• Which the release of FS2020 we see an explosition of activity on the forun and of course we are very happy to see this. But having all questions about FS2020 in one forum becomes a bit messy. So therefore we would like to ask you all to use the following guidelines when posting your questions:

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Completely new to scenery modelling

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Hey Folks,

Well as you can probably see, this is my first post. Just for my own use, I want to model a few hangars etc and maybe a small project for my self at my home airport.

I wish to know how (when I start the modelling) on how to import the scenery to the exact location on FS2004 etc.

Just a noobie, so any tutorials etc I would be greatful off.

I will be modelling in GMAX.
 
Hi,

Welcome to the forums.

I would advice that you start with the tutorial about making a house that comes with the FS2004 SDK. It explains the basics of making an object, but also of placing it at a certain location in FS.

Once you know that, you can look for some tools to make your life easier. There are quite some placement tools that can be used to prevent you from having to write XML code by hand. For example Rwy12, EZ-Scenery or ObPlacer XML.
 
Thanks for the choppy reply. Where can I find the thing about how to model a house that you mentioned?

Sorry about the noobness' :(
 
Have you installed gmax and the FS2004 Gamepack?

(If you are starting from step 0, and have no modelling experience and have not installed gmax nor the FS2004 Gamepack, then the "step by step" explanation is longer.)
 
The Gamepack contains the plugins to export the gmax scene that you create into the MDL file that FS can recognize.


http://www.fsdeveloper.com/forum/fsdevdownloads.php

To create scenery, you'll need to review and download at least:

BGL Compiler SDK
GMAX SDK
Makemodel SDK
Terrain SDK

The very basic outling of scenery object creation is:
1 modelling the object in gmax,
2 converting it to MDL
3 creating the placement XML file
4 compiling the MDL and placement XML file with BGLComp.exe
5 Copying the resulting bgl file and created textures to the correct directory.

Needless to say, you need to get familiar with using and creating your object in gmax before attempting the exports!


Oh, sometimes we give out "choppy" or short answers because we don't know all the facts -level of expertise, etc, and we err on the side of caution, assuming that the poster has more knowledge of the subject than he/she may really have. That's why the series of questions.
 
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