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Blender to FSX Toolset

3. I need to initialize the toolset every time I open Blender. I think this is new and definitely unwanted behaviour as well.

Yup, and you'd need to initialize the toolset again if you modify the modeldef.xml. Not a real problem for me, though. I somehow recall that Felix has done this with a philosophy, but I'm not sure about that.
 
3. I need to initialize the toolset every time I open Blender. I think this is new and definitely unwanted behaviour as well.

Yup, and you'd need to initialize the toolset again if you modify the modeldef.xml. Not a real problem for me, though. I somehow recall that Felix has done this with a philosophy, but I'm not sure about that.
 
Yup, and you'd need to initialize the toolset again if you modify the modeldef.xml. Not a real problem for me, though. I somehow recall that Felix has done this with a philosophy, but I'm not sure about that.

Hello...

Number 3,... has always been the case,... always has to be initialized everytime.

Oh. Well, it's been a while since I've exported my last Blender model...
 
Just a question.

It is possible to merge multiple objects to one and export it for FSX?
 
Just a question.

It is possible to merge multiple objects to one and export it for FSX?

Principally yes, there are a few exceptional cases in which the polycount for instance gets too high, but yes it would be possible.
 
it's just for a small Terminal, a Tower, some old russian bunkers and additional buildings at and around the airport. shouldn't have too much polygons for each object.
 
The general vertex limit per material, as imposed by the model compiler, is 65635.
 
it's just for a small Terminal, a Tower, some old russian bunkers and additional buildings at and around the airport. shouldn't have too much polygons for each object.

Shouldn't be aproblem then ;)

The general vertex limit per material, as imposed by the model compiler, is 65635.

I never called a number actually ;) Still I don't think you'd have an object with 65635 verts with a single texture sheet, so basically you should never hit that limit...
 
Happens faster than you think. Export a non textured HQ building for test purposes...

We also had that problem on SOOK v2 with the large amount of cross poly grass in a single model.
 
Happens faster than you think. Export a non textured HQ building for test purposes...

We also had that problem on SOOK v2 with the large amount of cross poly grass in a single model.

I'm intrigued by that. I haven't experienced the problem since the days I didn't know anything about expoeting to FSX (but what do I know now you wonder ;)).
Since then I have exported quite a few things... Quite high poly things without textures aswell, but I guess I had different materials assigned to represent colours or something. It's interesting to see how easily, like you said, you reach this limit actually. I did some off the map aircraft modelling the other day, reached the limit (or actually by then I had preceded it) after a good hour... So easy to get dragged away. But then ofcourse the fix comes quite naturally, so I guess all is well in the end.
 
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A 4096 by 4096 pixel texture sheet is large...

How big is your rage going to be if I tell you here and now many of my "creations" (all of which are in the metaphorical pipelines and don't want to get out as it seems) use multiple 4096 by 4096 sheets and a few 1024s or 2048s besides?
 
How big is your rage going to be if I tell you here and now many of my "creations" (all of which are in the metaphorical pipelines and don't want to get out as it seems) use multiple 4096 by 4096 sheets and a few 1024s or 2048s besides?

Well, have fun with all the complaints about high virtual address space usage from the superficial idiots who are just interested in graphics. ;)
 
Well, have fun with all the complaints about high virtual address space usage from the superficial idiots who are just interested in graphics. ;)

If they like to count the pixels they can always replace the textures with 1024 ones and lose my support. Job wel done ;)
 
The only advantage a 4096 px texture sheet has is that you can fit the entire fuselage of an airliner on it with a good amount of details.
 
The only advantage a 4096 px texture sheet has is that you can fit the entire fuselage of an airliner on it with a good amount of details.

So you'd rather not have mentioning to you have made airliners that use three 4096 sheets to get the fuselage going?
 
So you'd rather not have mentioning to you have made airliners that use three 4096 sheets to get the fuselage going?

I think we've had this discussion before. I find it a terrible waste of resouces, but it's your plane, so... *Shrug*
 
I think we've had this discussion before. I find it a terrible waste of resouces, but it's your plane, so... *Shrug*

Well I guess in the end opinions are to be different, if we'd all think the same this would be a pritty boring world... ;)
 
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