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FSXA FSX Acceleration LOD's

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The easiest way I found to get my LOD's to work in FSX Acceleration is attaching an animation to a plane object and using the /XANIM command line switch for XtoMDL. Is this still the best way to go for scenery models?
 
Yes, compiling with /xanim and an empty animation file is the way to go. That is also what gmax does by default.

This will stop drawcall batching though. So you need to choose if you want that or lods.
 
I tend towards simple models with the details in the textures so I am probably a good candidate for drawcall batching. Thanks for taking the time to answer my query Arno. I usually search for an answer using Google, but there is very little information about 3ds Max for FSX. The FSDeveloper search complains that '3ds', 'Max' and 'FSX' are all too short for a valid search!

Mike Mann
 
Hi,

I will add those few terms as exceptions, that would improve the searching.
 
I appreciate the upcoming search ability, but seeing that a SketchUp subforum was recently added has any consideration been given for a 3ds Max subforum. I suppose you would know better than I do about the amount of traffic that would generate.

Regards, Mike Mann
 
Hi,

For now we used the GMax forum for this, since there is a lot of similarity between the tools. Combining them makes it easier to find things. Maybe we should rename that forum a bit.

Also the amount of FS developers using Max has been relatively low traditionally (understandable if you know the price of the tool). With the official gamepack for FSX it seems to be a bit on the increase though.
 
So I should be using the 'GMax' forum instead of the 'Other 3D objects' one?

Mike Mann
 
Further to my topmost post, I have since experimented and discovered that you can get LOD's to work in Acceleration without creating a plane object with an attached animation. When exporting from 3ds Max to create the .x file, make sure the Export Animation is checked in the Flight Simulator Model Export Options dialog (even though you haven't assigned an animation to any objects) this process will create both .x file, and .xanim file (albeit a very small .xanim file). Now you will have working LOD's in the model.
 
Also the amount of FS developers using Max has been relatively low traditionally (understandable if you know the price of the tool). With the official gamepack for FSX it seems to be a bit on the increase though.

Frankly I'm surprised at any increase at all, seeing as how legally acquired versions that will work with the FSX Tools haven't been available for several years now... <cough, cough> :duck: :D
 
Yes, ownership of 3ds Max is very expensive. For $3,495 US you don't even buy the software, only the license which means you can't sell it on eBay or even give it away to a friend or relative (from $3,495 to $0 in the time it takes to install and then register the software!!!). So either your lucky enough to own an old enough copy that works with FSX (3ds only sells the newer non compatible version) or you visit the nice people at turbosquid.com and go the gmax route (for $0 no depreciation).
 
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