FS2004 Aircraft gmax export error

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29
I've a gmax aircraft model, it looks ok in gmax. The export (as an aircraft) runs well, but after this the aircraft doesn't show up in FS (it's unvisible). Do you have any idea what can be wrong with it?
 
OK, does it have a panel folder? Is your mdl correctly referenced in the model.cfg? Any of these factors (and then some more) would render your mdl invisble.

Perhaps simply give your model the name of a default plane and load it in the default plane's folder (after making an backup copy), just to verify that it's there. Then take it from there.
 
Hi,

after a couple of new exports (and other magic) I can see a lot of parts of the aircraft, but not all.
There is a panel folder (of a default aircraft) and the .cfg isn't referenced, because it's only a basic model without anything else and I never made .cfg references for it. :(
 
Thats really odd.

Try this. Only export the fuselage and wings and see if they show up properly.

If you have 'some' parts showing up, then at least the compiler is working (to a degree) and you have the model set up right in the model.cfg file.

In the past, I had a plane exporting, I could hear it, but it couldnt be seen. In one point, it was under ground via my mistake on aligning it in the scene correctly. Another model was hovering in the sky about 50 feet up. Had me perplexed for days trying to figure out why it was happening..

Hopefully this is something small.

Do you have visibilities setup on anything? You might have malfunctioning code, or messed up naming parts and that is causing this.



Bill
 
This is how it looks if I'm exporting the whole model:
ScreenShot815.jpg


The fuselage and the gears are missing, other parts are ok, mainly. Strange, the nose is ok - but it's a part of the fuselage... :eek:

I'll test to export the fuselage and the wings only today.
 
Did you do use any mirroring on the parts that come out as invisible? Because then a cure might be available...
 
Dunno. ;) The model is made by someone else, so I've no idea (but I've his permission to use it as a freeware for FS) about it.
 
ScreenShot816.jpg

The fuselage and the wings are almost ok: the right wing's color is different and a couple of polys are missing (at the left arrow - on the right it's ok):
ScreenShot817.jpg
 
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The right wing was created with the infamous "Mirror" icon on the top menu bar, with the result as seen. Although the polys and normals appear to be correct in Max/GMax, in the sim the normals have a value of -1, which is why the shading is inverted.

I suspect that many parts have been cloned/Mirrored this way. You will have to find and fix all of them.
 
Thank you, Bill. How can I do this?

One part at a time...

Select all the affected polys in Max/GMax and add a "Mirror modifier."

Collapse back to E-Poly, then reselect the affected polys in Max and apply the "Mirror Tool" on the top toolbar...

This should reset the polygons' normal values.
 
One part at a time...

Select all the affected polys in Max/GMax and add a "Mirror modifier."

Collapse back to E-Poly, then reselect the affected polys in Max and apply the "Mirror Tool" on the top toolbar...

This should reset the polygons' normal values.

This is clear magic for me... :( Can you tell me with more details how to do this, please?

Anyway, I reduced the polygon number from 65.000+ under 50.000: now the model looks like this:
ScreenShot818.jpg

But this is the original model:
ScreenShot819.jpg
 
Its too bad you cannot simply do the 'unlimited export' system, if this is going into FS9. Then you could have quadruple the amount of polygons with no issues, and have no auto-welding going on.


Also, if the parts that are 'inside out' are not mapped, why not just make new ones from the originals?
* Delete reversed parts
* Clone originals on other side
* Use 'Mirror' from the right hand command flyout (that Mirror works properly)
and then you have all your parts back, mirrored correctly.


Once you learn how to do the unlimited export system, its fairly easy. It really is.



Bill
 
Also, a side note.

This may have been done in an early version of Max, like Max 6. If so, that would explain some of the missing polygons. I had issues like this on one model and I never did find a way to save it.
 
Problem solved:
The original model was a .max file. I exported it to . obj, than I converted the .obj into .3ds format - and finally imported to gmax.
And it's worked! :D

enb2011_2_7_16_37_59.jpg


The earlier version was made from .max into .3ds and it was imported into gmax. The .obj is the key...
 
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