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Erm, the vertex counter is in Max 7, not gmax... But never mind, the gmax help and tutorials are at TurboSquid's Gmax page.

Just a thought...do you happen to have any textures used in Gmax that are 4096? That's a guaranteed failure!![]()

You do remember that it IS a separate install, right? As are the tutorials?
Erm, the vertex counter is in Max 7, not gmax... But never mind, the gmax help and tutorials are at TurboSquid's Gmax page.

I do that and it works fine! The only problem with large Textures is that loading them takes aaaaaaaaaaaages, both in PS and gmax. Another downside is that I usually have to save the model in wireframe mode (all viewports) and restart gmax. Otherwise I often get the system.out.of.memory error.Just a thought...do you happen to have any textures used in Gmax that are 4096? That's a guaranteed failure!![]()
Thanks for the heads up HCornea.
Now.. Why wont this thing convert??? What have I missed... (stares into the screen.... )
....more staring...






Hey Bill,
can you write down the complete error message? I know it sucks as most of the time they can't be copy'n'pasted but it would certainly help to get an idea of what's going wrong.
Vitus


Unfortunately, the error is that you've simply got too many vertices assigned to the same FSX Material.
For example, the vertices assigned to your FSX Fuselage Material won't export...
Do you have the Maxscript "Select by Material" installed? It allows you to select one object, then "Select by Material" to grab every part that is assigned to the same FSX Material.Code:ERROR: Vertex list has too many vertices (88688), max allowed: 65535 ERROR: Attempting to add an invalid vertex buffer! ERROR: Vertex list failed allocating. Most likely exceeds the 65535 limit.
I've attached the script. Unzip it to this folder: C:\gmax\stdplugs\stdscripts
1. In GMax, open Customize/Customize User Interface/Quads menu.
2. In the Action window, scroll down and locate the Select by Material script, then select/drag it to the right window and drop it just below Start Parameter Wiring.
3. Close the popup menu.
Now, from the Viewport, select one object (such as the fuselage), then right-click to open the Quad Menu. You should see "SelectByMaterial" just above the last item on the list Convert To: >
What I did was to select about one-half of the objects assigned to "FSX Fuselage", then made a "Copy of FSX Fuselage" and then set the Specular Level to 21 (instead of 20). You can use the Polygon Counter tool to select about an equal number of polys for both FSX Materials.
Now ALL of the objects will export and create a valid model (.mdl) file.
There are at least FOUR "FSX Materials" which simply have too many vertices assigned to them, and will need to be split into two *slightly different* FSX Materials.
This *may* allow you to export the entire project without running into an "out of memory error," but...
...we can cross that bridge later if necessary!


2 drawcalls
34759 triangles
88638 vertices

Indeed an interesting idea. Whats the benefit? Does it work with the VC as well?

Very interesting, Bill.
Would then your FX file be stored in Scenery? or would you have this in the Effects folder?
I can only imagine that the FX file would be functioning like a Viz XML Gauge in a panel folder telling something to appear on the airframe.
I think... I think... I think Arno should rename this place. Instead of FSDeveloper.com, it should be FSAsylum.com...
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