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Problem with 3DS Part Naming

tgibson

Resource contributor
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us-california
Hi,

When I export an object as a 3DS object (even one that has no LOD's), I get part names like AA_LOD_100. When I then add another LOD to the model in GMAX (using dummy parts called Exterior_LOD_010 and Exterior_LOD_100) and link all of the parts exported by MCX to the Exterior_LOD_100 part, I get an object that looks and works fine in FS9. These objects have no animations.

But when I try loading the object back into MCX, the LOD with the parts named like AA_LOD_100 and also linked to the Exterior_LOD_100 part, that LOD object displays as "exploded" (random parts are rotated 90 degrees, etc.) and this is the way an exported MDL appears in FS9 as well. But if I rename those parts to names like AA_100 it then displays (and I assume exports) correctly in MCX.

So my suggestion to avoid this problem would be that if the object has no LOD models that in the exported .3DS model parts be named AA, not AA_LOD_100. Only if the model contains LOD models should they include the LOD_nnn extension. Either that or the importer needs some work. :)

BTW, these objects appear exactly the same in MDL Tweaker II, but a tweaked file in FS9 stlll displays OK in this case.

Until then I will use the workaround I found above, but renaming each part in a complex model is a very tedious affair...

Thanks,
 
Hi Tom,

ModelConverterX does not know objects without LODs. Each part always has a LOD and the default value is 100. Hence the naming when you export it.

I guess I could skip the LOD part in the name, when there is only one LOD in the object.

But I don't think it is weird that you have to rename these parts when you add more LODs later on.
 
I was just saying that they appear fine in FS9, but not in MCX or Model Tweaker II. :)
 
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