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FSXA RADAR won't export to MDL -- PROBLEM FIXED

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us-vermont
Upon resurrecting my old gmax radar, which rotates perfectly in gmax, I get an error message, the top of which says the following:

System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.

There is no reference to rotation and index in gmax help.
I have no problem exporting to MDL on other gmax items.
I have always used tick18 as the first part of my object name.
If I add a box into the gmax file, the file exports only the box according to MCX.
If I create a new file, and merge in the radar file I get the same bad result.

Can anyone tell me how to find and change the index?
 
Could you hit the Key H when you are in GMax and make a screenshoot please.
 
Thanks for the info..I have something to start on..rotation is fine as is..here is the screenshot for Bambi...007...I would have more detail but wanted to get it running first Image1.jpg
Image1.jpg
 
No John, that is not the right Screenshoot - but jtanabodee has show the right way to solve your Problem.
Thanks jtanabodee.
 
things to take into account are: rotation animation must be "lineal" you can change this (if needed) in "assign controller". the animation trayectory must be "collapsed". and it should have keyframes, four keyframes are enough.
I usually créate six, and apply a rotation of 60 degrees every 25 frames, and an aniation length of 150 frames.
 
Tejal means *linear* - lineal is wrong spelled, but he could meaning *lineally*.

P.S.
I know this absolutly clear, because my English Teacher gives me some ear claps if i do this fail.
 
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In the interest of completeness, I assume Bambi_007 wanted to see if I had Fstools up at the top of the screen. The answer is YES..am I right? and I have a custom Menu called MY_Menu at the top that I recommend everyone think about defining for themselves.
I successfully have a radar that rotates in a 360 degree circle just the way it appears in the real world.
 
JTanabodee, here is your summary

1. Select on what you want or you have animated.
2. Click on Animation Manager Tool.
3. Click on update selection if you are not sure it has been in the box.
4. Enter the key frame in the box


OK. I have a perfect rotation in Gmax that I made for FS9 but the only thing I can think of doing is entering 0 and 100 for the key frames.
I think I did this by setting the start on the track, moved to 100 on the track and set the start and end values by rotating the object.

5. Select Ambient on the list box.

I don't understand why this choice (as opposed to something like prop_slow)

6. Click "Create" button just above the keyframe box you just entered.

7. You are done with the animation manager don't forget the last part before exporting.

This is not right yet. The error message remains the same. This will be my last animation, believe me.
 
Screenshot - 22.07.2016 , 18_05_21.jpg
Make 4 keyframes - at 25 and 50 and 75 and 100

Have you put on Materials on the Objects ?! On all Objects that you like to Export !?!? All Objects are have Texture.

And no i dont like to know because there is an FSTools Entry.

I would like to know what the name is of the Objects and with a Hit on the H Key you will see a Menue where all the Objects of the Scene at one Time, in one Menue.

Here is a Screenshoot of my Testing ( you see the menue when you hit the h key)
 
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You should clear any animation and start from zero. Is a weird warning don't know what could mean really. could not have nothing to do with the animation but the object itself ¡¿
But as said , start from zero. apply keyframes. select the object to be animated before apply the "ambient" animation tag, and export.
 
I have long time nothing work with GMax FSX Gamepack - and I have GMax new installed today. Where I put the modeldef.xml ?
 
SDK/Environment kit/Modelling SDK/Bin
And that is the question. the operative system. people are getting problems to work on Windows 8/10.
Anyway I see John c can export mdl files. so the problem must be in the object.
 
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Thanks to all, I did remove the animation and found the rotating object itself has an unknown characteristic that would not export to an MDL.
 
How did you make the Object that rotate ?
All what rotate must be one Object.
I have call them radar




For this vid I have use Freeware of ActivePresenter

P.S.
Tejal I have not the Path:
SDK/Environment kit/Modelling SDK/Bin

P.S.
Solved
SDK SP1a has the right path
Export going well

For the zip the Guid and Friendly Name:
ca5fac6d-5ec0-417c-9d6e-c52df0b34e79
radar
 

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Nice to know Bambi, Right know what have to be fixed is the object itself. really I can't be of help here because never had problems exporting objects. People apply reset xform (or something so) or merge the object with another one and delete before export, to solve that Kind of exportation problems, tricks like that.
 
I often try to Export my Work in Progress, because that minimize the Problems in future. I know the differents between two Exports and know what I have change. I never, never wait till I´m finished my Project and then try to Export. The Error will be many more then maybe and then to Sort out is equal to search a Needle in the Straw.
 
Thanks for continuing this.....I redid part of the radar and it exports fine...but the animation still doesn't work.. Bambi_007, My finished radar was designed for FS9 and it exported and worked perfectly then. It was when I decided to resurrect and display some of the work I did that I ran head-on into this FSX problem. I am finding that there is more to redoing stuff for FSX than I thought. It's now the dialog box you get when you click on FSTools that I am trying to figure out. JTanabodee gave me part of it.

I am going to Google this issue.

My prayers are for Munich. I used to drive from Boeblingen into Stuttgart just for excellent German pastries, served by smiling frauleins in those nice black and white uniforms.
 
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John I´m shure we will find out what going wrong.
Or give me your gmax files without textures.

This is my radar01.mdl from the zip for Testing in Modelconverter X

 
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