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Model Converter X - Export Object Problem - FSX Library

tgibson

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Oh, I forgot to mention that the new version did correctly warn me that the 2015 version of the Visual C++ files were not installed, and when I installed them the warning went away.
 
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Thanks guys and Arno in particular. I only use gmax, which I think is a good product, so I'll continue using the older MCX until if and when the new one is changed.

Arno, you have created fantastic tools which I have used every day for over 10 years, and I'd like to thank you for all of it (we don't do that often enough).

Fern
 

arno

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Hi Fern,

You can still use the new build, as long as you select the old 3ds exporter from the list. I'll keep that one as long as this issue is not solved.
 

tgibson

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Thanks for the tip, I didn't realize the (old) choice was there in the list. I can confirm that it does produce 3DS files that GMAX can read.
 
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I must admit I never saw the (old) option there, Arno. My apologies to the forum for that oversight. All working. Thanks!
 
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I am sorry, my last reply didn't show.

I had NOT SEEN the "old" version of 3ds export, and I apologize profusely for that. It works just great.

Because gmax is such a great programme, I'll continue using it (haven't really found anything "better", only "different"), so I hope that this "old" version stays there, ha ha ha ha.

My apologies for both not seeing the (old) note there, and for not having paid attention that my reply didn't work.

By the way, Arno, I'd like to thank you for all the tools you have invented and improved. I have been using them many years, and they are simply amazing. I still think that ObPlacer is, by far, the most usable for locating objects, and I use it for constantly. Thanks very much, indeed.

Fern
 
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Looks like I have to apologise again: didn't see my reply was on page 2, hi hi hi hi hi
 

arno

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Hi Fern,

No apologies needed. And it's useful for me to know the new 3DS exporter doesn't work well with GMax.
 

tgibson

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Hi,

If you are looking at the 3DS exporter, there is one thing that could make it much easier for me when I load the 3DS file into GMAX. When the scenery object has a night texture, that texture is placed into the Self Illumination slot in the GMAX Material Editor by the exporter. The BGL compiler chokes on this arrangement - _LM textures must be placed into the Ambient slot instead. So when the exporter encounters a night texture, could they be placed into the Ambient slot instead? Thanks!
 

arno

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Hi,

Isn't that a difference between the FS2004 and FSX gamepack? For FSX they go in self illumination, for FS2004 it is the ambient slot.
 

tgibson

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I don't know, I've never created an FSX scenery object with night textures. I didn't realize this, thanks. I guess I'll just continue making new materials for FS2004 for now. But if you ever start working on the conversion again, splitting the file format in the drop down box for FS2004 vs FSX 3DS objects would be very handy. :)

Thanks,
 

arno

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I'll see if I can use the preferred FS version in MCX to switch the slots.
 
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Hi, Arno
Whatever you do, please leave the OLD 3ds export there. It works like charm. Thanks:)
 
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