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	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Installing_FSX_GMax_gamepack&amp;diff=6735</id>
		<title>Installing FSX GMax gamepack</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Installing_FSX_GMax_gamepack&amp;diff=6735"/>
		<updated>2009-05-01T20:52:52Z</updated>

		<summary type="html">&lt;p&gt;Erwin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox-Applicable-FSVersion&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| FSXA = true&lt;br /&gt;
| FSX = true&lt;br /&gt;
| FS2004 = false&lt;br /&gt;
| FS2002 = false&lt;br /&gt;
| FS2000 = false&lt;br /&gt;
| FS98 = false&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Installation of FSX and the SDK ==&lt;br /&gt;
In order to put the GMax gamepack in place, you need to follow the steps below in the following order:&lt;br /&gt;
# Install FSX Deluxe&lt;br /&gt;
# Install the SDK from the DVD 1 (see SDK folder)&lt;br /&gt;
# Install FSX SP1&lt;br /&gt;
# Install FSX SDK SP1&lt;br /&gt;
# Install FSX SP2 or Acceleration pack&lt;br /&gt;
# Install FSX SDK SP2 if you installed FSX SP2, or install the SDK delivered with the Acceleration pack if you installed the Acceleration pack. The versions need to match.&lt;br /&gt;
&lt;br /&gt;
Look in your start menu to start the FSX SDK help file. Most information about modeling and textures can be found in &amp;quot;Environment Kit &amp;gt; Modeling SDK&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Install GMax ==&lt;br /&gt;
Make sure GMax is installed, registered and start it one time to make sure Gmax starts.&lt;br /&gt;
&lt;br /&gt;
== Copy the gamepack to the right place ==&lt;br /&gt;
The SDK files can be found in one of the following places if you accepted the default location:&lt;br /&gt;
* Windows XP: C:\Program Files\Microsoft Games\Microsoft Flight Simulator X SDK\SDK&lt;br /&gt;
* Windows Vista: C:\Program Files (x86)\Microsoft Games\Microsoft Flight Simulator X SDK\SDK&lt;br /&gt;
&lt;br /&gt;
Steps:&lt;br /&gt;
# Have a look in this SDK folder and then browse to the following folder: &amp;quot;Environment Kit\Modeling SDK&amp;quot;. You&#039;ll see the folder FSX_GmaxGamePack.&lt;br /&gt;
# Copy the folder FSX_GmaxGamePack to the folder &amp;lt;gmax installation folder&amp;gt;\gamepacks&lt;br /&gt;
# Copy the GMax shortcut from  &amp;lt;gmax installation folder&amp;gt;\gamepacks\FSX_GmaxGamePack to your desktop.&lt;br /&gt;
# Start GMax only from this new shortcut. Try it.&lt;br /&gt;
# Check if you see the &amp;quot;FS Tools&amp;quot; menu like the following screenshot:&lt;br /&gt;
[[Image:gmax-fsx-fstools.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft_Design]] &lt;br /&gt;
[[Category:Scenery_Design]]&lt;br /&gt;
[[Category:Modeling]]&lt;/div&gt;</summary>
		<author><name>Erwin</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Installing_FSX_GMax_gamepack&amp;diff=6734</id>
		<title>Installing FSX GMax gamepack</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Installing_FSX_GMax_gamepack&amp;diff=6734"/>
		<updated>2009-05-01T20:50:48Z</updated>

		<summary type="html">&lt;p&gt;Erwin: /* Installation of FSX and the SDK */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox-Applicable-FSVersion&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| FSXA = true&lt;br /&gt;
| FSX = true&lt;br /&gt;
| FS2004 = false&lt;br /&gt;
| FS2002 = false&lt;br /&gt;
| FS2000 = false&lt;br /&gt;
| FS98 = false&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Installation of FSX and the SDK ==&lt;br /&gt;
In order to put the GMax gamepack in place, you need to follow the steps below in the following order:&lt;br /&gt;
# Install FSX Deluxe&lt;br /&gt;
# Install the SDK from the DVD 1 (see SDK map)&lt;br /&gt;
# Install FSX SP1&lt;br /&gt;
# Install FSX SDK SP1&lt;br /&gt;
# Install FSX SP2 or Acceleration pack&lt;br /&gt;
# Install FSX SDK SP2 if you installed FSX SP2, or install the SDK delivered with the Acceleration pack if you installed the Acceleration pack. The versions need to match.&lt;br /&gt;
&lt;br /&gt;
Look in your start menu to start the FSX SDK help file. Most information about modeling and textures can be found in &amp;quot;Environment Kit &amp;gt; Modeling SDK&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Install GMax ==&lt;br /&gt;
Make sure GMax is installed, registered and start it one time to make sure Gmax starts.&lt;br /&gt;
&lt;br /&gt;
== Copy the gamepack to the right place ==&lt;br /&gt;
&lt;br /&gt;
The SDK files can be found in one of the following places if you accepted the default location:&lt;br /&gt;
* Windows XP: C:\Program Files\Microsoft Games\Microsoft Flight Simulator X SDK\SDK&lt;br /&gt;
* Windows Vista: C:\Program Files (x86)\Microsoft Games\Microsoft Flight Simulator X SDK\SDK&lt;br /&gt;
&lt;br /&gt;
# Have a look in this SDK folder and then browse to the following folder: &amp;quot;Environment Kit\Modeling SDK&amp;quot;. You&#039;ll see the folder FSX_GmaxGamePack.&lt;br /&gt;
# Copy the folder FSX_GmaxGamePack to the folder &amp;lt;gmax installation folder&amp;gt;\gamepacks&lt;br /&gt;
# Copy the GMax shortcut from  &amp;lt;gmax installation folder&amp;gt;\gamepacks\FSX_GmaxGamePack to your desktop.&lt;br /&gt;
# Start GMax only from this new shortcut. Try it.&lt;br /&gt;
# Check if you see the &amp;quot;FS Tools&amp;quot; menu like the following screenshot:&lt;br /&gt;
[[Image:gmax-fsx-fstools.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft_Design]] &lt;br /&gt;
[[Category:Scenery_Design]]&lt;br /&gt;
[[Category:Modeling]]&lt;/div&gt;</summary>
		<author><name>Erwin</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Installing_FSX_GMax_gamepack&amp;diff=6733</id>
		<title>Installing FSX GMax gamepack</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Installing_FSX_GMax_gamepack&amp;diff=6733"/>
		<updated>2009-05-01T20:48:28Z</updated>

		<summary type="html">&lt;p&gt;Erwin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Installation of FSX and the SDK ==&lt;br /&gt;
In order to put the GMax gamepack in place, you need to follow the steps below in the following order:&lt;br /&gt;
# Install FSX Deluxe&lt;br /&gt;
# Install the SDK from the DVD 1 (see SDK map)&lt;br /&gt;
# Install FSX SP1&lt;br /&gt;
# Install FSX SDK SP1&lt;br /&gt;
# Install FSX SP2 or Acceleration pack&lt;br /&gt;
# Install FSX SDK SP2 if you installed FSX SP2, or install the SDK delivered with the Acceleration pack if you installed the Acceleration pack. The versions need to match.&lt;br /&gt;
&lt;br /&gt;
Look in your start menu to start the FSX SDK help file. Most information about modeling and textures can be found in &amp;quot;Environment Kit &amp;gt; Modeling SDK&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Install GMax ==&lt;br /&gt;
Make sure GMax is installed, registered and start it one time to make sure Gmax starts.&lt;br /&gt;
&lt;br /&gt;
== Copy the gamepack to the right place ==&lt;br /&gt;
&lt;br /&gt;
The SDK files can be found in one of the following places if you accepted the default location:&lt;br /&gt;
* Windows XP: C:\Program Files\Microsoft Games\Microsoft Flight Simulator X SDK\SDK&lt;br /&gt;
* Windows Vista: C:\Program Files (x86)\Microsoft Games\Microsoft Flight Simulator X SDK\SDK&lt;br /&gt;
&lt;br /&gt;
# Have a look in this SDK folder and then browse to the following folder: &amp;quot;Environment Kit\Modeling SDK&amp;quot;. You&#039;ll see the folder FSX_GmaxGamePack.&lt;br /&gt;
# Copy the folder FSX_GmaxGamePack to the folder &amp;lt;gmax installation folder&amp;gt;\gamepacks&lt;br /&gt;
# Copy the GMax shortcut from  &amp;lt;gmax installation folder&amp;gt;\gamepacks\FSX_GmaxGamePack to your desktop.&lt;br /&gt;
# Start GMax only from this new shortcut. Try it.&lt;br /&gt;
# Check if you see the &amp;quot;FS Tools&amp;quot; menu like the following screenshot:&lt;br /&gt;
[[Image:gmax-fsx-fstools.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft_Design]] &lt;br /&gt;
[[Category:Scenery_Design]]&lt;br /&gt;
[[Category:Modeling]]&lt;/div&gt;</summary>
		<author><name>Erwin</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=File:Gmax-fsx-fstools.jpg&amp;diff=6732</id>
		<title>File:Gmax-fsx-fstools.jpg</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=File:Gmax-fsx-fstools.jpg&amp;diff=6732"/>
		<updated>2009-05-01T20:44:34Z</updated>

		<summary type="html">&lt;p&gt;Erwin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Erwin</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Installing_FSX_GMax_gamepack&amp;diff=6731</id>
		<title>Installing FSX GMax gamepack</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Installing_FSX_GMax_gamepack&amp;diff=6731"/>
		<updated>2009-05-01T20:44:07Z</updated>

		<summary type="html">&lt;p&gt;Erwin: New page: == Installation of FSX and the SDK == In order to put the GMax gamepack in place, you need to follow the steps below in the following order: # Install FSX Deluxe # Install the SDK from the...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Installation of FSX and the SDK ==&lt;br /&gt;
In order to put the GMax gamepack in place, you need to follow the steps below in the following order:&lt;br /&gt;
# Install FSX Deluxe&lt;br /&gt;
# Install the SDK from the DVD 1 (see SDK map)&lt;br /&gt;
# Install FSX SP1&lt;br /&gt;
# Install FSX SDK SP1&lt;br /&gt;
# Install FSX SP2 or Acceleration pack&lt;br /&gt;
# Install FSX SDK SP2 if you installed FSX SP2, or install the SDK delivered with the Acceleration pack if you installed the Acceleration pack. The versions need to match.&lt;br /&gt;
&lt;br /&gt;
Look in your start menu to start the FSX SDK help file. Most information about modeling and textures can be found in &amp;quot;Environment Kit &amp;gt; Modeling SDK&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Install GMax ==&lt;br /&gt;
Make sure GMax is installed, registered and start it one time to make sure Gmax starts.&lt;br /&gt;
&lt;br /&gt;
== Copy the gamepack to the right place ==&lt;br /&gt;
&lt;br /&gt;
The SDK files can be found in one of the following places if you accepted the default location:&lt;br /&gt;
* Windows XP: C:\Program Files\Microsoft Games\Microsoft Flight Simulator X SDK\SDK&lt;br /&gt;
* Windows Vista: C:\Program Files (x86)\Microsoft Games\Microsoft Flight Simulator X SDK\SDK&lt;br /&gt;
&lt;br /&gt;
# Have a look in this SDK folder and then browse to the following folder: &amp;quot;Environment Kit\Modeling SDK&amp;quot;. You&#039;ll see the folder FSX_GmaxGamePack.&lt;br /&gt;
# Copy the folder FSX_GmaxGamePack to the folder &amp;lt;gmax installation folder&amp;gt;\gamepacks&lt;br /&gt;
# Copy the GMax shortcut from  &amp;lt;gmax installation folder&amp;gt;\gamepacks\FSX_GmaxGamePack to your desktop.&lt;br /&gt;
# Start GMax only from this new shortcut. Try it.&lt;br /&gt;
# Check if you see the &amp;quot;FS Tools&amp;quot; menu like the following screenshot:&lt;br /&gt;
[[Image:gmax-fsx-fstools.jpg]]&lt;/div&gt;</summary>
		<author><name>Erwin</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Model_your_own_house_in_GMax&amp;diff=4329</id>
		<title>Model your own house in GMax</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Model_your_own_house_in_GMax&amp;diff=4329"/>
		<updated>2008-02-02T13:13:21Z</updated>

		<summary type="html">&lt;p&gt;Erwin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;Originally posted on the forums by &amp;quot;Erwin&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Find out everything you need to build you own house and show it in Flight Simulator:&lt;br /&gt;
* [[Gmax  installation guide for FS2004]]&lt;br /&gt;
* See the FsX SDK how to install and configure Gmax for FsX and then follow the tutorial [[Gmax for FsX]] how to get your model into FsX.&lt;br /&gt;
&lt;br /&gt;
The purpose of this second part is to build the framework of your own house or another object of your choice. In combination with the first tutorial you will be able to show it in MS Flight Simulator.&amp;lt;br&amp;gt;&lt;br /&gt;
* [[ Gmax_model_guide ]]&lt;br /&gt;
&lt;br /&gt;
The third part discussing the use of textures in GMax is now also available.&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.nl-2000.com/nuke/modules.php?name=News&amp;amp;file=article&amp;amp;sid=132 Part 3]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:Scenery design]]&lt;/div&gt;</summary>
		<author><name>Erwin</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Modeling_-_Intro_Guide_-_2_(GMax)&amp;diff=3182</id>
		<title>Modeling - Intro Guide - 2 (GMax)</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Modeling_-_Intro_Guide_-_2_(GMax)&amp;diff=3182"/>
		<updated>2007-12-01T21:16:59Z</updated>

		<summary type="html">&lt;p&gt;Erwin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== A rough sketch ===&lt;br /&gt;
This is a rough sketch of the &amp;quot;Concertgebouw&amp;quot; in Amsterdam. As you can see you don&#039;t have to draw accurate :-)&lt;br /&gt;
&lt;br /&gt;
[[Image:Gmax_rough_sketch.jpg]]&lt;br /&gt;
	&lt;br /&gt;
=== Convert to editable mesh ===&lt;br /&gt;
{|&lt;br /&gt;
|[[Image:Gmax_editable_mesh_convert.jpg]]&lt;br /&gt;
|&lt;br /&gt;
* Select the object&lt;br /&gt;
* Choose the Modify tab&lt;br /&gt;
* Right mouse click in the modify stack&lt;br /&gt;
* Select Editable Mesh&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Editable Mesh modes ===&lt;br /&gt;
[[Image:Gmax_editable_mesh_modes.jpg|right]]&lt;br /&gt;
As you probably noticed in the tutorial from the Gmax gamepack, it&#039;s possible to edit an object in different modes. First select the mode. In the example on the right, Polygon is selected. Then select one or several of the sub objects and modify those. Notice the red figures which you can also use to select a mode.&lt;br /&gt;
&lt;br /&gt;
* Vertex. Drag for example a selection around several vertices, or keep the control key pressed and select several vertices by clicking the vertices one by one. Chose the Collapse button on the bottom of the modify tab after selecting two vertices for example to create a peaked roof.&lt;br /&gt;
* Edge. Drag or collapse edges to create strange objects or to move 2 vertices (one edge) at once.&lt;br /&gt;
* Face. Honestly I don&#039;t use this mode often. A face is always a triangle. A poly is always constructed out of one or more faces. The polygon mode is in most of the times a better option.&lt;br /&gt;
* Polygon. A surface which has a minimum of 3 vertices and is constructed out of faces. Together with vertex mode this is the most used mode. Polygon mode is a perfect combination with the tool extrude.&lt;br /&gt;
* Element.&lt;br /&gt;
&lt;br /&gt;
If you want to select to entire object (so not one of the modes above) click one time on the words Editable Mesh and the figure behind one of the modes will disappear.&lt;br /&gt;
&lt;br /&gt;
=== Extrude ===&lt;br /&gt;
{|&lt;br /&gt;
| [[Image:Gmax_extrude.jpg|left]]&lt;br /&gt;
|&lt;br /&gt;
* Select a polygon. Press F2 to highlight the polygon.&lt;br /&gt;
* Click the button Extrude which turns the color of the button into orange.&lt;br /&gt;
* Then type a value in meters, or click and draw the selected polygon (notice the mouse pointer).&lt;br /&gt;
* Click the button Extrude again to deselect the tool.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Collapse ===&lt;br /&gt;
[[Image:Gmax_collapse.jpg|right]]&lt;br /&gt;
* Select two vertices by keeping the control key pressed.&lt;br /&gt;
* Click the button Collapse on the bottom of the Modify tab.&lt;br /&gt;
&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Slice Plane ===&lt;br /&gt;
{|&lt;br /&gt;
| [[Image:Gmax_slice_plane.jpg]]&lt;br /&gt;
|&lt;br /&gt;
* Select a polygon and click the button Slice Plane in the Modify tab. The button will turn into orange. Notice the yellow frame around the polygon.&lt;br /&gt;
* Turn and move (by the Rotate and Move tool) the yellow frame as you like, so the poly will be cut in half exactly at the place you want.&lt;br /&gt;
* Click on the button Slice to actually cut the polygon.&lt;br /&gt;
* Click the button Slice Plane again to deselect the tool.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Boolean ===&lt;br /&gt;
[[Image:Gmax_boolean_01.jpg|right]]&lt;br /&gt;
Imagine a door of a building which should be placed a bit inside the building so a nice entrance is created.&lt;br /&gt;
* First create the house and next make a box in the size of the entrance with a random depth at least the depth of the entrance.&lt;br /&gt;
* Move the box into the house at the place where the entrance should be. Then select the house again.&lt;br /&gt;
* Select the Create tab and chose Compound Objects in the dropdown box.&lt;br /&gt;
* Click the button Boolean turning it into orange.&lt;br /&gt;
* Click the button Pick Operand B.&lt;br /&gt;
* Click the box you just moved into the house. Watch the result.&lt;br /&gt;
* Underneath the button Pick Operand B you will see a section Operation. Select one by one the five options and have a look at the results. Select in our example the option Cut and then Refine. At first sight nothing happened in Perspective view but have a look at the other viewports and notice that a polygon has been created.&lt;br /&gt;
* Select the Modify tab and notice the word Boolean in the stack. Right mouse click on the stack and choose Editable mesh again.&lt;br /&gt;
[[Image:Gmax_boolean_02.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:Scenery design]]&lt;br /&gt;
[[category:FSX]]&lt;br /&gt;
[[category:FS9 (FS2004)]]&lt;/div&gt;</summary>
		<author><name>Erwin</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Introduction_to_modeling_with_GMax&amp;diff=3181</id>
		<title>Introduction to modeling with GMax</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Introduction_to_modeling_with_GMax&amp;diff=3181"/>
		<updated>2007-12-01T21:15:49Z</updated>

		<summary type="html">&lt;p&gt;Erwin: /* Documentation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In the first part of the series [[Gmax_installation_guide_for_FS2004|Build your own house]] I showed you which software you need, how to install and configure the software, and which steps to take to get a model into FS2004. In a recent tutorial [[Gmax for FsX]] almost the same is told for FsX. Both tutorials resulted in a model at Lelystad airport. The purpose of this part is to build the framework of your own house or another model of your choice. In combination with the first tutorial you will be able to show it in FS2004 or FsX.&lt;br /&gt;
&lt;br /&gt;
I won&#039;t go into detail how to construct a house, because these tutorials are already available. From personal experience however I can tell you which tutorials are good, and I&#039;ll show you tips &amp;amp; tricks how to get a quick result and how to get information about buildings. Don&#039;t forget to hit the links in between for a more detailed description of several tools. In the next tutorial I&#039;ll explain how to make textures and use these in Gmax. So for now you have to deal with a house in one color without windows and doors.&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
Did you ever wonder what applications an architect is using to draw a house in 3D? Gmax is such an application. It&#039;s developed by Discreet, which is a division of Autodesk. Autodesk is the developer of AutoCad, a serious and accepted application with a wide support. Somewhere in 2006 AutoDesk decided to discontinue development for Gmax, but it is still the only tool to use which Microsoft supports. Don&#039;t get confused by the amount of complicated possibilities at first sight. With a few mouse clicks away pretty neat things can be made, because you will only need to use a few of those possibilities. With regular exercise you can achieve quicker and nicer results every time.&lt;br /&gt;
&lt;br /&gt;
== Collecting information ==&lt;br /&gt;
Before you start building you need information about your house. A floor plan is really nice, but most of the time you have to do without it. The buildings in MS Flight Simulator are not accurate each centimeter and even not accurate each meter. Beside that you only need the measurements of the outer walls. It&#039;s a good assumption trying to get an accuracy in meters. With a bit of practice you can make steps of one meter and soon you have all data available. My way:&lt;br /&gt;
&lt;br /&gt;
* The way I did it in 2004/2005: Most of the times I make a [[Gmax_model_guide_details#A_rough_sketch|rough sketch]]  in upper view. After all this sketch isn&#039;t accurate (because I don&#039;t have any drawing skills). So don&#039;t be hard on yourself and draw some quick lines. Now walk around your house with steps of one meter and make a note of each distance in the sketch. This is my favorite part, because at this time I take a really good look at the building and a lot of times I discover beautiful and interesting architectural details. This is a very nice way being cultural and breath some fresh air.&lt;br /&gt;
* The way I do it now (faster but less cultural): &lt;br /&gt;
** Start Google Earth&lt;br /&gt;
** Zoom in on the building&lt;br /&gt;
** Make a screenshot and print it&lt;br /&gt;
** Start the ruler (tools &amp;gt; ruler)&lt;br /&gt;
** Set the unit to meters&lt;br /&gt;
** Measure the lengths and note these on the paper&lt;br /&gt;
* Next make a sketch of the sides. Determining the height is a more difficult job:&lt;br /&gt;
** If you have a photo, taken right in front of a wall, and you know the height of a door or a window frame, then you can determine the height of, for example the gutter or ridge.&lt;br /&gt;
** A tape measure is one alternative. Measuring your own house this way isn&#039;t that strange, but if you&#039;re going to measure other buildings with this alternative, don&#039;t be surprised if some people stare at you.&lt;br /&gt;
** I&#039;ve seen a lot of buildings with big bricks or panels. Measure one such brick or panel and count them on a photo.&lt;br /&gt;
** A lot of information is available on the internet about sky scrapers or special buildings.&lt;br /&gt;
** Estimate the height of one floor and count all floors. Approximate 2,8 or 3 meter per floor is a good choice. Be aware that the ground floor and upper floor are often higher than the other floors.&lt;br /&gt;
&lt;br /&gt;
Besides the tips mentioned above, I use other resources:&lt;br /&gt;
* At sites like [http://www.terradesk.nl Terradesk] you can have a birds eye view and watch the aerial photo of your house. Via the menu of that tool it&#039;s possible to measure a distance with an accuracy of one meter.&lt;br /&gt;
* Have a look at the website of your local authority. The [http://gemeentearchief.amsterdam.nl municipal archive of Amsterdam] is such an example.&lt;br /&gt;
* Just look around on the internet for information and photo&#039;s of the building you like to model.&lt;br /&gt;
&lt;br /&gt;
== Gmax basics ==&lt;br /&gt;
Start Gmax and build your house. Hmmm. Every house is different so I can&#039;t exactly show you how to build your specific house in Gmax. However, a tutorial is available in the FS2004 gamepack. If you don&#039;t have it installed,  [http://download.microsoft.com/download/4/d/e/4de1e425-c932-4232-829b-eeb7f2658885/fs2004_sdk_gmax_setup.exe download] and install it.&lt;br /&gt;
&lt;br /&gt;
Have a look in the installation directory of Gmax where you will find a directory called gamepacks\fs2004. Useful directories are listed here, but we are now looking for the document gmaxSceneryTutorial.doc in the doc directory. This document shows step by step, with a lot of useful images, how to build a house. Skip the first three pages and start at chapter Creating a model of a house at step 4 and end with step 68. After this step the subject is about textures, which will be discussed in another tutorial.&lt;br /&gt;
&lt;br /&gt;
=== Create en modify tabs ===&lt;br /&gt;
[[Image:Gmax_create_tab.jpg|left]] In the right part of the window you see six tabs, but most of the times you will only use two. The first tab is called the Create tab and the second tab is called the Modify tab. The Create tab is used to create a basic object or to use the [[Gmax_model_guide_details#Boolean|Boolean tool]]. Especially the Modify tab is often too long to fit in the window. At the right there is a hardly visible scrollbar. Move your mouse next to the buttons or fields and you&#039;ll see the arrow changing in a hand. Now you can drag the content of the tab up and down. The information in the Modify tab depends on which object and/or [[Gmax_model_guide#Modify_stack|modifier]] is selected.&lt;br /&gt;
&amp;lt;br clear=left&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Manoeuvering in Gmax ===&lt;br /&gt;
Some basic tools are located in the upper toolbar used for selecting, moving or resizing:&lt;br /&gt;
* [[Image:Gmax_select_mode.jpg]] Select tool. With this tool you can select an object, polygon, vertex, etc. It&#039;s also possible to select multiple objects at once by dragging a frame around the objects. If you select multiple vertices at once, be aware it&#039;s very likely you also selected vertices at the back of the object by accident. Particularly in combination with the tool collapse, you can get very strange results.&lt;br /&gt;
* [[Image:Gmax_move_mode.jpg]] Move tool. Tool to move the selected things. Three big arrows (red, green and blue) will appear at the selected object, complying with the axis colors in the lower left part of the active viewport. Grab one of the three arrows and you&#039;ll see the object will only move in the direction of that particular axis.&lt;br /&gt;
* [[Image:Gmax_rotate_mode.jpg]]Rotate tool. This is used to rotate the selected objects. Use the same arrows for rotating the objects around that particular axis.&lt;br /&gt;
* [[Image:Gmax_scale_mode.jpg]] Scale tool. You can see a small arrow in the lower right corner of the button. Keep this button pressed and you&#039;ll be able to select one of the three modes of this tool. I can&#039;t get used to this tool, because it cooperates with the X, Y and Z buttons up in the window. Trial and error is the best method. If a notification message shows up, you can ignore this message for the future.&lt;br /&gt;
&lt;br /&gt;
Some tools are located at the lower right to look at objects from serveral points of view, and some tools to zoom in and out. If your mouse has a mouse wheel, it&#039;s possible to zoom in and out by turning the wheel (same function as the magnifying glass). Pressing the wheel and dragging at the same time, is the same function as pan (the hand). Combine these scroll wheel actions with the shift, alt or control key to get even more possibilities. Notice the small arrows on some of the buttons and the accompanied modes, which change the behavior of the tool.&lt;br /&gt;
&lt;br /&gt;
* [[Image:Gmax_magnify.jpg]] Zoom in- and out on a selected object in the active viewport.&lt;br /&gt;
* [[Image:Gmax_magnify_all.jpg]] Zoom in- and out on a selected object in all viewports at once.&lt;br /&gt;
* [[Image:Gmax_fit.jpg]] Fill the viewport with the selected objects in one click.&lt;br /&gt;
* [[Image:Gmax_fit_all.jpg]] Fill all viewports in one click with the selected objects.&lt;br /&gt;
* [[Image:Gmax_magnify_selected.jpg]] Select the objects you want to fill the viewport with.&lt;br /&gt;
* [[Image:Gmax_pan.jpg]] Moving the point of view.&lt;br /&gt;
* [[Image:Gmax_view_rotate.jpg]] Rotate around the object. Notice the difference if you point the mouse on the inner or outer part of the yellow circle. You can also grab the boxes on the circle.&lt;br /&gt;
* [[Image:Gmax_fullscreen.jpg]] Full screen of the active viewport. Press again to go back to the normal view.&lt;br /&gt;
&lt;br /&gt;
== Editable mesh ==&lt;br /&gt;
What are the most important points in this tutorial? The most important point is probably making [[Gmax_model_guide_details#Convert_to_editable_mesh|editable mesh]] of a box (point 26 in the turorial). Only from that moment on it&#039;s possible to transform the box by grabbing a corner, edge or polygon and change it the way you want. If you don&#039;t turn the box into [[Gmax_model_guide_details#Convert_to_editable_mesh|editable mesh]], you can only transform it in limited ways which will practically never lead to the result you want. [[Gmax_model_guide_details#Convert_to_editable_mesh|Editable mesh]] is the keyword.&lt;br /&gt;
&lt;br /&gt;
== Frame rate ==&lt;br /&gt;
Editable mesh is at the same time a good starting point to make a building which end up being a frame rate killer. Every point or poly you add, must be calculated by the engine of MS Flight Simulator and creates a bigger load on the processor and graphics card. It&#039;s no problem to construct a very detailled building, because the frame rate of Gmax object seems great. But it&#039;s all about vertices and faces which are added without knowing you are adding them. This usually happens in the first phase by placing a basic shape, even before you convert it to editable mesh. An example (imagine a chimney):&lt;br /&gt;
* Select the Create tab.&lt;br /&gt;
* Click Cylinder (button changes into orange).&lt;br /&gt;
* Click and drag in perspective view while making the base of the cylinder. Then let go the mouse button and move your mouse determining the height. Click again to fix the size of the cylinder.&lt;br /&gt;
* Click with the right mouse button on the word Perspective in the Perspective view and select Edged Faces.&lt;br /&gt;
&lt;br /&gt;
[[Image:Gmax_useless_faces.jpg|right]]&lt;br /&gt;
&lt;br /&gt;
You see a lot of faces and a lot of them are useless. How to solve this:&lt;br /&gt;
* Select the Modify tab.&lt;br /&gt;
* Beneath the header Parameters you&#039;ll see some options.&lt;br /&gt;
* Change the values (or drag an arrow and move it up and down) of the fields Height Segments, Cap Segments and Sides.&lt;br /&gt;
* Cap Segments defaults to 1 which is fine.&lt;br /&gt;
* Height Segments should almost always set on 1. This is the main cause.&lt;br /&gt;
* Changing the Sides parameter changes how smooth the cylinder get. This is mostly a matter of taste.&lt;br /&gt;
* Just play with the option Slice On and the accompanied options Slice From and Slice To for nifty results.&lt;br /&gt;
&lt;br /&gt;
A well defined basic object is a good start before converting it to [[Gmax_model_guide_details#Convert_to_editable_mesh|editable mesh]]. Later on you can change the amount of poly&#039;s as much as needed with several tools like [[Gmax_model_guide_details#Extrude|Extrude]] and [[Gmax_model_guide_details#Slice_Plane|Slice]].&lt;br /&gt;
&lt;br /&gt;
== Modify stack ==&lt;br /&gt;
In the Create tab directly beneath the dropdown box Modifier List the Modifier stack is situated. This is a list of modifiers applied on the selected object. At first this list is empty, but after converting the object to editable mesh you will see a plus sign with Editable Mesh. You can add modifiers from the modifier list (the dropdown box) to the modifier stack. If you&#039;re not satisfied with the result of one of the modifiers, just remove the modifier from the stack. I&#039;m always having trouble to explain what the modifier stack exactly is, so it&#039;s better to explain this with an example:&lt;br /&gt;
&lt;br /&gt;
[[Image:Gmax_modify_tab.jpg|right]]&lt;br /&gt;
&lt;br /&gt;
* Select the cylinder from the example above.&lt;br /&gt;
* Add a modifier, for instance the Bend modifier and play with the parameters which will show up in the Create tab.&lt;br /&gt;
* Next add the modifier Twist and try the parameters too.&lt;br /&gt;
* Add the modifier Mirror.&lt;br /&gt;
* The modifier stack shows 4 modifiers.&lt;br /&gt;
* More options are available under the plus sign.&lt;br /&gt;
* Just select all modifier in the stack one by one and have a look at the result each time.&lt;br /&gt;
* Remove for instance the modifier Twist from the stack (click Twist &amp;gt; right mouse button &amp;gt; delete) and watch the result.&lt;br /&gt;
&lt;br /&gt;
Important! If you&#039;re pretty sure that the object has the right shape you need to collapse the stack. Click with the right mouse button somewhere on the modifier stack and select Collapse All. All transformations and other modifications you&#039;ve done by the modifiers are final. So it sounds tempting never collapsing the stack, but you really need to do this often and quick after modifications:&lt;br /&gt;
* Before an export from Gmax. The stack of all objects must be collapsed before you make an export.&lt;br /&gt;
* When you apply textures on an object. I will explain this in the next part.&lt;br /&gt;
&lt;br /&gt;
== Regular used tools ==&lt;br /&gt;
&lt;br /&gt;
Making a box or other basic shape is simple, but to create more complex shapes I will explain some of the tools which are used in the tutorial of the Gmax gamepack. These tools all assume the object is converted to editable mesh.&lt;br /&gt;
* [[Gmax_model_guide_details#Extrude|Extrude]]. With this tool you can pull out poly&#039;s (surface) from an object or push the poly into the object. This can be repeated almost infinite to create very complex shapes. If you only want to extrude half of a poly, than you first need to use the tool Slice pane (see below) to cut the poly into half. Most people tend to create two boxes and place them next to each other. Think about the number of objects, poly&#039;s and vertices you&#039;ll end up. Compare this with the amount of objects, poly&#039;s and vertices you&#039;ll end up using the tool extrude. The lesser poly&#039;s and vertices in the final result, the better the famous frame rate of MS Flight Simulator.&lt;br /&gt;
* [[Gmax_model_guide_details#Collapse|Collapse]]. With this tool you mostly merge vertices to only one vertex. This way is used in the tutorial (step 43) to make a peaked roof out of a box. Beside this I also use this tool to merge vertices which are created by accident by the tools extrude or slice plane with again the frame rate in mind.&lt;br /&gt;
* [[Gmax_model_guide_details#Extrude|Function key F2]]. Select a poly and press F2. The poly turns into red, so you&#039;re sure you&#039;ve selected the correct poly.&lt;br /&gt;
&lt;br /&gt;
Beside the tools mentioned above I also use the following tools very often:&lt;br /&gt;
* [[Gmax_model_guide_details#Slice_Plane|Slice Plane]]. Cuts a poly in half. I use Slice Plane a lot if I only want to extrude a part of an existing poly or to apply two different textures to a poly.&lt;br /&gt;
* [[Gmax_model_guide_details#Boolean|Boolean]]. This is a very nifty tool which is hardly described anywhere. This tool enables you to&lt;br /&gt;
** simply merge two objects into one object.&lt;br /&gt;
** remove a portion from an object in the shape of another object.&lt;br /&gt;
** create a poly in the middle of a surface of an object, in the shape of another object.&lt;br /&gt;
** do some other nifty thing.&lt;br /&gt;
&lt;br /&gt;
== Saving your work ==&lt;br /&gt;
Save your work regularly. By the setting (Customize &amp;gt; Preferences &amp;gt; tab Files &amp;gt; Increment on Save) you had to apply in the previous part, a backup is created every time you save your work. An incremental number is added to the filename each time. Once in a while you need to clean up the directory, but history taught me that I sometimes needed these backup files because I made some irreversible mistakes.&lt;br /&gt;
&lt;br /&gt;
Sometimes Gmax will crash, but luckily it saves your work during that crash in the installation directory of Gmax. Start Gmax again en notice the saved file in the history list of the menu File. Open the file and save it immediately in the correct directory with a new number at the end.&lt;br /&gt;
&lt;br /&gt;
== Documentation ==&lt;br /&gt;
Of course I didn&#039;t tell you everything what you can do with Gmax. By experimenting you will accomplish a lot and Gmax itself has some tutorials and help files which you can download:&lt;br /&gt;
* [http://www.turbosquid.com/gmax gmax12_help.exe]. Unpack the file in the directory Help&lt;br /&gt;
* [http://www.turbosquid.com/gmax gmax12_tutorials.exe]. Unpack the file in the directory tutorials. Especially tutorials 1, 2 and 7 are recommended.&lt;br /&gt;
* Don&#039;t forget the documentation of the Gmax gamepack SDK itself which you already installed in gamepacks\fs2004\docs or the Environment kit of the FsX SDK.&lt;br /&gt;
&lt;br /&gt;
Who can do without online documentation:&lt;br /&gt;
* [http://www.turbosquid.com/Forum/Index.cfm/stgAct/ForumList/intGroupID/1004 Gmax support]&lt;br /&gt;
* [http://www.turbosquid.com/Forum/Index.cfm/stgAct/ThreadList/intForumID/1042 Gmax forum] &amp;amp; [http://www.turbosquid.com/Forum/Index.cfm/stgAct/ThreadList/intForumID/1065 FS gamepack forum]&lt;br /&gt;
* http://www.fsdeveloper.com&lt;br /&gt;
&lt;br /&gt;
Some books are available too:&lt;br /&gt;
* 3DS MAX for windows (isbn 0321180879 ). 3DS MAX is Gmax&#039;s commercial big brother, but about 95% of the book covers the functionalities of Gmax.&lt;br /&gt;
* Gmax Bible by Kelly L Murdock (isbn 0764537571)&lt;br /&gt;
* The Gmax Handbook (1584502207)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Have fun&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[category:Scenery design]]&lt;br /&gt;
[[category:FSX]]&lt;br /&gt;
[[category:FS9 (FS2004)]]&lt;/div&gt;</summary>
		<author><name>Erwin</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Gmax_installation_guide_for_FS2004&amp;diff=3180</id>
		<title>Gmax installation guide for FS2004</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Gmax_installation_guide_for_FS2004&amp;diff=3180"/>
		<updated>2007-12-01T21:14:25Z</updated>

		<summary type="html">&lt;p&gt;Erwin: /* Viewing the final result */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You will be busy for a while if you have to find out everything you need to build your own house and show it in MS Flight Simulator 2004 (FS2004). This workshop is written to give as many people as possible the opportunity to get familiar with it.&lt;br /&gt;
&lt;br /&gt;
First I will explain which tools you need, where you can get them and how they should be configured. Then I will show you how to make a simple model appear in FS2004. This is part one in the series Build your own house. In the next parts I will explain how to build your own house in Gmax, make photo realistic textures and tell you what to keep in mind if you&#039;re going to make more than one model. In this article I&#039;ll show you one way to accomplish this quest. Of course at some points there are many ways to reach the goal, but I want to keep it simple and therefore choose the method below.&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
The most important tool you need is Gmax. This is a 3D modeling tool which makes its possible to build you own house or some other model. At first sight Gmax seems pretty complicated with many features. Luckily you need few of these features to get a nice result. Some kind of 20-80 rule. You create the models in Gmax, but then you want them to show up in FS2004. After installing Gmax you need to install a game pack so you can export the models to a special format. To get the end result (so called bgl files) you will use the bgl compiler from a Software Development Kit. This sounds scary but is pretty simple.&lt;br /&gt;
&lt;br /&gt;
Now you think this will cost a lot of money, but the opposite is true. These nice tools are all free, except for FS2004 of course. There&#039;s only one but. You want nice pictures on your structure to make it photo realistic. These pictures (textures) are created with an image or photo editing tool like Paintshop, Photoshop, The Gimp, etc. Most of these tools are not for free except the open source tool The Gimp. Everybody has their own preference which tool is better suited. Textures will not be discussed in this first part, but will be discussed in one of the upcoming articles. Let&#039;s begin.&lt;br /&gt;
&lt;br /&gt;
== Installation ==&lt;br /&gt;
=== Downloads  ===&lt;br /&gt;
* [http://www.turbosquid.com/gmax Gmax]&lt;br /&gt;
* [http://download.microsoft.com/download/4/d/e/4de1e425-c932-4232-829b-eeb7f2658885/fs2004_sdk_gmax_setup.exe Gmax Gamepack SDK (Software Developers Kit)]&lt;br /&gt;
* [http://download.microsoft.com/download/b/9/3/b930da2a-b3bf-40dc-b830-b1da916eb9e2/fs2004_sdk_bglcomp2_setup.exe BGL Comp SDK]&lt;br /&gt;
* [http://download.microsoft.com/download/1/1/8/1181a250-ac2c-43fa-b35b-bfd7b87934ad/makemdl_sdk_setup.exe MakeMDL SDK Update]&lt;br /&gt;
* [http://www.microsoft.com/downloads/details.aspx?FamilyID=3144b72b-b4f2-46da-b4b6-c5d7485f2b42&amp;amp;DisplayLang=en Microsoft XML Core Services 4.0 Service Pack 2 (msxml.msi)]&lt;br /&gt;
&lt;br /&gt;
=== Gmax installation ===&lt;br /&gt;
Follow the next steps to install Gmax:&lt;br /&gt;
* Run the setup.&lt;br /&gt;
* Register by starting Gmax. Within a few hours you will receive a registration code. You can always re-register at [http://www.turbosquid.com/RegisterGmax/ Turbo Squid]&lt;br /&gt;
* Start Gmax and fill in the registration code.&lt;br /&gt;
&lt;br /&gt;
=== Gmax Gamepack SDK ===&lt;br /&gt;
* Run the setup and accept the suggested default installation path. This is the directory where Gmax is installed and this way all the needed stuff is put in the right place.&lt;br /&gt;
* If you installed the FS2002 Gamepack before, you can have both Gamepacks installed and configured. Follow the instructions in the document &#039;&#039;&amp;quot;Installing the FS2004 GMax SDK over the FS2002 GMax SDK.rtf&amp;quot;&#039;&#039; in the gmax\gamepacks\fs2004 directory. The FS2002 Gamepack is still very usefull to [[Ground_polygons_with_GMax|create ground polygons]].&lt;br /&gt;
&lt;br /&gt;
=== BGL Comp SDK ===&lt;br /&gt;
* Run the setup. The installation directory is up to you.&lt;br /&gt;
* Locate bglcomp.exe in the installation directory. Create a shortcut on your desktop.&lt;br /&gt;
&lt;br /&gt;
=== MakeMDL SDK Update  ===&lt;br /&gt;
* Run the setup&lt;br /&gt;
&lt;br /&gt;
=== Microsoft XML Core Services 4.0 Service Pack 2 ===&lt;br /&gt;
* Run the setup&lt;br /&gt;
* Run windows update to receive hotfixes (not mandatory)&lt;br /&gt;
&lt;br /&gt;
== Configuration ==&lt;br /&gt;
The next step is the configuration of Gmax to get a good head start with your first project. The screenshots below show my own preferences. You can set these preferences in the menu Customize. The preferences Metric in Unit Setup and the parameter System Unit Scale in the general tab are very important. A grid spacing of 10m is recommended.&lt;br /&gt;
&lt;br /&gt;
=== Setting the preferences ===&lt;br /&gt;
* These are my recommended preferences: &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Image:gmax_units.jpg]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Image:gmax_grid_snap.jpg]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Image:gmax_preferences_general.jpg]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Image:gmax_preferences_files.jpg]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Image:gmax_preferences_viewports.jpg]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Customize the user interface ===&lt;br /&gt;
After setting the preferences above you can Customize the user interface. I&#039;ve configured the three most used tools with a key on the keyboard:&lt;br /&gt;
* S for select tool&lt;br /&gt;
* R for rotate tool&lt;br /&gt;
* M for move tool&lt;br /&gt;
&lt;br /&gt;
== Your first Gmax model ==&lt;br /&gt;
Start Gmax and have a look around. Notice the four big squares which are called viewports. These will give you a view of your structure from several sides at once. The viewport on the bottom right is a so called perspective view by default. In this view you can have a look at all sides of your structure. Furthermore you will see white lines, these are called the grid. If you followed my preferences the distance between two lines is 10 meters.&lt;br /&gt;
&lt;br /&gt;
On top in the toolbar you can see the most used tools to select, move, resize and rotate objects for example. At the bottom of the window you see a status bar, time bar for animations and a few buttons to modify the behavior of the tools in the toolbar. To the right of the viewports you see a space with six tabs in the upper part. From now on you will use only two of them. The first tab is called the Create tab and the second tab is called the Modify tab. Move your mouse above the tabs (don&#039;t click) and a tool tip will appear with these names.&lt;br /&gt;
&lt;br /&gt;
The create tab is the default tab shown after startup. Several basic shapes can be selected. From a historical point of view a teapot is one of the basic shapes of 3d modeling applications. Just click on the button Teapot changing the color of the button into orange. Click and drag in the Perspective viewport. The teapot will arise and change in size by dragging the mouse. Next, click on the button Box changing the color of that button into orange. Click and drag in the Perspective view next to the teapot. While dragging you determine the base of the box. Release the mouse button and gently drag upwards. This will change the height of the box. Click once to fixate the height. The first models are ready. Lets see if we can show these models in FS2004.&lt;br /&gt;
&lt;br /&gt;
== From Gmax to FS2004 ==&lt;br /&gt;
The tools that shipped with FS2004 fortunately are easier than those of version 2002. Some parts are made invisible to the user and the code you will see is in XML format which will give you nice possibilities later on. Follow the steps below:&lt;br /&gt;
&lt;br /&gt;
=== Export the model ===&lt;br /&gt;
* Select File &amp;gt; Export.&lt;br /&gt;
* Select a directory where you want to keep the project files of your house.&lt;br /&gt;
* Type teapot as file name, for instance.&lt;br /&gt;
* Select Flightsim Scenery Object (*.MDL) as type.&lt;br /&gt;
* Click on Save.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The result is:&lt;br /&gt;
* a mdl file which contains the model itself (according to my example teapot.mdl).&lt;br /&gt;
* a xml file which contains a reference to the model including an example location in the world (according to my example teapot.xml).&lt;br /&gt;
&lt;br /&gt;
=== Determine the location of the model ===&lt;br /&gt;
* Start FS2004.&lt;br /&gt;
* Fly or slew to the location.&lt;br /&gt;
* Choose top view and be sure the crosshair is above the exact location.&lt;br /&gt;
* Type +z (i.e. Z) so the red text is in the upper left corner of the window, for example 52 27.52 en 5 31.30. This is next to the runway of EHLE (Lelystad, The Netherlands).&lt;br /&gt;
&lt;br /&gt;
=== Generate a bgl file ===&lt;br /&gt;
* Open the xml file in a text editor like notepad.&lt;br /&gt;
* Remove on the fifth line the characters &amp;amp;lt;!--&lt;br /&gt;
* Remove on the tenth line the characters --&amp;amp;gt;&lt;br /&gt;
* Change the coordinates between the quotes of lat and lon. For example: lat=&amp;quot;52 27.52&amp;quot; lon=&amp;quot;5 31.30&amp;quot;&lt;br /&gt;
* Notice that the line which begins with &#039;&#039;&amp;lt;ModelData&#039;&#039; contains a reference to the mdl file.&lt;br /&gt;
* Save the xml file. This is an example of the end result.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;?xml version=&amp;quot;1.0&amp;quot; encoding=&amp;quot;ISO-8859-1&amp;quot;?&amp;gt;&lt;br /&gt;
 &amp;lt;FSData version=&amp;quot;9.0&amp;quot; xmlns:xsi=&#039;http://www.w3.org/2001/XMLSchema-instance&#039; &lt;br /&gt;
                       xsi:noNamespaceSchemaLocation=&amp;quot;bglcomp.xsd&amp;quot;&amp;gt;&lt;br /&gt;
 &amp;lt;!-- This piece of comment may be removed --&amp;gt;&lt;br /&gt;
    &amp;lt;SceneryObject lat=&amp;quot;52 27.52&amp;quot; lon=&amp;quot;5 31.30&amp;quot; alt=&amp;quot;0&amp;quot; &lt;br /&gt;
                   pitch=&amp;quot;0&amp;quot; bank=&amp;quot;0&amp;quot; heading=&amp;quot;0&amp;quot;&lt;br /&gt;
                   altitudeIsAgl=&amp;quot;TRUE&amp;quot; imageComplexity=&amp;quot;NORMAL&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;LibraryObject name=&amp;quot;C29AB94C410F10CB1F86C8B1B24C172C&amp;quot; scale=&amp;quot;1.0&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;/SceneryObject&amp;gt;&lt;br /&gt;
    &amp;lt;!-- Inclusion of model data. Use the &#039;Name&#039; of this object to place --&amp;gt;&lt;br /&gt;
    &amp;lt;!-- it in other locations. --&amp;gt;&lt;br /&gt;
    &amp;lt;ModelData name=&amp;quot;C29AB94C410F10CB1F86C8B1B24C172C&amp;quot; sourceFile=&amp;quot;teapot.mdl&amp;quot; /&amp;gt;&lt;br /&gt;
 &amp;lt;/FSData&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Drag and drop the xml file exactly on top of the shortcut of bglcom.exe on the desktop.&lt;br /&gt;
* Notice the bgl file that is created in the same directory as the xml file.&lt;br /&gt;
&lt;br /&gt;
== Viewing the final result ==&lt;br /&gt;
* Copy the bgl file to the directory &amp;lt;code&amp;gt;Addon Scenery\scenery&amp;lt;/code&amp;gt; in the directory of FS2004.&lt;br /&gt;
* Start FS2004 and check in the Scenery Library if Addon Scenery is on top of the list and checked. You can access the Scenery Library via the Settings button in the startup screen.&lt;br /&gt;
* Restart FS2004 and fly or slew to the place of the noted coordinates. There you should see the teapot and box. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Image:gmax_teapot.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[category:Scenery design]]&lt;br /&gt;
[[category:FS9 (FS2004)]]&lt;/div&gt;</summary>
		<author><name>Erwin</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Exporting_a_GMax_object_into_FSX&amp;diff=3179</id>
		<title>Exporting a GMax object into FSX</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Exporting_a_GMax_object_into_FSX&amp;diff=3179"/>
		<updated>2007-12-01T20:42:35Z</updated>

		<summary type="html">&lt;p&gt;Erwin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Show your Gmax model in FsX ===&lt;br /&gt;
&lt;br /&gt;
The SDK explains how to get a model from 3ds Max into FsX, but doing the same for a Gmax model is hardly described. This document does. To keep it simple and just practice how to get your model into FsX, create a simple model in Gmax. I&#039;ve created a box which is an object you will probably use the most.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:box.jpg|350px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now it&#039;s time to show this model in FsX. That&#039;s what it is all about.&lt;br /&gt;
&lt;br /&gt;
== Prepare your Gmax model for exporting ==&lt;br /&gt;
&lt;br /&gt;
Add a GUID and Friendly name to your model:&lt;br /&gt;
* Select from the upper menu &amp;quot;FS Tools &amp;gt; LODNameTool&amp;quot;. The &amp;quot;LOD and GUID tools&amp;quot; window appears: &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Image:LODNameTool.jpg]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* Click the button &amp;quot;Create new GUID for this file&amp;quot; which results in a small new window asking for a friendly name.&lt;br /&gt;
* Fill in a friendly name. In my example I called it Box. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Image:FriendlyName.jpg]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* Click the Go! button.&lt;br /&gt;
* Close the &amp;quot;LOD and GUID tools&amp;quot; window&lt;br /&gt;
* Just to have a look where this GUID is stored choose &amp;quot;File &amp;gt; Properties &amp;gt; tab Custom&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Export the model to a mdl file ==&lt;br /&gt;
&lt;br /&gt;
* Select from the upper menu &amp;quot;File &amp;gt; Export...&amp;quot;&lt;br /&gt;
* Select &amp;quot;Flightsim Model (*.MDL)&amp;quot; as file type&lt;br /&gt;
* Give the file a name. In my example I called it Box. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Image:exportToMdl.jpg|550px]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* Browse to a directory where this mdl needs to be stored&lt;br /&gt;
* Click Save. The following window will/might appear: &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Image:mixedMaterials.jpg|500px]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* Click Yes to export the model to FsX format. The following window appears: &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Image:modelExportOptions.jpg]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* Notice the options but leave all values on their default settings for now. Click OK.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Create a FsX library bgl ==&lt;br /&gt;
&lt;br /&gt;
Create a FsX library bgl by  [[Library_creation_for_FsX | installing, configuring and using a simple tool called Library Creator XML]]. A FsX library is a bgl file which contains one or more of your exported mdl (model) files.&lt;br /&gt;
&lt;br /&gt;
== Create a FsX placement bgl ==&lt;br /&gt;
&lt;br /&gt;
Now you&#039;re one step away before viewing your model in FsX. The FsX library contains de models, but at this moment nothing is mentioned how to place this model on the right position (coordinates) in FsX. If you&#039;re up to creating an airport or other area of the same size, it is best to use tools like [http://www.zbluesoftware.com/fsxplanner/index.cfm FSX Planner], [http://www.airportdesigneditor.co.uk/ Airport Design Editor (ADE)] or [http://www.ptsim.com/sbuilderx/SBuilderX310.zip SBuilderX]. If you&#039;re planning to make models which are scattered around a wider area it is probably best to read the coordinates from FsX in top down view and edit a xml file via a teksteditor.&lt;br /&gt;
&lt;br /&gt;
The following xml example can be used as a blueprint:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;&lt;br /&gt;
&amp;lt;FSData version=&amp;quot;9.0&amp;quot; &lt;br /&gt;
        xmlns:xsi=&amp;quot;http://www.w3.org/2001/XMLSchema-instance&amp;quot;&lt;br /&gt;
        xsi:noNamespaceSchemaLocation=&amp;quot;bglcomp.xsd&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;SceneryObject lat=&amp;quot;52 27.52&amp;quot; lon=&amp;quot;5 31.30&amp;quot; &lt;br /&gt;
                   alt=&amp;quot;0M&amp;quot; pitch=&amp;quot;0.0&amp;quot; bank=&amp;quot;0.0&amp;quot; &lt;br /&gt;
                   heading=&amp;quot;317.6&amp;quot; altitudeIsAgl=&amp;quot;TRUE&amp;quot; &lt;br /&gt;
                   imageComplexity=&amp;quot;SPARSE&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;LibraryObject name=&amp;quot;{879C35D2-5698-4CA9-9EBA-8D7CAA717495}&amp;quot; &lt;br /&gt;
                       scale=&amp;quot;1.0&amp;quot;/&amp;gt;&lt;br /&gt;
    &amp;lt;/SceneryObject&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/FSData&amp;gt;&lt;br /&gt;
&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Store this xml in a directory and open it with a teksteditor like Notepad, Ultraedit, vi :-), vim, etc. In my example I called it my_sample_placement.xml&lt;br /&gt;
* First get the coordinates by slewing in FsX in top down view to the right location. The coordinate in this sample are at Lelystad Airport in the Netherlands (EHLE). By pressing &amp;lt;shift&amp;gt;-z (capital Z) several times you will see the coordinates in the left upper corner. Put those coordinates in the xml file as lat and lon values.&lt;br /&gt;
* Decide on the heading value.&lt;br /&gt;
* Get the GUID (including curly brackets) from the mdl file. You can see this in the Gmax file via file &amp;gt; Properties &amp;gt; tab Custom or get it by using Library Creator XML. Use copy/paste to avoid typo&#039;s.&lt;br /&gt;
* Let all other values at their default.&lt;br /&gt;
* Repeat the &amp;lt;SceneryObject ...&amp;gt;&amp;lt;/SceneryObject&amp;gt; part for each model (mdl file).&lt;br /&gt;
* Compile this xml file by dropping it on BglComp.exe which can be found in the SDK. In a default installation this will be &amp;quot;C:\Program Files\Microsoft Games\Microsoft Flight Simulator X SDK\SDK\Environment Kit\BGL Compiler SDK\BglComp.exe&amp;quot;.&lt;br /&gt;
* The bgl will be found next to the xml file&lt;br /&gt;
&lt;br /&gt;
== View the results in FsX ==&lt;br /&gt;
&lt;br /&gt;
Now you have both needed bgl&#039;s: one library and one placement bgl. They need to be put in a directory so that FsX will load them.&lt;br /&gt;
* Put the bgls in for example the &amp;quot;Addon Scenery\scenery&amp;quot; directory which can be found in the main FsX directory. Be sure this Addon Scenery is enable in the scenery library of FsX (start FsX &amp;gt; Settings &amp;gt; Scenery Settings). Feel free to create your own scenery directory.&lt;br /&gt;
* Start FsX and fly or slew to the position of your new model.&lt;br /&gt;
&lt;br /&gt;
== Next steps ==&lt;br /&gt;
Now it&#039;s time to make the next step in building models: [[Gmax_model_guide|The Gmax model guide]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Have fun!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[category:FSX]]&lt;br /&gt;
[[category:Scenery design]]&lt;/div&gt;</summary>
		<author><name>Erwin</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Modeling_-_Intro_Guide_-_2_(GMax)&amp;diff=3178</id>
		<title>Modeling - Intro Guide - 2 (GMax)</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Modeling_-_Intro_Guide_-_2_(GMax)&amp;diff=3178"/>
		<updated>2007-12-01T20:35:44Z</updated>

		<summary type="html">&lt;p&gt;Erwin: /* Boolean */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== A rough sketch ===&lt;br /&gt;
This is a rough sketch of the &amp;quot;Concertgebouw&amp;quot; in Amsterdam. As you can see you don&#039;t have to draw accurate :-)&lt;br /&gt;
&lt;br /&gt;
[[Image:Gmax_rough_sketch.jpg]]&lt;br /&gt;
	&lt;br /&gt;
=== Convert to editable mesh ===&lt;br /&gt;
{|&lt;br /&gt;
|[[Image:Gmax_editable_mesh_convert.jpg]]&lt;br /&gt;
|&lt;br /&gt;
* Select the object&lt;br /&gt;
* Choose the Modify tab&lt;br /&gt;
* Right mouse click in the modify stack&lt;br /&gt;
* Select Editable Mesh&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Editable Mesh modes ===&lt;br /&gt;
[[Image:Gmax_editable_mesh_modes.jpg|right]]&lt;br /&gt;
As you probably noticed in the tutorial from the Gmax gamepack, it&#039;s possible to edit an object in different modes. First select the mode. In the example on the right, Polygon is selected. Then select one or several of the sub objects and modify those. Notice the red figures which you can also use to select a mode.&lt;br /&gt;
&lt;br /&gt;
* Vertex. Drag for example a selection around several vertices, or keep the control key pressed and select several vertices by clicking the vertices one by one. Chose the Collapse button on the bottom of the modify tab after selecting two vertices for example to create a peaked roof.&lt;br /&gt;
* Edge. Drag or collapse edges to create strange objects or to move 2 vertices (one edge) at once.&lt;br /&gt;
* Face. Honestly I don&#039;t use this mode often. A face is always a triangle. A poly is always constructed out of one or more faces. The polygon mode is in most of the times a better option.&lt;br /&gt;
* Polygon. A surface which has a minimum of 3 vertices and is constructed out of faces. Together with vertex mode this is the most used mode. Polygon mode is a perfect combination with the tool extrude.&lt;br /&gt;
* Element.&lt;br /&gt;
&lt;br /&gt;
If you want to select to entire object (so not one of the modes above) click one time on the words Editable Mesh and the figure behind one of the modes will disappear.&lt;br /&gt;
&lt;br /&gt;
=== Extrude ===&lt;br /&gt;
{|&lt;br /&gt;
| [[Image:Gmax_extrude.jpg|left]]&lt;br /&gt;
|&lt;br /&gt;
* Select a polygon. Press F2 to highlight the polygon.&lt;br /&gt;
* Click the button Extrude which turns the color of the button into orange.&lt;br /&gt;
* Then type a value in meters, or click and draw the selected polygon (notice the mouse pointer).&lt;br /&gt;
* Click the button Extrude again to deselect the tool.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Collapse ===&lt;br /&gt;
[[Image:Gmax_collapse.jpg|right]]&lt;br /&gt;
* Select two vertices by keeping the control key pressed.&lt;br /&gt;
* Click the button Collapse on the bottom of the Modify tab.&lt;br /&gt;
&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Slice Plane ===&lt;br /&gt;
{|&lt;br /&gt;
| [[Image:Gmax_slice_plane.jpg]]&lt;br /&gt;
|&lt;br /&gt;
* Select a polygon and click the button Slice Plane in the Modify tab. The button will turn into orange. Notice the yellow frame around the polygon.&lt;br /&gt;
* Turn and move (by the Rotate and Move tool) the yellow frame as you like, so the poly will be cut in half exactly at the place you want.&lt;br /&gt;
* Click on the button Slice to actually cut the polygon.&lt;br /&gt;
* Click the button Slice Plane again to deselect the tool.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Boolean ===&lt;br /&gt;
[[Image:Gmax_boolean_01.jpg|right]]&lt;br /&gt;
Imagine a door of a building which should be placed a bit inside the building so a nice entrance is created.&lt;br /&gt;
* First create the house and next make a box in the size of the entrance with a random depth at least the depth of the entrance.&lt;br /&gt;
* Move the box into the house at the place where the entrance should be. Then select the house again.&lt;br /&gt;
* Select the Create tab and chose Compound Objects in the dropdown box.&lt;br /&gt;
* Click the button Boolean turning it into orange.&lt;br /&gt;
* Click the button Pick Operand B.&lt;br /&gt;
* Click the box you just moved into the house. Watch the result.&lt;br /&gt;
* Underneath the button Pick Operand B you will see a section Operation. Select one by one the five options and have a look at the results. Select in our example the option Cut and then Refine. At first sight nothing happened in Perspective view but have a look at the other viewports and notice that a polygon has been created.&lt;br /&gt;
* Select the Modify tab and notice the word Boolean in the stack. Right mouse click on the stack and choose Editable mesh again.&lt;br /&gt;
[[Image:Gmax_boolean_02.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:FSX]]&lt;br /&gt;
[[category:Scenery design]]&lt;/div&gt;</summary>
		<author><name>Erwin</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=File:Gmax_boolean_02.jpg&amp;diff=3177</id>
		<title>File:Gmax boolean 02.jpg</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=File:Gmax_boolean_02.jpg&amp;diff=3177"/>
		<updated>2007-12-01T20:32:43Z</updated>

		<summary type="html">&lt;p&gt;Erwin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Erwin</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=File:Gmax_boolean_01.jpg&amp;diff=3176</id>
		<title>File:Gmax boolean 01.jpg</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=File:Gmax_boolean_01.jpg&amp;diff=3176"/>
		<updated>2007-12-01T20:31:38Z</updated>

		<summary type="html">&lt;p&gt;Erwin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Erwin</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=File:Gmax_slice_plane.jpg&amp;diff=3175</id>
		<title>File:Gmax slice plane.jpg</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=File:Gmax_slice_plane.jpg&amp;diff=3175"/>
		<updated>2007-12-01T20:30:18Z</updated>

		<summary type="html">&lt;p&gt;Erwin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Erwin</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=File:Gmax_collapse.jpg&amp;diff=3174</id>
		<title>File:Gmax collapse.jpg</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=File:Gmax_collapse.jpg&amp;diff=3174"/>
		<updated>2007-12-01T20:29:50Z</updated>

		<summary type="html">&lt;p&gt;Erwin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Erwin</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=File:Gmax_extrude.jpg&amp;diff=3173</id>
		<title>File:Gmax extrude.jpg</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=File:Gmax_extrude.jpg&amp;diff=3173"/>
		<updated>2007-12-01T20:29:23Z</updated>

		<summary type="html">&lt;p&gt;Erwin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Erwin</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=File:Gmax_editable_mesh_modes.jpg&amp;diff=3172</id>
		<title>File:Gmax editable mesh modes.jpg</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=File:Gmax_editable_mesh_modes.jpg&amp;diff=3172"/>
		<updated>2007-12-01T20:28:55Z</updated>

		<summary type="html">&lt;p&gt;Erwin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Erwin</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=File:Gmax_editable_mesh_convert.jpg&amp;diff=3171</id>
		<title>File:Gmax editable mesh convert.jpg</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=File:Gmax_editable_mesh_convert.jpg&amp;diff=3171"/>
		<updated>2007-12-01T20:28:31Z</updated>

		<summary type="html">&lt;p&gt;Erwin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Erwin</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=File:Gmax_rough_sketch.jpg&amp;diff=3170</id>
		<title>File:Gmax rough sketch.jpg</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=File:Gmax_rough_sketch.jpg&amp;diff=3170"/>
		<updated>2007-12-01T20:28:02Z</updated>

		<summary type="html">&lt;p&gt;Erwin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Erwin</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Modeling_-_Intro_Guide_-_2_(GMax)&amp;diff=3169</id>
		<title>Modeling - Intro Guide - 2 (GMax)</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Modeling_-_Intro_Guide_-_2_(GMax)&amp;diff=3169"/>
		<updated>2007-12-01T20:26:17Z</updated>

		<summary type="html">&lt;p&gt;Erwin: New page: === A rough sketch === This is a rough sketch of the &amp;quot;Concertgebouw&amp;quot; in Amsterdam. As you can see you don&amp;#039;t have to draw accurate :-)  Image:Gmax_rough_sketch.jpg 	 === Convert to edit...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== A rough sketch ===&lt;br /&gt;
This is a rough sketch of the &amp;quot;Concertgebouw&amp;quot; in Amsterdam. As you can see you don&#039;t have to draw accurate :-)&lt;br /&gt;
&lt;br /&gt;
[[Image:Gmax_rough_sketch.jpg]]&lt;br /&gt;
	&lt;br /&gt;
=== Convert to editable mesh ===&lt;br /&gt;
{|&lt;br /&gt;
|[[Image:Gmax_editable_mesh_convert.jpg]]&lt;br /&gt;
|&lt;br /&gt;
* Select the object&lt;br /&gt;
* Choose the Modify tab&lt;br /&gt;
* Right mouse click in the modify stack&lt;br /&gt;
* Select Editable Mesh&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Editable Mesh modes ===&lt;br /&gt;
[[Image:Gmax_editable_mesh_modes.jpg|right]]&lt;br /&gt;
As you probably noticed in the tutorial from the Gmax gamepack, it&#039;s possible to edit an object in different modes. First select the mode. In the example on the right, Polygon is selected. Then select one or several of the sub objects and modify those. Notice the red figures which you can also use to select a mode.&lt;br /&gt;
&lt;br /&gt;
* Vertex. Drag for example a selection around several vertices, or keep the control key pressed and select several vertices by clicking the vertices one by one. Chose the Collapse button on the bottom of the modify tab after selecting two vertices for example to create a peaked roof.&lt;br /&gt;
* Edge. Drag or collapse edges to create strange objects or to move 2 vertices (one edge) at once.&lt;br /&gt;
* Face. Honestly I don&#039;t use this mode often. A face is always a triangle. A poly is always constructed out of one or more faces. The polygon mode is in most of the times a better option.&lt;br /&gt;
* Polygon. A surface which has a minimum of 3 vertices and is constructed out of faces. Together with vertex mode this is the most used mode. Polygon mode is a perfect combination with the tool extrude.&lt;br /&gt;
* Element.&lt;br /&gt;
&lt;br /&gt;
If you want to select to entire object (so not one of the modes above) click one time on the words Editable Mesh and the figure behind one of the modes will disappear.&lt;br /&gt;
&lt;br /&gt;
=== Extrude ===&lt;br /&gt;
{|&lt;br /&gt;
| [[Image:Gmax_extrude.jpg|left]]&lt;br /&gt;
|&lt;br /&gt;
* Select a polygon. Press F2 to highlight the polygon.&lt;br /&gt;
* Click the button Extrude which turns the color of the button into orange.&lt;br /&gt;
* Then type a value in meters, or click and draw the selected polygon (notice the mouse pointer).&lt;br /&gt;
* Click the button Extrude again to deselect the tool.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Collapse ===&lt;br /&gt;
[[Image:Gmax_collapse.jpg|right]]&lt;br /&gt;
* Select two vertices by keeping the control key pressed.&lt;br /&gt;
* Click the button Collapse on the bottom of the Modify tab.&lt;br /&gt;
&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Slice Plane ===&lt;br /&gt;
{|&lt;br /&gt;
| [[Image:Gmax_slice_plane.jpg]]&lt;br /&gt;
|&lt;br /&gt;
* Select a polygon and click the button Slice Plane in the Modify tab. The button will turn into orange. Notice the yellow frame around the polygon.&lt;br /&gt;
* Turn and move (by the Rotate and Move tool) the yellow frame as you like, so the poly will be cut in half exactly at the place you want.&lt;br /&gt;
* Click on the button Slice to actually cut the polygon.&lt;br /&gt;
* Click the button Slice Plane again to deselect the tool.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Boolean ===&lt;br /&gt;
[[Image:Gmax_boolean_01.jpg|right]]&lt;br /&gt;
Imagine a door of a building which should be placed a bit inside the building so a nice entrance is created.&lt;br /&gt;
* First create the house and next make a box in the size of the entrance with a random depth at least the depth of the entrance.&lt;br /&gt;
* Move the box into the house at the place where the entrance should be. Then select the house again.&lt;br /&gt;
* Select the Create tab and chose Compound Objects in the dropdown box.&lt;br /&gt;
* Click the button Boolean turning it into orange.&lt;br /&gt;
* Click the button Pick Operand B.&lt;br /&gt;
* Click the box you just moved into the house. Watch the result.&lt;br /&gt;
* Underneath the button Pick Operand B you will see a section Operation. Select one by one the five options and have a look at the results. Select in our example the option Cut and then Refine. At first sight nothing happened in Perspective view but have a look at the other viewports and notice that a polygon has been created.&lt;br /&gt;
* Select the Modify tab and notice the word Boolean in the stack. Right mouse click on the stack and choose Editable mesh again.&lt;br /&gt;
[[Image:Gmax_boolean_02.jpg]]&lt;/div&gt;</summary>
		<author><name>Erwin</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Introduction_to_modeling_with_GMax&amp;diff=3168</id>
		<title>Introduction to modeling with GMax</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Introduction_to_modeling_with_GMax&amp;diff=3168"/>
		<updated>2007-12-01T20:23:41Z</updated>

		<summary type="html">&lt;p&gt;Erwin: /* Documentation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In the first part of the series [[Gmax_installation_guide_for_FS2004|Build your own house]] I showed you which software you need, how to install and configure the software, and which steps to take to get a model into FS2004. In a recent tutorial [[Gmax for FsX]] almost the same is told for FsX. Both tutorials resulted in a model at Lelystad airport. The purpose of this part is to build the framework of your own house or another model of your choice. In combination with the first tutorial you will be able to show it in FS2004 or FsX.&lt;br /&gt;
&lt;br /&gt;
I won&#039;t go into detail how to construct a house, because these tutorials are already available. From personal experience however I can tell you which tutorials are good, and I&#039;ll show you tips &amp;amp; tricks how to get a quick result and how to get information about buildings. Don&#039;t forget to hit the links in between for a more detailed description of several tools. In the next tutorial I&#039;ll explain how to make textures and use these in Gmax. So for now you have to deal with a house in one color without windows and doors.&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
Did you ever wonder what applications an architect is using to draw a house in 3D? Gmax is such an application. It&#039;s developed by Discreet, which is a division of Autodesk. Autodesk is the developer of AutoCad, a serious and accepted application with a wide support. Somewhere in 2006 AutoDesk decided to discontinue development for Gmax, but it is still the only tool to use which Microsoft supports. Don&#039;t get confused by the amount of complicated possibilities at first sight. With a few mouse clicks away pretty neat things can be made, because you will only need to use a few of those possibilities. With regular exercise you can achieve quicker and nicer results every time.&lt;br /&gt;
&lt;br /&gt;
== Collecting information ==&lt;br /&gt;
Before you start building you need information about your house. A floor plan is really nice, but most of the time you have to do without it. The buildings in MS Flight Simulator are not accurate each centimeter and even not accurate each meter. Beside that you only need the measurements of the outer walls. It&#039;s a good assumption trying to get an accuracy in meters. With a bit of practice you can make steps of one meter and soon you have all data available. My way:&lt;br /&gt;
&lt;br /&gt;
* The way I did it in 2004/2005: Most of the times I make a [[Gmax_model_guide_details#A_rough_sketch|rough sketch]]  in upper view. After all this sketch isn&#039;t accurate (because I don&#039;t have any drawing skills). So don&#039;t be hard on yourself and draw some quick lines. Now walk around your house with steps of one meter and make a note of each distance in the sketch. This is my favorite part, because at this time I take a really good look at the building and a lot of times I discover beautiful and interesting architectural details. This is a very nice way being cultural and breath some fresh air.&lt;br /&gt;
* The way I do it now (faster but less cultural): &lt;br /&gt;
** Start Google Earth&lt;br /&gt;
** Zoom in on the building&lt;br /&gt;
** Make a screenshot and print it&lt;br /&gt;
** Start the ruler (tools &amp;gt; ruler)&lt;br /&gt;
** Set the unit to meters&lt;br /&gt;
** Measure the lengths and note these on the paper&lt;br /&gt;
* Next make a sketch of the sides. Determining the height is a more difficult job:&lt;br /&gt;
** If you have a photo, taken right in front of a wall, and you know the height of a door or a window frame, then you can determine the height of, for example the gutter or ridge.&lt;br /&gt;
** A tape measure is one alternative. Measuring your own house this way isn&#039;t that strange, but if you&#039;re going to measure other buildings with this alternative, don&#039;t be surprised if some people stare at you.&lt;br /&gt;
** I&#039;ve seen a lot of buildings with big bricks or panels. Measure one such brick or panel and count them on a photo.&lt;br /&gt;
** A lot of information is available on the internet about sky scrapers or special buildings.&lt;br /&gt;
** Estimate the height of one floor and count all floors. Approximate 2,8 or 3 meter per floor is a good choice. Be aware that the ground floor and upper floor are often higher than the other floors.&lt;br /&gt;
&lt;br /&gt;
Besides the tips mentioned above, I use other resources:&lt;br /&gt;
* At sites like [http://www.terradesk.nl Terradesk] you can have a birds eye view and watch the aerial photo of your house. Via the menu of that tool it&#039;s possible to measure a distance with an accuracy of one meter.&lt;br /&gt;
* Have a look at the website of your local authority. The [http://gemeentearchief.amsterdam.nl municipal archive of Amsterdam] is such an example.&lt;br /&gt;
* Just look around on the internet for information and photo&#039;s of the building you like to model.&lt;br /&gt;
&lt;br /&gt;
== Gmax basics ==&lt;br /&gt;
Start Gmax and build your house. Hmmm. Every house is different so I can&#039;t exactly show you how to build your specific house in Gmax. However, a tutorial is available in the FS2004 gamepack. If you don&#039;t have it installed,  [http://download.microsoft.com/download/4/d/e/4de1e425-c932-4232-829b-eeb7f2658885/fs2004_sdk_gmax_setup.exe download] and install it.&lt;br /&gt;
&lt;br /&gt;
Have a look in the installation directory of Gmax where you will find a directory called gamepacks\fs2004. Useful directories are listed here, but we are now looking for the document gmaxSceneryTutorial.doc in the doc directory. This document shows step by step, with a lot of useful images, how to build a house. Skip the first three pages and start at chapter Creating a model of a house at step 4 and end with step 68. After this step the subject is about textures, which will be discussed in another tutorial.&lt;br /&gt;
&lt;br /&gt;
=== Create en modify tabs ===&lt;br /&gt;
[[Image:Gmax_create_tab.jpg|left]] In the right part of the window you see six tabs, but most of the times you will only use two. The first tab is called the Create tab and the second tab is called the Modify tab. The Create tab is used to create a basic object or to use the [[Gmax_model_guide_details#Boolean|Boolean tool]]. Especially the Modify tab is often too long to fit in the window. At the right there is a hardly visible scrollbar. Move your mouse next to the buttons or fields and you&#039;ll see the arrow changing in a hand. Now you can drag the content of the tab up and down. The information in the Modify tab depends on which object and/or [[Gmax_model_guide#Modify_stack|modifier]] is selected.&lt;br /&gt;
&amp;lt;br clear=left&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Manoeuvering in Gmax ===&lt;br /&gt;
Some basic tools are located in the upper toolbar used for selecting, moving or resizing:&lt;br /&gt;
* [[Image:Gmax_select_mode.jpg]] Select tool. With this tool you can select an object, polygon, vertex, etc. It&#039;s also possible to select multiple objects at once by dragging a frame around the objects. If you select multiple vertices at once, be aware it&#039;s very likely you also selected vertices at the back of the object by accident. Particularly in combination with the tool collapse, you can get very strange results.&lt;br /&gt;
* [[Image:Gmax_move_mode.jpg]] Move tool. Tool to move the selected things. Three big arrows (red, green and blue) will appear at the selected object, complying with the axis colors in the lower left part of the active viewport. Grab one of the three arrows and you&#039;ll see the object will only move in the direction of that particular axis.&lt;br /&gt;
* [[Image:Gmax_rotate_mode.jpg]]Rotate tool. This is used to rotate the selected objects. Use the same arrows for rotating the objects around that particular axis.&lt;br /&gt;
* [[Image:Gmax_scale_mode.jpg]] Scale tool. You can see a small arrow in the lower right corner of the button. Keep this button pressed and you&#039;ll be able to select one of the three modes of this tool. I can&#039;t get used to this tool, because it cooperates with the X, Y and Z buttons up in the window. Trial and error is the best method. If a notification message shows up, you can ignore this message for the future.&lt;br /&gt;
&lt;br /&gt;
Some tools are located at the lower right to look at objects from serveral points of view, and some tools to zoom in and out. If your mouse has a mouse wheel, it&#039;s possible to zoom in and out by turning the wheel (same function as the magnifying glass). Pressing the wheel and dragging at the same time, is the same function as pan (the hand). Combine these scroll wheel actions with the shift, alt or control key to get even more possibilities. Notice the small arrows on some of the buttons and the accompanied modes, which change the behavior of the tool.&lt;br /&gt;
&lt;br /&gt;
* [[Image:Gmax_magnify.jpg]] Zoom in- and out on a selected object in the active viewport.&lt;br /&gt;
* [[Image:Gmax_magnify_all.jpg]] Zoom in- and out on a selected object in all viewports at once.&lt;br /&gt;
* [[Image:Gmax_fit.jpg]] Fill the viewport with the selected objects in one click.&lt;br /&gt;
* [[Image:Gmax_fit_all.jpg]] Fill all viewports in one click with the selected objects.&lt;br /&gt;
* [[Image:Gmax_magnify_selected.jpg]] Select the objects you want to fill the viewport with.&lt;br /&gt;
* [[Image:Gmax_pan.jpg]] Moving the point of view.&lt;br /&gt;
* [[Image:Gmax_view_rotate.jpg]] Rotate around the object. Notice the difference if you point the mouse on the inner or outer part of the yellow circle. You can also grab the boxes on the circle.&lt;br /&gt;
* [[Image:Gmax_fullscreen.jpg]] Full screen of the active viewport. Press again to go back to the normal view.&lt;br /&gt;
&lt;br /&gt;
== Editable mesh ==&lt;br /&gt;
What are the most important points in this tutorial? The most important point is probably making [[Gmax_model_guide_details#Convert_to_editable_mesh|editable mesh]] of a box (point 26 in the turorial). Only from that moment on it&#039;s possible to transform the box by grabbing a corner, edge or polygon and change it the way you want. If you don&#039;t turn the box into [[Gmax_model_guide_details#Convert_to_editable_mesh|editable mesh]], you can only transform it in limited ways which will practically never lead to the result you want. [[Gmax_model_guide_details#Convert_to_editable_mesh|Editable mesh]] is the keyword.&lt;br /&gt;
&lt;br /&gt;
== Frame rate ==&lt;br /&gt;
Editable mesh is at the same time a good starting point to make a building which end up being a frame rate killer. Every point or poly you add, must be calculated by the engine of MS Flight Simulator and creates a bigger load on the processor and graphics card. It&#039;s no problem to construct a very detailled building, because the frame rate of Gmax object seems great. But it&#039;s all about vertices and faces which are added without knowing you are adding them. This usually happens in the first phase by placing a basic shape, even before you convert it to editable mesh. An example (imagine a chimney):&lt;br /&gt;
* Select the Create tab.&lt;br /&gt;
* Click Cylinder (button changes into orange).&lt;br /&gt;
* Click and drag in perspective view while making the base of the cylinder. Then let go the mouse button and move your mouse determining the height. Click again to fix the size of the cylinder.&lt;br /&gt;
* Click with the right mouse button on the word Perspective in the Perspective view and select Edged Faces.&lt;br /&gt;
&lt;br /&gt;
[[Image:Gmax_useless_faces.jpg|right]]&lt;br /&gt;
&lt;br /&gt;
You see a lot of faces and a lot of them are useless. How to solve this:&lt;br /&gt;
* Select the Modify tab.&lt;br /&gt;
* Beneath the header Parameters you&#039;ll see some options.&lt;br /&gt;
* Change the values (or drag an arrow and move it up and down) of the fields Height Segments, Cap Segments and Sides.&lt;br /&gt;
* Cap Segments defaults to 1 which is fine.&lt;br /&gt;
* Height Segments should almost always set on 1. This is the main cause.&lt;br /&gt;
* Changing the Sides parameter changes how smooth the cylinder get. This is mostly a matter of taste.&lt;br /&gt;
* Just play with the option Slice On and the accompanied options Slice From and Slice To for nifty results.&lt;br /&gt;
&lt;br /&gt;
A well defined basic object is a good start before converting it to [[Gmax_model_guide_details#Convert_to_editable_mesh|editable mesh]]. Later on you can change the amount of poly&#039;s as much as needed with several tools like [[Gmax_model_guide_details#Extrude|Extrude]] and [[Gmax_model_guide_details#Slice_Plane|Slice]].&lt;br /&gt;
&lt;br /&gt;
== Modify stack ==&lt;br /&gt;
In the Create tab directly beneath the dropdown box Modifier List the Modifier stack is situated. This is a list of modifiers applied on the selected object. At first this list is empty, but after converting the object to editable mesh you will see a plus sign with Editable Mesh. You can add modifiers from the modifier list (the dropdown box) to the modifier stack. If you&#039;re not satisfied with the result of one of the modifiers, just remove the modifier from the stack. I&#039;m always having trouble to explain what the modifier stack exactly is, so it&#039;s better to explain this with an example:&lt;br /&gt;
&lt;br /&gt;
[[Image:Gmax_modify_tab.jpg|right]]&lt;br /&gt;
&lt;br /&gt;
* Select the cylinder from the example above.&lt;br /&gt;
* Add a modifier, for instance the Bend modifier and play with the parameters which will show up in the Create tab.&lt;br /&gt;
* Next add the modifier Twist and try the parameters too.&lt;br /&gt;
* Add the modifier Mirror.&lt;br /&gt;
* The modifier stack shows 4 modifiers.&lt;br /&gt;
* More options are available under the plus sign.&lt;br /&gt;
* Just select all modifier in the stack one by one and have a look at the result each time.&lt;br /&gt;
* Remove for instance the modifier Twist from the stack (click Twist &amp;gt; right mouse button &amp;gt; delete) and watch the result.&lt;br /&gt;
&lt;br /&gt;
Important! If you&#039;re pretty sure that the object has the right shape you need to collapse the stack. Click with the right mouse button somewhere on the modifier stack and select Collapse All. All transformations and other modifications you&#039;ve done by the modifiers are final. So it sounds tempting never collapsing the stack, but you really need to do this often and quick after modifications:&lt;br /&gt;
* Before an export from Gmax. The stack of all objects must be collapsed before you make an export.&lt;br /&gt;
* When you apply textures on an object. I will explain this in the next part.&lt;br /&gt;
&lt;br /&gt;
== Regular used tools ==&lt;br /&gt;
&lt;br /&gt;
Making a box or other basic shape is simple, but to create more complex shapes I will explain some of the tools which are used in the tutorial of the Gmax gamepack. These tools all assume the object is converted to editable mesh.&lt;br /&gt;
* [[Gmax_model_guide_details#Extrude|Extrude]]. With this tool you can pull out poly&#039;s (surface) from an object or push the poly into the object. This can be repeated almost infinite to create very complex shapes. If you only want to extrude half of a poly, than you first need to use the tool Slice pane (see below) to cut the poly into half. Most people tend to create two boxes and place them next to each other. Think about the number of objects, poly&#039;s and vertices you&#039;ll end up. Compare this with the amount of objects, poly&#039;s and vertices you&#039;ll end up using the tool extrude. The lesser poly&#039;s and vertices in the final result, the better the famous frame rate of MS Flight Simulator.&lt;br /&gt;
* [[Gmax_model_guide_details#Collapse|Collapse]]. With this tool you mostly merge vertices to only one vertex. This way is used in the tutorial (step 43) to make a peaked roof out of a box. Beside this I also use this tool to merge vertices which are created by accident by the tools extrude or slice plane with again the frame rate in mind.&lt;br /&gt;
* [[Gmax_model_guide_details#Extrude|Function key F2]]. Select a poly and press F2. The poly turns into red, so you&#039;re sure you&#039;ve selected the correct poly.&lt;br /&gt;
&lt;br /&gt;
Beside the tools mentioned above I also use the following tools very often:&lt;br /&gt;
* [[Gmax_model_guide_details#Slice_Plane|Slice Plane]]. Cuts a poly in half. I use Slice Plane a lot if I only want to extrude a part of an existing poly or to apply two different textures to a poly.&lt;br /&gt;
* [[Gmax_model_guide_details#Boolean|Boolean]]. This is a very nifty tool which is hardly described anywhere. This tool enables you to&lt;br /&gt;
** simply merge two objects into one object.&lt;br /&gt;
** remove a portion from an object in the shape of another object.&lt;br /&gt;
** create a poly in the middle of a surface of an object, in the shape of another object.&lt;br /&gt;
** do some other nifty thing.&lt;br /&gt;
&lt;br /&gt;
== Saving your work ==&lt;br /&gt;
Save your work regularly. By the setting (Customize &amp;gt; Preferences &amp;gt; tab Files &amp;gt; Increment on Save) you had to apply in the previous part, a backup is created every time you save your work. An incremental number is added to the filename each time. Once in a while you need to clean up the directory, but history taught me that I sometimes needed these backup files because I made some irreversible mistakes.&lt;br /&gt;
&lt;br /&gt;
Sometimes Gmax will crash, but luckily it saves your work during that crash in the installation directory of Gmax. Start Gmax again en notice the saved file in the history list of the menu File. Open the file and save it immediately in the correct directory with a new number at the end.&lt;br /&gt;
&lt;br /&gt;
== Documentation ==&lt;br /&gt;
Of course I didn&#039;t tell you everything what you can do with Gmax. By experimenting you will accomplish a lot and Gmax itself has some tutorials and help files which you can download:&lt;br /&gt;
* [http://www.turbosquid.com/gmax gmax12_help.exe]. Unpack the file in the directory Help&lt;br /&gt;
* [http://www.turbosquid.com/gmax gmax12_tutorials.exe]. Unpack the file in the directory tutorials. Especially tutorials 1, 2 and 7 are recommended.&lt;br /&gt;
* Don&#039;t forget the documentation of the Gmax gamepack SDK itself which you already installed in gamepacks\fs2004\docs or the Environment kit of the FsX SDK.&lt;br /&gt;
&lt;br /&gt;
Who can do without online documentation:&lt;br /&gt;
* [http://www.turbosquid.com/Forum/Index.cfm/stgAct/ForumList/intGroupID/1004 Gmax support]&lt;br /&gt;
* [http://www.turbosquid.com/Forum/Index.cfm/stgAct/ThreadList/intForumID/1042 Gmax forum] &amp;amp; [http://www.turbosquid.com/Forum/Index.cfm/stgAct/ThreadList/intForumID/1065 FS gamepack forum]&lt;br /&gt;
* http://www.fsdeveloper.com&lt;br /&gt;
&lt;br /&gt;
Some books are available too:&lt;br /&gt;
* 3DS MAX for windows (isbn 0321180879 ). 3DS MAX is Gmax&#039;s commercial big brother, but about 95% of the book covers the functionalities of Gmax.&lt;br /&gt;
* Gmax Bible by Kelly L Murdock (isbn 0764537571)&lt;br /&gt;
* The Gmax Handbook (1584502207)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Have fun&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[category:FSX]]&lt;br /&gt;
[[category:Scenery design]]&lt;/div&gt;</summary>
		<author><name>Erwin</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=File:Gmax_modify_tab.jpg&amp;diff=3167</id>
		<title>File:Gmax modify tab.jpg</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=File:Gmax_modify_tab.jpg&amp;diff=3167"/>
		<updated>2007-12-01T20:17:10Z</updated>

		<summary type="html">&lt;p&gt;Erwin: &lt;/p&gt;
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		<author><name>Erwin</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=File:Gmax_useless_faces.jpg&amp;diff=3166</id>
		<title>File:Gmax useless faces.jpg</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=File:Gmax_useless_faces.jpg&amp;diff=3166"/>
		<updated>2007-12-01T20:16:42Z</updated>

		<summary type="html">&lt;p&gt;Erwin: &lt;/p&gt;
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		<author><name>Erwin</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=File:Gmax_fullscreen.jpg&amp;diff=3165</id>
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		<updated>2007-12-01T20:16:10Z</updated>

		<summary type="html">&lt;p&gt;Erwin: &lt;/p&gt;
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		<author><name>Erwin</name></author>
	</entry>
	<entry>
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		<updated>2007-12-01T20:15:47Z</updated>

		<summary type="html">&lt;p&gt;Erwin: &lt;/p&gt;
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		<author><name>Erwin</name></author>
	</entry>
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		<updated>2007-12-01T20:15:16Z</updated>

		<summary type="html">&lt;p&gt;Erwin: &lt;/p&gt;
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		<updated>2007-12-01T20:14:51Z</updated>

		<summary type="html">&lt;p&gt;Erwin: &lt;/p&gt;
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		<updated>2007-12-01T20:14:25Z</updated>

		<summary type="html">&lt;p&gt;Erwin: &lt;/p&gt;
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		<updated>2007-12-01T20:14:01Z</updated>

		<summary type="html">&lt;p&gt;Erwin: &lt;/p&gt;
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		<updated>2007-12-01T20:13:36Z</updated>

		<summary type="html">&lt;p&gt;Erwin: &lt;/p&gt;
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		<updated>2007-12-01T20:13:08Z</updated>

		<summary type="html">&lt;p&gt;Erwin: &lt;/p&gt;
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		<updated>2007-12-01T20:12:45Z</updated>

		<summary type="html">&lt;p&gt;Erwin: &lt;/p&gt;
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		<updated>2007-12-01T20:12:12Z</updated>

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		<updated>2007-12-01T20:11:48Z</updated>

		<summary type="html">&lt;p&gt;Erwin: &lt;/p&gt;
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		<updated>2007-12-01T20:10:58Z</updated>

		<summary type="html">&lt;p&gt;Erwin: &lt;/p&gt;
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		<updated>2007-12-01T20:10:28Z</updated>

		<summary type="html">&lt;p&gt;Erwin: &lt;/p&gt;
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		<title>Introduction to modeling with GMax</title>
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		<updated>2007-12-01T20:08:17Z</updated>

		<summary type="html">&lt;p&gt;Erwin: &lt;/p&gt;
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&lt;div&gt;In the first part of the series [[Gmax_installation_guide_for_FS2004|Build your own house]] I showed you which software you need, how to install and configure the software, and which steps to take to get a model into FS2004. In a recent tutorial [[Gmax for FsX]] almost the same is told for FsX. Both tutorials resulted in a model at Lelystad airport. The purpose of this part is to build the framework of your own house or another model of your choice. In combination with the first tutorial you will be able to show it in FS2004 or FsX.&lt;br /&gt;
&lt;br /&gt;
I won&#039;t go into detail how to construct a house, because these tutorials are already available. From personal experience however I can tell you which tutorials are good, and I&#039;ll show you tips &amp;amp; tricks how to get a quick result and how to get information about buildings. Don&#039;t forget to hit the links in between for a more detailed description of several tools. In the next tutorial I&#039;ll explain how to make textures and use these in Gmax. So for now you have to deal with a house in one color without windows and doors.&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
Did you ever wonder what applications an architect is using to draw a house in 3D? Gmax is such an application. It&#039;s developed by Discreet, which is a division of Autodesk. Autodesk is the developer of AutoCad, a serious and accepted application with a wide support. Somewhere in 2006 AutoDesk decided to discontinue development for Gmax, but it is still the only tool to use which Microsoft supports. Don&#039;t get confused by the amount of complicated possibilities at first sight. With a few mouse clicks away pretty neat things can be made, because you will only need to use a few of those possibilities. With regular exercise you can achieve quicker and nicer results every time.&lt;br /&gt;
&lt;br /&gt;
== Collecting information ==&lt;br /&gt;
Before you start building you need information about your house. A floor plan is really nice, but most of the time you have to do without it. The buildings in MS Flight Simulator are not accurate each centimeter and even not accurate each meter. Beside that you only need the measurements of the outer walls. It&#039;s a good assumption trying to get an accuracy in meters. With a bit of practice you can make steps of one meter and soon you have all data available. My way:&lt;br /&gt;
&lt;br /&gt;
* The way I did it in 2004/2005: Most of the times I make a [[Gmax_model_guide_details#A_rough_sketch|rough sketch]]  in upper view. After all this sketch isn&#039;t accurate (because I don&#039;t have any drawing skills). So don&#039;t be hard on yourself and draw some quick lines. Now walk around your house with steps of one meter and make a note of each distance in the sketch. This is my favorite part, because at this time I take a really good look at the building and a lot of times I discover beautiful and interesting architectural details. This is a very nice way being cultural and breath some fresh air.&lt;br /&gt;
* The way I do it now (faster but less cultural): &lt;br /&gt;
** Start Google Earth&lt;br /&gt;
** Zoom in on the building&lt;br /&gt;
** Make a screenshot and print it&lt;br /&gt;
** Start the ruler (tools &amp;gt; ruler)&lt;br /&gt;
** Set the unit to meters&lt;br /&gt;
** Measure the lengths and note these on the paper&lt;br /&gt;
* Next make a sketch of the sides. Determining the height is a more difficult job:&lt;br /&gt;
** If you have a photo, taken right in front of a wall, and you know the height of a door or a window frame, then you can determine the height of, for example the gutter or ridge.&lt;br /&gt;
** A tape measure is one alternative. Measuring your own house this way isn&#039;t that strange, but if you&#039;re going to measure other buildings with this alternative, don&#039;t be surprised if some people stare at you.&lt;br /&gt;
** I&#039;ve seen a lot of buildings with big bricks or panels. Measure one such brick or panel and count them on a photo.&lt;br /&gt;
** A lot of information is available on the internet about sky scrapers or special buildings.&lt;br /&gt;
** Estimate the height of one floor and count all floors. Approximate 2,8 or 3 meter per floor is a good choice. Be aware that the ground floor and upper floor are often higher than the other floors.&lt;br /&gt;
&lt;br /&gt;
Besides the tips mentioned above, I use other resources:&lt;br /&gt;
* At sites like [http://www.terradesk.nl Terradesk] you can have a birds eye view and watch the aerial photo of your house. Via the menu of that tool it&#039;s possible to measure a distance with an accuracy of one meter.&lt;br /&gt;
* Have a look at the website of your local authority. The [http://gemeentearchief.amsterdam.nl municipal archive of Amsterdam] is such an example.&lt;br /&gt;
* Just look around on the internet for information and photo&#039;s of the building you like to model.&lt;br /&gt;
&lt;br /&gt;
== Gmax basics ==&lt;br /&gt;
Start Gmax and build your house. Hmmm. Every house is different so I can&#039;t exactly show you how to build your specific house in Gmax. However, a tutorial is available in the FS2004 gamepack. If you don&#039;t have it installed,  [http://download.microsoft.com/download/4/d/e/4de1e425-c932-4232-829b-eeb7f2658885/fs2004_sdk_gmax_setup.exe download] and install it.&lt;br /&gt;
&lt;br /&gt;
Have a look in the installation directory of Gmax where you will find a directory called gamepacks\fs2004. Useful directories are listed here, but we are now looking for the document gmaxSceneryTutorial.doc in the doc directory. This document shows step by step, with a lot of useful images, how to build a house. Skip the first three pages and start at chapter Creating a model of a house at step 4 and end with step 68. After this step the subject is about textures, which will be discussed in another tutorial.&lt;br /&gt;
&lt;br /&gt;
=== Create en modify tabs ===&lt;br /&gt;
[[Image:Gmax_create_tab.jpg|left]] In the right part of the window you see six tabs, but most of the times you will only use two. The first tab is called the Create tab and the second tab is called the Modify tab. The Create tab is used to create a basic object or to use the [[Gmax_model_guide_details#Boolean|Boolean tool]]. Especially the Modify tab is often too long to fit in the window. At the right there is a hardly visible scrollbar. Move your mouse next to the buttons or fields and you&#039;ll see the arrow changing in a hand. Now you can drag the content of the tab up and down. The information in the Modify tab depends on which object and/or [[Gmax_model_guide#Modify_stack|modifier]] is selected.&lt;br /&gt;
&amp;lt;br clear=left&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Manoeuvering in Gmax ===&lt;br /&gt;
Some basic tools are located in the upper toolbar used for selecting, moving or resizing:&lt;br /&gt;
* [[Image:Gmax_select_mode.jpg]] Select tool. With this tool you can select an object, polygon, vertex, etc. It&#039;s also possible to select multiple objects at once by dragging a frame around the objects. If you select multiple vertices at once, be aware it&#039;s very likely you also selected vertices at the back of the object by accident. Particularly in combination with the tool collapse, you can get very strange results.&lt;br /&gt;
* [[Image:Gmax_move_mode.jpg]] Move tool. Tool to move the selected things. Three big arrows (red, green and blue) will appear at the selected object, complying with the axis colors in the lower left part of the active viewport. Grab one of the three arrows and you&#039;ll see the object will only move in the direction of that particular axis.&lt;br /&gt;
* [[Image:Gmax_rotate_mode.jpg]]Rotate tool. This is used to rotate the selected objects. Use the same arrows for rotating the objects around that particular axis.&lt;br /&gt;
* [[Image:Gmax_scale_mode.jpg]] Scale tool. You can see a small arrow in the lower right corner of the button. Keep this button pressed and you&#039;ll be able to select one of the three modes of this tool. I can&#039;t get used to this tool, because it cooperates with the X, Y and Z buttons up in the window. Trial and error is the best method. If a notification message shows up, you can ignore this message for the future.&lt;br /&gt;
&lt;br /&gt;
Some tools are located at the lower right to look at objects from serveral points of view, and some tools to zoom in and out. If your mouse has a mouse wheel, it&#039;s possible to zoom in and out by turning the wheel (same function as the magnifying glass). Pressing the wheel and dragging at the same time, is the same function as pan (the hand). Combine these scroll wheel actions with the shift, alt or control key to get even more possibilities. Notice the small arrows on some of the buttons and the accompanied modes, which change the behavior of the tool.&lt;br /&gt;
&lt;br /&gt;
* [[Image:Gmax_magnify.jpg]] Zoom in- and out on a selected object in the active viewport.&lt;br /&gt;
* [[Image:Gmax_magnify_all.jpg]] Zoom in- and out on a selected object in all viewports at once.&lt;br /&gt;
* [[Image:Gmax_fit.jpg]] Fill the viewport with the selected objects in one click.&lt;br /&gt;
* [[Image:Gmax_fit_all.jpg]] Fill all viewports in one click with the selected objects.&lt;br /&gt;
* [[Image:Gmax_magnify_selected.jpg]] Select the objects you want to fill the viewport with.&lt;br /&gt;
* [[Image:Gmax_pan.jpg]] Moving the point of view.&lt;br /&gt;
* [[Image:Gmax_view_rotate.jpg]] Rotate around the object. Notice the difference if you point the mouse on the inner or outer part of the yellow circle. You can also grab the boxes on the circle.&lt;br /&gt;
* [[Image:Gmax_fullscreen.jpg]] Full screen of the active viewport. Press again to go back to the normal view.&lt;br /&gt;
&lt;br /&gt;
== Editable mesh ==&lt;br /&gt;
What are the most important points in this tutorial? The most important point is probably making [[Gmax_model_guide_details#Convert_to_editable_mesh|editable mesh]] of a box (point 26 in the turorial). Only from that moment on it&#039;s possible to transform the box by grabbing a corner, edge or polygon and change it the way you want. If you don&#039;t turn the box into [[Gmax_model_guide_details#Convert_to_editable_mesh|editable mesh]], you can only transform it in limited ways which will practically never lead to the result you want. [[Gmax_model_guide_details#Convert_to_editable_mesh|Editable mesh]] is the keyword.&lt;br /&gt;
&lt;br /&gt;
== Frame rate ==&lt;br /&gt;
Editable mesh is at the same time a good starting point to make a building which end up being a frame rate killer. Every point or poly you add, must be calculated by the engine of MS Flight Simulator and creates a bigger load on the processor and graphics card. It&#039;s no problem to construct a very detailled building, because the frame rate of Gmax object seems great. But it&#039;s all about vertices and faces which are added without knowing you are adding them. This usually happens in the first phase by placing a basic shape, even before you convert it to editable mesh. An example (imagine a chimney):&lt;br /&gt;
* Select the Create tab.&lt;br /&gt;
* Click Cylinder (button changes into orange).&lt;br /&gt;
* Click and drag in perspective view while making the base of the cylinder. Then let go the mouse button and move your mouse determining the height. Click again to fix the size of the cylinder.&lt;br /&gt;
* Click with the right mouse button on the word Perspective in the Perspective view and select Edged Faces.&lt;br /&gt;
&lt;br /&gt;
[[Image:Gmax_useless_faces.jpg|right]]&lt;br /&gt;
&lt;br /&gt;
You see a lot of faces and a lot of them are useless. How to solve this:&lt;br /&gt;
* Select the Modify tab.&lt;br /&gt;
* Beneath the header Parameters you&#039;ll see some options.&lt;br /&gt;
* Change the values (or drag an arrow and move it up and down) of the fields Height Segments, Cap Segments and Sides.&lt;br /&gt;
* Cap Segments defaults to 1 which is fine.&lt;br /&gt;
* Height Segments should almost always set on 1. This is the main cause.&lt;br /&gt;
* Changing the Sides parameter changes how smooth the cylinder get. This is mostly a matter of taste.&lt;br /&gt;
* Just play with the option Slice On and the accompanied options Slice From and Slice To for nifty results.&lt;br /&gt;
&lt;br /&gt;
A well defined basic object is a good start before converting it to [[Gmax_model_guide_details#Convert_to_editable_mesh|editable mesh]]. Later on you can change the amount of poly&#039;s as much as needed with several tools like [[Gmax_model_guide_details#Extrude|Extrude]] and [[Gmax_model_guide_details#Slice_Plane|Slice]].&lt;br /&gt;
&lt;br /&gt;
== Modify stack ==&lt;br /&gt;
In the Create tab directly beneath the dropdown box Modifier List the Modifier stack is situated. This is a list of modifiers applied on the selected object. At first this list is empty, but after converting the object to editable mesh you will see a plus sign with Editable Mesh. You can add modifiers from the modifier list (the dropdown box) to the modifier stack. If you&#039;re not satisfied with the result of one of the modifiers, just remove the modifier from the stack. I&#039;m always having trouble to explain what the modifier stack exactly is, so it&#039;s better to explain this with an example:&lt;br /&gt;
&lt;br /&gt;
[[Image:Gmax_modify_tab.jpg|right]]&lt;br /&gt;
&lt;br /&gt;
* Select the cylinder from the example above.&lt;br /&gt;
* Add a modifier, for instance the Bend modifier and play with the parameters which will show up in the Create tab.&lt;br /&gt;
* Next add the modifier Twist and try the parameters too.&lt;br /&gt;
* Add the modifier Mirror.&lt;br /&gt;
* The modifier stack shows 4 modifiers.&lt;br /&gt;
* More options are available under the plus sign.&lt;br /&gt;
* Just select all modifier in the stack one by one and have a look at the result each time.&lt;br /&gt;
* Remove for instance the modifier Twist from the stack (click Twist &amp;gt; right mouse button &amp;gt; delete) and watch the result.&lt;br /&gt;
&lt;br /&gt;
Important! If you&#039;re pretty sure that the object has the right shape you need to collapse the stack. Click with the right mouse button somewhere on the modifier stack and select Collapse All. All transformations and other modifications you&#039;ve done by the modifiers are final. So it sounds tempting never collapsing the stack, but you really need to do this often and quick after modifications:&lt;br /&gt;
* Before an export from Gmax. The stack of all objects must be collapsed before you make an export.&lt;br /&gt;
* When you apply textures on an object. I will explain this in the next part.&lt;br /&gt;
&lt;br /&gt;
== Regular used tools ==&lt;br /&gt;
&lt;br /&gt;
Making a box or other basic shape is simple, but to create more complex shapes I will explain some of the tools which are used in the tutorial of the Gmax gamepack. These tools all assume the object is converted to editable mesh.&lt;br /&gt;
* [[Gmax_model_guide_details#Extrude|Extrude]]. With this tool you can pull out poly&#039;s (surface) from an object or push the poly into the object. This can be repeated almost infinite to create very complex shapes. If you only want to extrude half of a poly, than you first need to use the tool Slice pane (see below) to cut the poly into half. Most people tend to create two boxes and place them next to each other. Think about the number of objects, poly&#039;s and vertices you&#039;ll end up. Compare this with the amount of objects, poly&#039;s and vertices you&#039;ll end up using the tool extrude. The lesser poly&#039;s and vertices in the final result, the better the famous frame rate of MS Flight Simulator.&lt;br /&gt;
* [[Gmax_model_guide_details#Collapse|Collapse]]. With this tool you mostly merge vertices to only one vertex. This way is used in the tutorial (step 43) to make a peaked roof out of a box. Beside this I also use this tool to merge vertices which are created by accident by the tools extrude or slice plane with again the frame rate in mind.&lt;br /&gt;
* [[Gmax_model_guide_details#Extrude|Function key F2]]. Select a poly and press F2. The poly turns into red, so you&#039;re sure you&#039;ve selected the correct poly.&lt;br /&gt;
&lt;br /&gt;
Beside the tools mentioned above I also use the following tools very often:&lt;br /&gt;
* [[Gmax_model_guide_details#Slice_Plane|Slice Plane]]. Cuts a poly in half. I use Slice Plane a lot if I only want to extrude a part of an existing poly or to apply two different textures to a poly.&lt;br /&gt;
* [[Gmax_model_guide_details#Boolean|Boolean]]. This is a very nifty tool which is hardly described anywhere. This tool enables you to&lt;br /&gt;
** simply merge two objects into one object.&lt;br /&gt;
** remove a portion from an object in the shape of another object.&lt;br /&gt;
** create a poly in the middle of a surface of an object, in the shape of another object.&lt;br /&gt;
** do some other nifty thing.&lt;br /&gt;
&lt;br /&gt;
== Saving your work ==&lt;br /&gt;
Save your work regularly. By the setting (Customize &amp;gt; Preferences &amp;gt; tab Files &amp;gt; Increment on Save) you had to apply in the previous part, a backup is created every time you save your work. An incremental number is added to the filename each time. Once in a while you need to clean up the directory, but history taught me that I sometimes needed these backup files because I made some irreversible mistakes.&lt;br /&gt;
&lt;br /&gt;
Sometimes Gmax will crash, but luckily it saves your work during that crash in the installation directory of Gmax. Start Gmax again en notice the saved file in the history list of the menu File. Open the file and save it immediately in the correct directory with a new number at the end.&lt;br /&gt;
&lt;br /&gt;
== Documentation ==&lt;br /&gt;
Of course I didn&#039;t tell you everything what you can do with Gmax. By experimenting you will accomplish a lot and Gmax itself has some tutorials and help files which you can download:&lt;br /&gt;
* [http://www.turbosquid.com/gmax gmax12_help.exe]. Unpack the file in the directory Help&lt;br /&gt;
* [http://www.turbosquid.com/gmax gmax12_tutorials.exe]. Unpack the file in the directory tutorials. Especially tutorials 1, 2 and 7 are recommended.&lt;br /&gt;
* Don&#039;t forget the documentation of the Gmax gamepack SDK itself which you already installed in gamepacksfs2004docs&lt;br /&gt;
&lt;br /&gt;
Who can do without online documentation:&lt;br /&gt;
* [http://www.turbosquid.com/Forum/Index.cfm/stgAct/ForumList/intGroupID/1004 Gmax support]&lt;br /&gt;
* [http://www.turbosquid.com/Forum/Index.cfm/stgAct/ThreadList/intForumID/1042 Gmax forum] &amp;amp; [http://www.turbosquid.com/Forum/Index.cfm/stgAct/ThreadList/intForumID/1065 FS gamepack forum]&lt;br /&gt;
* http://www.fsdeveloper.com&lt;br /&gt;
&lt;br /&gt;
Some books are available too:&lt;br /&gt;
* 3DS MAX for windows (isbn 0321180879 ). 3DS MAX is Gmax&#039;s commercial big brother, but about 95% of the book covers the functionalities of Gmax.&lt;br /&gt;
* Gmax Bible by Kelly L Murdock (isbn 0764537571)&lt;br /&gt;
* The Gmax Handbook (1584502207)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Have fun&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[category:FSX]]&lt;br /&gt;
[[category:Scenery design]]&lt;/div&gt;</summary>
		<author><name>Erwin</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Introduction_to_modeling_with_GMax&amp;diff=3151</id>
		<title>Introduction to modeling with GMax</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Introduction_to_modeling_with_GMax&amp;diff=3151"/>
		<updated>2007-12-01T20:04:42Z</updated>

		<summary type="html">&lt;p&gt;Erwin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In the first part of the series [[Gmax_installation_guide_for_FS2004|Build your own house]] I showed you which software you need, how to install and configure the software, and which steps to take to get an object into FS2004. In a recent tutorial [[Gmax for FsX]] almost the same is told for FsX. This resulted in a model at Lelystad airport. The purpose of this part is to build the framework of your own house or another object of your choice. In combination with the first tutorial you will be able to show it in FS2004 or FsX.&lt;br /&gt;
&lt;br /&gt;
I won&#039;t go into detail how to construct a house, because these tutorials are already available. From personal experience however I can tell you which tutorials are good, and I&#039;ll show you tips &amp;amp; tricks how to get a quick result and how to get information about buildings. Don&#039;t forget to hit the links in between for a more detailed description of several tools. In the next tutorial I&#039;ll explain how to make textures and use these in Gmax. So for now you have to deal with a house in one color without windows and doors.&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
Did you ever wonder what applications an architect is using to draw a house in 3D? Gmax is such an application. It&#039;s developed by Discreet, which is a division of Autodesk. Autodesk is the developer of AutoCad, a serious and accepted application with a wide support. Somewhere in 2006 AutoDesk decided to discontinue development for Gmax, but it is still the only tool to use which Microsoft supports. Don&#039;t get confused by the amount of complicated possibilities at first sight. With a few mouse clicks away pretty neat things can be made, because you will only need to use a few of those possibilities. With regular exercise you can achieve quicker and nicer results every time.&lt;br /&gt;
&lt;br /&gt;
== Collecting information ==&lt;br /&gt;
Before you start building you need information about your house. A floor plan is really nice, but most of the time you have to do without it. The buildings in MS Flight Simulator are not accurate each centimeter and even not accurate each meter. Beside that you only need the measurements of the outer walls. It&#039;s a good assumption trying to get an accuracy in meters. With a bit of practice you can make steps of one meter and soon you have all data available. My way:&lt;br /&gt;
&lt;br /&gt;
* The way I did it in 2004/2005: Most of the times I make a [[Gmax_model_guide_details#A_rough_sketch|rough sketch]]  in upper view. After all this sketch isn&#039;t accurate (because I don&#039;t have any drawing skills). So don&#039;t be hard on yourself and draw some quick lines. Now walk around your house with steps of one meter and make a note of each distance in the sketch. This is my favorite part, because at this time I take a really good look at the building and a lot of times I discover beautiful and interesting architectural details. This is a very nice way being cultural and breath some fresh air.&lt;br /&gt;
* The way I do it now (faster but less cultural): &lt;br /&gt;
** Start Google Earth&lt;br /&gt;
** Zoom in on the building&lt;br /&gt;
** Make a screenshot and print it&lt;br /&gt;
** Start the ruler (tools &amp;gt; ruler)&lt;br /&gt;
** Set the unit to meters&lt;br /&gt;
** Measure the lengths and note these on the paper&lt;br /&gt;
* Next make a sketch of the sides. Determining the height is a more difficult job:&lt;br /&gt;
** If you have a photo, taken right in front of a wall, and you know the height of a door or a window frame, then you can determine the height of, for example the gutter or ridge.&lt;br /&gt;
** A tape measure is one alternative. Measuring your own house this way isn&#039;t that strange, but if you&#039;re going to measure other buildings with this alternative, don&#039;t be surprised if some people stare at you.&lt;br /&gt;
** I&#039;ve seen a lot of buildings with big bricks or panels. Measure one such brick or panel and count them on a photo.&lt;br /&gt;
** A lot of information is available on the internet about sky scrapers or special buildings.&lt;br /&gt;
** Estimate the height of one floor and count all floors. Approximate 2,8 or 3 meter per floor is a good choice. Be aware that the ground floor and upper floor are often higher than the other floors.&lt;br /&gt;
&lt;br /&gt;
Besides the tips mentioned above, I use other resources:&lt;br /&gt;
* At sites like [http://www.terradesk.nl Terradesk] you can have a birds eye view and watch the aerial photo of your house. Via the menu of that tool it&#039;s possible to measure a distance with an accuracy of one meter.&lt;br /&gt;
* Have a look at the website of your local authority. The [http://gemeentearchief.amsterdam.nl municipal archive of Amsterdam] is such an example.&lt;br /&gt;
* Just look around on the internet for information and photo&#039;s of the building you like to model.&lt;br /&gt;
&lt;br /&gt;
== Gmax basics ==&lt;br /&gt;
Start Gmax and build your house. Hmmm. Every house is different so I can&#039;t exactly show you how to build your specific house in Gmax. However, a tutorial is available in the FS2004 gamepack. If you don&#039;t have it installed,  [http://download.microsoft.com/download/4/d/e/4de1e425-c932-4232-829b-eeb7f2658885/fs2004_sdk_gmax_setup.exe download] and install it.&lt;br /&gt;
&lt;br /&gt;
Have a look in the installation directory of Gmax where you will find a directory called gamepacks\fs2004. Useful directories are listed here, but we are now looking for the document gmaxSceneryTutorial.doc in the doc directory. This document shows step by step, with a lot of useful images, how to build a house. Skip the first three pages and start at chapter Creating a model of a house at step 4 and end with step 68. After this step the subject is about textures, which will be discussed in another tutorial.&lt;br /&gt;
&lt;br /&gt;
=== Create en modify tabs ===&lt;br /&gt;
[[Image:Gmax_create_tab.jpg|left]] In the right part of the window you see six tabs, but most of the times you will only use two. The first tab is called the Create tab and the second tab is called the Modify tab. The Create tab is used to create a basic object or to use the [[Gmax_model_guide_details#Boolean|Boolean tool]]. Especially the Modify tab is often too long to fit in the window. At the right there is a hardly visible scrollbar. Move your mouse next to the buttons or fields and you&#039;ll see the arrow changing in a hand. Now you can drag the content of the tab up and down. The information in the Modify tab depends on which object and/or [[Gmax_model_guide#Modify_stack|modifier]] is selected.&lt;br /&gt;
&amp;lt;br clear=left&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Manoeuvering in Gmax ===&lt;br /&gt;
Some basic tools are located in the upper toolbar used for selecting, moving or resizing:&lt;br /&gt;
* [[Image:Gmax_select_mode.jpg]] Select tool. With this tool you can select an object, polygon, vertex, etc. It&#039;s also possible to select multiple objects at once by dragging a frame around the objects. If you select multiple vertices at once, be aware it&#039;s very likely you also selected vertices at the back of the object by accident. Particularly in combination with the tool collapse, you can get very strange results.&lt;br /&gt;
* [[Image:Gmax_move_mode.jpg]] Move tool. Tool to move the selected things. Three big arrows (red, green and blue) will appear at the selected object, complying with the axis colors in the lower left part of the active viewport. Grab one of the three arrows and you&#039;ll see the object will only move in the direction of that particular axis.&lt;br /&gt;
* [[Image:Gmax_rotate_mode.jpg]]Rotate tool. This is used to rotate the selected objects. Use the same arrows for rotating the objects around that particular axis.&lt;br /&gt;
* [[Image:Gmax_scale_mode.jpg]] Scale tool. You can see a small arrow in the lower right corner of the button. Keep this button pressed and you&#039;ll be able to select one of the three modes of this tool. I can&#039;t get used to this tool, because it cooperates with the X, Y and Z buttons up in the window. Trial and error is the best method. If a notification message shows up, you can ignore this message for the future.&lt;br /&gt;
&lt;br /&gt;
Some tools are located at the lower right to look at objects from serveral points of view, and some tools to zoom in and out. If your mouse has a mouse wheel, it&#039;s possible to zoom in and out by turning the wheel (same function as the magnifying glass). Pressing the wheel and dragging at the same time, is the same function as pan (the hand). Combine these scroll wheel actions with the shift, alt or control key to get even more possibilities. Notice the small arrows on some of the buttons and the accompanied modes, which change the behavior of the tool.&lt;br /&gt;
&lt;br /&gt;
* [[Image:Gmax_magnify.jpg]] Zoom in- and out on a selected object in the active viewport.&lt;br /&gt;
* [[Image:Gmax_magnify_all.jpg]] Zoom in- and out on a selected object in all viewports at once.&lt;br /&gt;
* [[Image:Gmax_fit.jpg]] Fill the viewport with the selected objects in one click.&lt;br /&gt;
* [[Image:Gmax_fit_all.jpg]] Fill all viewports in one click with the selected objects.&lt;br /&gt;
* [[Image:Gmax_magnify_selected.jpg]] Select the objects you want to fill the viewport with.&lt;br /&gt;
* [[Image:Gmax_pan.jpg]] Moving the point of view.&lt;br /&gt;
* [[Image:Gmax_view_rotate.jpg]] Rotate around the object. Notice the difference if you point the mouse on the inner or outer part of the yellow circle. You can also grab the boxes on the circle.&lt;br /&gt;
* [[Image:Gmax_fullscreen.jpg]] Full screen of the active viewport. Press again to go back to the normal view.&lt;br /&gt;
&lt;br /&gt;
== Editable mesh ==&lt;br /&gt;
What are the most important points in this tutorial? The most important point is probably making [[Gmax_model_guide_details#Convert_to_editable_mesh|editable mesh]] of a box (point 26 in the turorial). Only from that moment on it&#039;s possible to transform the box by grabbing a corner, edge or polygon and change it the way you want. If you don&#039;t turn the box into [[Gmax_model_guide_details#Convert_to_editable_mesh|editable mesh]], you can only transform it in limited ways which will practically never lead to the result you want. [[Gmax_model_guide_details#Convert_to_editable_mesh|Editable mesh]] is the keyword.&lt;br /&gt;
&lt;br /&gt;
== Frame rate ==&lt;br /&gt;
Editable mesh is at the same time a good starting point to make a building which end up being a frame rate killer. Every point or poly you add, must be calculated by the engine of MS Flight Simulator and creates a bigger load on the processor and graphics card. It&#039;s no problem to construct a very detailled building, because the frame rate of Gmax object seems great. But it&#039;s all about vertices and faces which are added without knowing you are adding them. This usually happens in the first phase by placing a basic shape, even before you convert it to editable mesh. An example (imagine a chimney):&lt;br /&gt;
* Select the Create tab.&lt;br /&gt;
* Click Cylinder (button changes into orange).&lt;br /&gt;
* Click and drag in perspective view while making the base of the cylinder. Then let go the mouse button and move your mouse determining the height. Click again to fix the size of the cylinder.&lt;br /&gt;
* Click with the right mouse button on the word Perspective in the Perspective view and select Edged Faces.&lt;br /&gt;
&lt;br /&gt;
[[Image:Gmax_useless_faces.jpg|right]]&lt;br /&gt;
&lt;br /&gt;
You see a lot of faces and a lot of them are useless. How to solve this:&lt;br /&gt;
* Select the Modify tab.&lt;br /&gt;
* Beneath the header Parameters you&#039;ll see some options.&lt;br /&gt;
* Change the values (or drag an arrow and move it up and down) of the fields Height Segments, Cap Segments and Sides.&lt;br /&gt;
* Cap Segments defaults to 1 which is fine.&lt;br /&gt;
* Height Segments should almost always set on 1. This is the main cause.&lt;br /&gt;
* Changing the Sides parameter changes how smooth the cylinder get. This is mostly a matter of taste.&lt;br /&gt;
* Just play with the option Slice On and the accompanied options Slice From and Slice To for nifty results.&lt;br /&gt;
&lt;br /&gt;
A well defined basic object is a good start before converting it to [[Gmax_model_guide_details#Convert_to_editable_mesh|editable mesh]]. Later on you can change the amount of poly&#039;s as much as needed with several tools like [[Gmax_model_guide_details#Extrude|Extrude]] and [[Gmax_model_guide_details#Slice_Plane|Slice]].&lt;br /&gt;
&lt;br /&gt;
== Modify stack ==&lt;br /&gt;
In the Create tab directly beneath the dropdown box Modifier List the Modifier stack is situated. This is a list of modifiers applied on the selected object. At first this list is empty, but after converting the object to editable mesh you will see a plus sign with Editable Mesh. You can add modifiers from the modifier list (the dropdown box) to the modifier stack. If you&#039;re not satisfied with the result of one of the modifiers, just remove the modifier from the stack. I&#039;m always having trouble to explain what the modifier stack exactly is, so it&#039;s better to explain this with an example:&lt;br /&gt;
&lt;br /&gt;
[[Image:Gmax_modify_tab.jpg|right]]&lt;br /&gt;
&lt;br /&gt;
* Select the cylinder from the example above.&lt;br /&gt;
* Add a modifier, for instance the Bend modifier and play with the parameters which will show up in the Create tab.&lt;br /&gt;
* Next add the modifier Twist and try the parameters too.&lt;br /&gt;
* Add the modifier Mirror.&lt;br /&gt;
* The modifier stack shows 4 modifiers.&lt;br /&gt;
* More options are available under the plus sign.&lt;br /&gt;
* Just select all modifier in the stack one by one and have a look at the result each time.&lt;br /&gt;
* Remove for instance the modifier Twist from the stack (click Twist &amp;gt; right mouse button &amp;gt; delete) and watch the result.&lt;br /&gt;
&lt;br /&gt;
Important! If you&#039;re pretty sure that the object has the right shape you need to collapse the stack. Click with the right mouse button somewhere on the modifier stack and select Collapse All. All transformations and other modifications you&#039;ve done by the modifiers are final. So it sounds tempting never collapsing the stack, but you really need to do this often and quick after modifications:&lt;br /&gt;
* Before an export from Gmax. The stack of all objects must be collapsed before you make an export.&lt;br /&gt;
* When you apply textures on an object. I will explain this in the next part.&lt;br /&gt;
&lt;br /&gt;
== Regular used tools ==&lt;br /&gt;
&lt;br /&gt;
Making a box or other basic shape is simple, but to create more complex shapes I will explain some of the tools which are used in the tutorial of the Gmax gamepack. These tools all asume the object is converted to editable mesh.&lt;br /&gt;
* [[Gmax_model_guide_details#Extrude|Extrude]]. With this tool you can pull out poly&#039;s (surface) from an object or push the poly into the object. This can be repeated almost infinite to create very complex shapes. If you only want to extrude half of a poly, than you first need to use the tool Slice pane (see below) to cut the poly into half. Most people tend to create two boxes and place them next to each other. Think about the number of objects, poly&#039;s and vertices you&#039;ll end up. Compare this with the amount of objects, poly&#039;s and vertices you&#039;ll end up using the tool extrude. The lesser poly&#039;s and vertices in the final result, the better the famous frame rate of MS Flight Simulator.&lt;br /&gt;
* [[Gmax_model_guide_details#Collapse|Collapse]]. With this tool you mostly merge vertices to only one vertex. This way is used in the tutorial (step 43) to make a peaked roof out of a box. Beside this I also use this tool to merge vertices which are created by accident by the tools extrude or slice plane with again the frame rate in mind.&lt;br /&gt;
* [[Gmax_model_guide_details#Extrude|Function key F2]]. Select a poly and press F2. The poly turns into red, so you&#039;re sure you&#039;ve selected the correct poly.&lt;br /&gt;
&lt;br /&gt;
Beside the tools mentioned above I also use the following tools very often:&lt;br /&gt;
* [[Gmax_model_guide_details#Slice_Plane|Slice Plane]]. Cuts a poly in half. I use Slice Plane a lot if I only want to extrude a part of an existing poly or to apply two different textures to a poly.&lt;br /&gt;
* [[Gmax_model_guide_details#Boolean|Boolean]]. This is a very nifty tool which is hardly described anywhere. This tool enables you to&lt;br /&gt;
** simply merge two objects into one object.&lt;br /&gt;
** remove a portion from an object in the shape of another object.&lt;br /&gt;
** create a poly in the middle of a surface of an object, in the shape of another object.&lt;br /&gt;
** do some other nifty thing.&lt;br /&gt;
&lt;br /&gt;
== Saving your work ==&lt;br /&gt;
Save your work regularly. By the setting (Customize &amp;gt; Preferences &amp;gt; tab Files &amp;gt; Increment on Save) you had to apply in the previous part, a backup is created every time you save your work. An incremental number is added to the filename each time. Once in a while you need to clean up the directory, but history taught me that I sometimes needed these backup files because I made some irreversible mistakes.&lt;br /&gt;
&lt;br /&gt;
Sometimes Gmax will crash, but luckily it saves your work during that crash in the installation directory of Gmax. Start Gmax again en notice the saved file in the history list of the menu File. Open the file and save it immediately in the correct directory with a new number at the end.&lt;br /&gt;
&lt;br /&gt;
== Documentation ==&lt;br /&gt;
Of course I didn&#039;t tell you everything what you can do with Gmax. By experimenting you will accomplish a lot and Gmax itself has some tutorials and help files which you can download:&lt;br /&gt;
* [http://www.turbosquid.com/gmax gmax12_help.exe]. Unpack the file in the directory Help&lt;br /&gt;
* [http://www.turbosquid.com/gmax gmax12_tutorials.exe]. Unpack the file in the directory tutorials. Especially tutorials 1, 2 and 7 are recommended.&lt;br /&gt;
* Don&#039;t forget the documentation of the Gmax gamepack SDK itself which you already installed in gamepacksfs2004docs&lt;br /&gt;
&lt;br /&gt;
Who can do without online documentation:&lt;br /&gt;
* [http://www.turbosquid.com/Forum/Index.cfm/stgAct/ForumList/intGroupID/1004 Gmax support]&lt;br /&gt;
* [http://www.turbosquid.com/Forum/Index.cfm/stgAct/ThreadList/intForumID/1042 Gmax forum] &amp;amp; [http://www.turbosquid.com/Forum/Index.cfm/stgAct/ThreadList/intForumID/1065 FS gamepack forum]&lt;br /&gt;
* http://www.fsdeveloper.com&lt;br /&gt;
&lt;br /&gt;
Some books are available too:&lt;br /&gt;
* 3DS MAX for windows (isbn 0321180879 ). 3DS MAX is Gmax&#039;s commercial big brother, but about 95% of the book covers the functionalities of Gmax.&lt;br /&gt;
* Gmax Bible by Kelly L Murdock (isbn 0764537571)&lt;br /&gt;
* The Gmax Handbook (1584502207)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Have fun&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[category:FSX]]&lt;br /&gt;
[[category:Scenery design]]&lt;/div&gt;</summary>
		<author><name>Erwin</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Introduction_to_modeling_with_GMax&amp;diff=3150</id>
		<title>Introduction to modeling with GMax</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Introduction_to_modeling_with_GMax&amp;diff=3150"/>
		<updated>2007-12-01T20:00:55Z</updated>

		<summary type="html">&lt;p&gt;Erwin: New page: In the first part of the series &amp;#039;&amp;#039;Build your own house&amp;#039;&amp;#039; I showed you which software you need, how to install and configure the software, and which steps to take to get an object into FS20...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In the first part of the series &#039;&#039;Build your own house&#039;&#039; I showed you which software you need, how to install and configure the software, and which steps to take to get an object into FS2004. In a recent tutorial &#039;&#039;&#039;[[Gmax for FsX]]&#039;&#039;&#039; the same is told for FsX. This resulted in a model at Lelystad airport. The purpose of this part is to build the framework of your own house or another object of your choice. In combination with the first tutorial you will be able to show it in FS2004 or FsX.&lt;br /&gt;
&lt;br /&gt;
I won&#039;t go into detail how to construct a house, because these tutorials are already available. From personal experience however I can tell you which tutorials are good, and I&#039;ll show you tips &amp;amp; tricks how to get a quick result and how to get information about buildings. Don&#039;t forget to hit the links in between for a more detailed description of several tools. In the next tutorial I&#039;ll explain how to make textures and use these in Gmax. So for now you have to deal with a house in one color without windows and doors.&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
Did you ever wonder what applications an architect is using to draw a house in 3D? Gmax is such an application. It&#039;s developed by Discreet, which is a division of Autodesk. Autodesk is the developer of AutoCad, a serious and accepted application with a wide support. Somewhere in 2006 AutoDesk decided to discontinue development for Gmax, but it is still the only tool to use which Microsoft supports. Don&#039;t get confused by the amount of complicated possibilities at first sight. With a few mouse clicks away pretty neat things can be made, because you will only need to use a few of those possibilities. With regular exercise you can achieve quicker and nicer results every time.&lt;br /&gt;
&lt;br /&gt;
== Collecting information ==&lt;br /&gt;
Before you start building you need information about your house. A floor plan is really nice, but most of the time you have to do without it. The buildings in MS Flight Simulator are not accurate each centimeter and even not accurate each meter. Beside that you only need the measurements of the outer walls. It&#039;s a good assumption trying to get an accuracy in meters. With a bit of practice you can make steps of one meter and soon you have all data available. My way:&lt;br /&gt;
&lt;br /&gt;
* The way I did it in 2004/2005: Most of the times I make a [[Gmax_model_guide_details#A_rough_sketch|rough sketch]]  in upper view. After all this sketch isn&#039;t accurate (because I don&#039;t have any drawing skills). So don&#039;t be hard on yourself and draw some quick lines. Now walk around your house with steps of one meter and make a note of each distance in the sketch. This is my favorite part, because at this time I take a really good look at the building and a lot of times I discover beautiful and interesting architectural details. This is a very nice way being cultural and breath some fresh air.&lt;br /&gt;
* The way I do it now (faster but less cultural): &lt;br /&gt;
** Start Google Earth&lt;br /&gt;
** Zoom in on the building&lt;br /&gt;
** Make a screenshot and print it&lt;br /&gt;
** Start the ruler (tools &amp;gt; ruler)&lt;br /&gt;
** Set the unit to meters&lt;br /&gt;
** Measure the lengths and note these on the paper&lt;br /&gt;
* Next make a sketch of the sides. Determining the height is a more difficult job:&lt;br /&gt;
** If you have a photo, taken right in front of a wall, and you know the height of a door or a window frame, then you can determine the height of, for example the gutter or ridge.&lt;br /&gt;
** A tape measure is one alternative. Measuring your own house this way isn&#039;t that strange, but if you&#039;re going to measure other buildings with this alternative, don&#039;t be surprised if some people stare at you.&lt;br /&gt;
** I&#039;ve seen a lot of buildings with big bricks or panels. Measure one such brick or panel and count them on a photo.&lt;br /&gt;
** A lot of information is available on the internet about sky scrapers or special buildings.&lt;br /&gt;
** Estimate the height of one floor and count all floors. Approximate 2,8 or 3 meter per floor is a good choice. Be aware that the ground floor and upper floor are often higher than the other floors.&lt;br /&gt;
&lt;br /&gt;
Besides the tips mentioned above, I use other resources:&lt;br /&gt;
* At sites like [http://www.terradesk.nl Terradesk] you can have a birds eye view and watch the aerial photo of your house. Via the menu of that tool it&#039;s possible to measure a distance with an accuracy of one meter.&lt;br /&gt;
* Have a look at the website of your local authority. The [http://gemeentearchief.amsterdam.nl municipal archive of Amsterdam] is such an example.&lt;br /&gt;
* Just look around on the internet for information and photo&#039;s of the building you like to model.&lt;br /&gt;
&lt;br /&gt;
== Gmax basics ==&lt;br /&gt;
Start Gmax and build your house. Hmmm. Every house is different so I can&#039;t exactly show you how to build your specific house in Gmax. However, a tutorial is available in the FS2004 gamepack. If you don&#039;t have it installed,  [http://download.microsoft.com/download/4/d/e/4de1e425-c932-4232-829b-eeb7f2658885/fs2004_sdk_gmax_setup.exe download] and install it.&lt;br /&gt;
&lt;br /&gt;
Have a look in the installation directory of Gmax where you will find a directory called gamepacks\fs2004. Useful directories are listed here, but we are now looking for the document gmaxSceneryTutorial.doc in the doc directory. This document shows step by step, with a lot of useful images, how to build a house. Skip the first three pages and start at chapter Creating a model of a house at step 4 and end with step 68. After this step the subject is about textures, which will be discussed in another tutorial.&lt;br /&gt;
&lt;br /&gt;
=== Create en modify tabs ===&lt;br /&gt;
[[Image:Gmax_create_tab.jpg|left]] In the right part of the window you see six tabs, but most of the times you will only use two. The first tab is called the Create tab and the second tab is called the Modify tab. The Create tab is used to create a basic object or to use the [[Gmax_model_guide_details#Boolean|Boolean tool]]. Especially the Modify tab is often too long to fit in the window. At the right there is a hardly visible scrollbar. Move your mouse next to the buttons or fields and you&#039;ll see the arrow changing in a hand. Now you can drag the content of the tab up and down. The information in the Modify tab depends on which object and/or [[Gmax_model_guide#Modify_stack|modifier]] is selected.&lt;br /&gt;
&amp;lt;br clear=left&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Manoeuvering in Gmax ===&lt;br /&gt;
Some basic tools are located in the upper toolbar used for selecting, moving or resizing:&lt;br /&gt;
* [[Image:Gmax_select_mode.jpg]] Select tool. With this tool you can select an object, polygon, vertex, etc. It&#039;s also possible to select multiple objects at once by dragging a frame around the objects. If you select multiple vertices at once, be aware it&#039;s very likely you also selected vertices at the back of the object by accident. Particularly in combination with the tool collapse, you can get very strange results.&lt;br /&gt;
* [[Image:Gmax_move_mode.jpg]] Move tool. Tool to move the selected things. Three big arrows (red, green and blue) will appear at the selected object, complying with the axis colors in the lower left part of the active viewport. Grab one of the three arrows and you&#039;ll see the object will only move in the direction of that particular axis.&lt;br /&gt;
* [[Image:Gmax_rotate_mode.jpg]]Rotate tool. This is used to rotate the selected objects. Use the same arrows for rotating the objects around that particular axis.&lt;br /&gt;
* [[Image:Gmax_scale_mode.jpg]] Scale tool. You can see a small arrow in the lower right corner of the button. Keep this button pressed and you&#039;ll be able to select one of the three modes of this tool. I can&#039;t get used to this tool, because it cooperates with the X, Y and Z buttons up in the window. Trial and error is the best method. If a notification message shows up, you can ignore this message for the future.&lt;br /&gt;
&lt;br /&gt;
Some tools are located at the lower right to look at objects from serveral points of view, and some tools to zoom in and out. If your mouse has a mouse wheel, it&#039;s possible to zoom in and out by turning the wheel (same function as the magnifying glass). Pressing the wheel and dragging at the same time, is the same function as pan (the hand). Combine these scroll wheel actions with the shift, alt or control key to get even more possibilities. Notice the small arrows on some of the buttons and the accompanied modes, which change the behavior of the tool.&lt;br /&gt;
&lt;br /&gt;
* [[Image:Gmax_magnify.jpg]] Zoom in- and out on a selected object in the active viewport.&lt;br /&gt;
* [[Image:Gmax_magnify_all.jpg]] Zoom in- and out on a selected object in all viewports at once.&lt;br /&gt;
* [[Image:Gmax_fit.jpg]] Fill the viewport with the selected objects in one click.&lt;br /&gt;
* [[Image:Gmax_fit_all.jpg]] Fill all viewports in one click with the selected objects.&lt;br /&gt;
* [[Image:Gmax_magnify_selected.jpg]] Select the objects you want to fill the viewport with.&lt;br /&gt;
* [[Image:Gmax_pan.jpg]] Moving the point of view.&lt;br /&gt;
* [[Image:Gmax_view_rotate.jpg]] Rotate around the object. Notice the difference if you point the mouse on the inner or outer part of the yellow circle. You can also grab the boxes on the circle.&lt;br /&gt;
* [[Image:Gmax_fullscreen.jpg]] Full screen of the active viewport. Press again to go back to the normal view.&lt;br /&gt;
&lt;br /&gt;
== Editable mesh ==&lt;br /&gt;
What are the most important points in this tutorial? The most important point is probably making [[Gmax_model_guide_details#Convert_to_editable_mesh|editable mesh]] of a box (point 26 in the turorial). Only from that moment on it&#039;s possible to transform the box by grabbing a corner, edge or polygon and change it the way you want. If you don&#039;t turn the box into [[Gmax_model_guide_details#Convert_to_editable_mesh|editable mesh]], you can only transform it in limited ways which will practically never lead to the result you want. [[Gmax_model_guide_details#Convert_to_editable_mesh|Editable mesh]] is the keyword.&lt;br /&gt;
&lt;br /&gt;
== Frame rate ==&lt;br /&gt;
Editable mesh is at the same time a good starting point to make a building which end up being a frame rate killer. Every point or poly you add, must be calculated by the engine of MS Flight Simulator and creates a bigger load on the processor and graphics card. It&#039;s no problem to construct a very detailled building, because the frame rate of Gmax object seems great. But it&#039;s all about vertices and faces which are added without knowing you are adding them. This usually happens in the first phase by placing a basic shape, even before you convert it to editable mesh. An example (imagine a chimney):&lt;br /&gt;
* Select the Create tab.&lt;br /&gt;
* Click Cylinder (button changes into orange).&lt;br /&gt;
* Click and drag in perspective view while making the base of the cylinder. Then let go the mouse button and move your mouse determining the height. Click again to fix the size of the cylinder.&lt;br /&gt;
* Click with the right mouse button on the word Perspective in the Perspective view and select Edged Faces.&lt;br /&gt;
&lt;br /&gt;
[[Image:Gmax_useless_faces.jpg|right]]&lt;br /&gt;
&lt;br /&gt;
You see a lot of faces and a lot of them are useless. How to solve this:&lt;br /&gt;
* Select the Modify tab.&lt;br /&gt;
* Beneath the header Parameters you&#039;ll see some options.&lt;br /&gt;
* Change the values (or drag an arrow and move it up and down) of the fields Height Segments, Cap Segments and Sides.&lt;br /&gt;
* Cap Segments defaults to 1 which is fine.&lt;br /&gt;
* Height Segments should almost always set on 1. This is the main cause.&lt;br /&gt;
* Changing the Sides parameter changes how smooth the cylinder get. This is mostly a matter of taste.&lt;br /&gt;
* Just play with the option Slice On and the accompanied options Slice From and Slice To for nifty results.&lt;br /&gt;
&lt;br /&gt;
A well defined basic object is a good start before converting it to [[Gmax_model_guide_details#Convert_to_editable_mesh|editable mesh]]. Later on you can change the amount of poly&#039;s as much as needed with several tools like [[Gmax_model_guide_details#Extrude|Extrude]] and [[Gmax_model_guide_details#Slice_Plane|Slice]].&lt;br /&gt;
&lt;br /&gt;
== Modify stack ==&lt;br /&gt;
In the Create tab directly beneath the dropdown box Modifier List the Modifier stack is situated. This is a list of modifiers applied on the selected object. At first this list is empty, but after converting the object to editable mesh you will see a plus sign with Editable Mesh. You can add modifiers from the modifier list (the dropdown box) to the modifier stack. If you&#039;re not satisfied with the result of one of the modifiers, just remove the modifier from the stack. I&#039;m always having trouble to explain what the modifier stack exactly is, so it&#039;s better to explain this with an example:&lt;br /&gt;
&lt;br /&gt;
[[Image:Gmax_modify_tab.jpg|right]]&lt;br /&gt;
&lt;br /&gt;
* Select the cylinder from the example above.&lt;br /&gt;
* Add a modifier, for instance the Bend modifier and play with the parameters which will show up in the Create tab.&lt;br /&gt;
* Next add the modifier Twist and try the parameters too.&lt;br /&gt;
* Add the modifier Mirror.&lt;br /&gt;
* The modifier stack shows 4 modifiers.&lt;br /&gt;
* More options are available under the plus sign.&lt;br /&gt;
* Just select all modifier in the stack one by one and have a look at the result each time.&lt;br /&gt;
* Remove for instance the modifier Twist from the stack (click Twist &amp;gt; right mouse button &amp;gt; delete) and watch the result.&lt;br /&gt;
&lt;br /&gt;
Important! If you&#039;re pretty sure that the object has the right shape you need to collapse the stack. Click with the right mouse button somewhere on the modifier stack and select Collapse All. All transformations and other modifications you&#039;ve done by the modifiers are final. So it sounds tempting never collapsing the stack, but you really need to do this often and quick after modifications:&lt;br /&gt;
* Before an export from Gmax. The stack of all objects must be collapsed before you make an export.&lt;br /&gt;
* When you apply textures on an object. I will explain this in the next part.&lt;br /&gt;
&lt;br /&gt;
== Regular used tools ==&lt;br /&gt;
&lt;br /&gt;
Making a box or other basic shape is simple, but to create more complex shapes I will explain some of the tools which are used in the tutorial of the Gmax gamepack. These tools all asume the object is converted to editable mesh.&lt;br /&gt;
* [[Gmax_model_guide_details#Extrude|Extrude]]. With this tool you can pull out poly&#039;s (surface) from an object or push the poly into the object. This can be repeated almost infinite to create very complex shapes. If you only want to extrude half of a poly, than you first need to use the tool Slice pane (see below) to cut the poly into half. Most people tend to create two boxes and place them next to each other. Think about the number of objects, poly&#039;s and vertices you&#039;ll end up. Compare this with the amount of objects, poly&#039;s and vertices you&#039;ll end up using the tool extrude. The lesser poly&#039;s and vertices in the final result, the better the famous frame rate of MS Flight Simulator.&lt;br /&gt;
* [[Gmax_model_guide_details#Collapse|Collapse]]. With this tool you mostly merge vertices to only one vertex. This way is used in the tutorial (step 43) to make a peaked roof out of a box. Beside this I also use this tool to merge vertices which are created by accident by the tools extrude or slice plane with again the frame rate in mind.&lt;br /&gt;
* [[Gmax_model_guide_details#Extrude|Function key F2]]. Select a poly and press F2. The poly turns into red, so you&#039;re sure you&#039;ve selected the correct poly.&lt;br /&gt;
&lt;br /&gt;
Beside the tools mentioned above I also use the following tools very often:&lt;br /&gt;
* [[Gmax_model_guide_details#Slice_Plane|Slice Plane]]. Cuts a poly in half. I use Slice Plane a lot if I only want to extrude a part of an existing poly or to apply two different textures to a poly.&lt;br /&gt;
* [[Gmax_model_guide_details#Boolean|Boolean]]. This is a very nifty tool which is hardly described anywhere. This tool enables you to&lt;br /&gt;
** simply merge two objects into one object.&lt;br /&gt;
** remove a portion from an object in the shape of another object.&lt;br /&gt;
** create a poly in the middle of a surface of an object, in the shape of another object.&lt;br /&gt;
** do some other nifty thing.&lt;br /&gt;
&lt;br /&gt;
== Saving your work ==&lt;br /&gt;
Save your work regularly. By the setting (Customize &amp;gt; Preferences &amp;gt; tab Files &amp;gt; Increment on Save) you had to apply in the previous part, a backup is created every time you save your work. An incremental number is added to the filename each time. Once in a while you need to clean up the directory, but history taught me that I sometimes needed these backup files because I made some irreversible mistakes.&lt;br /&gt;
&lt;br /&gt;
Sometimes Gmax will crash, but luckily it saves your work during that crash in the installation directory of Gmax. Start Gmax again en notice the saved file in the history list of the menu File. Open the file and save it immediately in the correct directory with a new number at the end.&lt;br /&gt;
&lt;br /&gt;
== Documentation ==&lt;br /&gt;
Of course I didn&#039;t tell you everything what you can do with Gmax. By experimenting you will accomplish a lot and Gmax itself has some tutorials and help files which you can download:&lt;br /&gt;
* [http://www.turbosquid.com/gmax gmax12_help.exe]. Unpack the file in the directory Help&lt;br /&gt;
* [http://www.turbosquid.com/gmax gmax12_tutorials.exe]. Unpack the file in the directory tutorials. Especially tutorials 1, 2 and 7 are recommended.&lt;br /&gt;
* Don&#039;t forget the documentation of the Gmax gamepack SDK itself which you already installed in gamepacksfs2004docs&lt;br /&gt;
&lt;br /&gt;
Who can do without online documentation:&lt;br /&gt;
* [http://www.turbosquid.com/Forum/Index.cfm/stgAct/ForumList/intGroupID/1004 Gmax support]&lt;br /&gt;
* [http://www.turbosquid.com/Forum/Index.cfm/stgAct/ThreadList/intForumID/1042 Gmax forum] &amp;amp; [http://www.turbosquid.com/Forum/Index.cfm/stgAct/ThreadList/intForumID/1065 FS gamepack forum]&lt;br /&gt;
* http://www.fsdeveloper.com&lt;br /&gt;
&lt;br /&gt;
Some books are available too:&lt;br /&gt;
* 3DS MAX for windows (isbn 0321180879 ). 3DS MAX is Gmax&#039;s commercial big brother, but about 95% of the book covers the functionalities of Gmax.&lt;br /&gt;
* Gmax Bible by Kelly L Murdock (isbn 0764537571)&lt;br /&gt;
* The Gmax Handbook (1584502207)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Have fun&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[category:FSX]]&lt;br /&gt;
[[category:Scenery design]]&lt;/div&gt;</summary>
		<author><name>Erwin</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Gmax_installation_guide_for_FS2004&amp;diff=3063</id>
		<title>Gmax installation guide for FS2004</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Gmax_installation_guide_for_FS2004&amp;diff=3063"/>
		<updated>2007-11-18T19:34:22Z</updated>

		<summary type="html">&lt;p&gt;Erwin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You will be busy for a while if you have to find out everything you need to build your own house and show it in MS Flight Simulator 2004 (FS2004). This workshop is written to give as many people as possible the opportunity to get familiar with it.&lt;br /&gt;
&lt;br /&gt;
First I will explain which tools you need, where you can get them and how they should be configured. Then I will show you how to make a simple model appear in FS2004. This is part one in the series Build your own house. In the next parts I will explain how to build your own house in Gmax, make photo realistic textures and tell you what to keep in mind if you&#039;re going to make more than one model. In this article I&#039;ll show you one way to accomplish this quest. Of course at some points there are many ways to reach the goal, but I want to keep it simple and therefore choose the method below.&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
The most important tool you need is Gmax. This is a 3D modeling tool which makes its possible to build you own house or some other model. At first sight Gmax seems pretty complicated with many features. Luckily you need few of these features to get a nice result. Some kind of 20-80 rule. You create the models in Gmax, but then you want them to show up in FS2004. After installing Gmax you need to install a game pack so you can export the models to a special format. To get the end result (so called bgl files) you will use the bgl compiler from a Software Development Kit. This sounds scary but is pretty simple.&lt;br /&gt;
&lt;br /&gt;
Now you think this will cost a lot of money, but the opposite is true. These nice tools are all free, except for FS2004 of course. There&#039;s only one but. You want nice pictures on your structure to make it photo realistic. These pictures (textures) are created with an image or photo editing tool like Paintshop, Photoshop, The Gimp, etc. Most of these tools are not for free except the open source tool The Gimp. Everybody has their own preference which tool is better suited. Textures will not be discussed in this first part, but will be discussed in one of the upcoming articles. Let&#039;s begin.&lt;br /&gt;
&lt;br /&gt;
== Installation ==&lt;br /&gt;
=== Downloads  ===&lt;br /&gt;
* [http://www.turbosquid.com/gmax Gmax]&lt;br /&gt;
* [http://download.microsoft.com/download/4/d/e/4de1e425-c932-4232-829b-eeb7f2658885/fs2004_sdk_gmax_setup.exe Gmax Gamepack SDK (Software Developers Kit)]&lt;br /&gt;
* [http://download.microsoft.com/download/b/9/3/b930da2a-b3bf-40dc-b830-b1da916eb9e2/fs2004_sdk_bglcomp2_setup.exe BGL Comp SDK]&lt;br /&gt;
* [http://download.microsoft.com/download/1/1/8/1181a250-ac2c-43fa-b35b-bfd7b87934ad/makemdl_sdk_setup.exe MakeMDL SDK Update]&lt;br /&gt;
* [http://www.microsoft.com/downloads/details.aspx?FamilyID=3144b72b-b4f2-46da-b4b6-c5d7485f2b42&amp;amp;DisplayLang=en Microsoft XML Core Services 4.0 Service Pack 2 (msxml.msi)]&lt;br /&gt;
&lt;br /&gt;
=== Gmax installation ===&lt;br /&gt;
Follow the next steps to install Gmax:&lt;br /&gt;
* Run the setup.&lt;br /&gt;
* Register by starting Gmax. Within a few hours you will receive a registration code. You can always re-register at [http://www.turbosquid.com/RegisterGmax/ Turbo Squid]&lt;br /&gt;
* Start Gmax and fill in the registration code.&lt;br /&gt;
&lt;br /&gt;
=== Gmax Gamepack SDK ===&lt;br /&gt;
* Run the setup and accept the suggested default installation path. This is the directory where Gmax is installed and this way all the needed stuff is put in the right place.&lt;br /&gt;
* If you installed the FS2002 Gamepack before, you can have both Gamepacks installed and configured. Follow the instructions in the document &#039;&#039;&amp;quot;Installing the FS2004 GMax SDK over the FS2002 GMax SDK.rtf&amp;quot;&#039;&#039; in the gmax\gamepacks\fs2004 directory. The FS2002 Gamepack is still very usefull to [[Ground_polygons_with_GMax|create ground polygons]].&lt;br /&gt;
&lt;br /&gt;
=== BGL Comp SDK ===&lt;br /&gt;
* Run the setup. The installation directory is up to you.&lt;br /&gt;
* Locate bglcomp.exe in the installation directory. Create a shortcut on your desktop.&lt;br /&gt;
&lt;br /&gt;
=== MakeMDL SDK Update  ===&lt;br /&gt;
* Run the setup&lt;br /&gt;
&lt;br /&gt;
=== Microsoft XML Core Services 4.0 Service Pack 2 ===&lt;br /&gt;
* Run the setup&lt;br /&gt;
* Run windows update to receive hotfixes (not mandatory)&lt;br /&gt;
&lt;br /&gt;
== Configuration ==&lt;br /&gt;
The next step is the configuration of Gmax to get a good head start with your first project. The screenshots below show my own preferences. You can set these preferences in the menu Customize. The preferences Metric in Unit Setup and the parameter System Unit Scale in the general tab are very important. A grid spacing of 10m is recommended.&lt;br /&gt;
&lt;br /&gt;
=== Setting the preferences ===&lt;br /&gt;
* These are my recommended preferences: &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Image:gmax_units.jpg]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Image:gmax_grid_snap.jpg]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Image:gmax_preferences_general.jpg]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Image:gmax_preferences_files.jpg]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Image:gmax_preferences_viewports.jpg]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Customize the user interface ===&lt;br /&gt;
After setting the preferences above you can Customize the user interface. I&#039;ve configured the three most used tools with a key on the keyboard:&lt;br /&gt;
* S for select tool&lt;br /&gt;
* R for rotate tool&lt;br /&gt;
* M for move tool&lt;br /&gt;
&lt;br /&gt;
== Your first Gmax model ==&lt;br /&gt;
Start Gmax and have a look around. Notice the four big squares which are called viewports. These will give you a view of your structure from several sides at once. The viewport on the bottom right is a so called perspective view by default. In this view you can have a look at all sides of your structure. Furthermore you will see white lines, these are called the grid. If you followed my preferences the distance between two lines is 10 meters.&lt;br /&gt;
&lt;br /&gt;
On top in the toolbar you can see the most used tools to select, move, resize and rotate objects for example. At the bottom of the window you see a status bar, time bar for animations and a few buttons to modify the behavior of the tools in the toolbar. To the right of the viewports you see a space with six tabs in the upper part. From now on you will use only two of them. The first tab is called the Create tab and the second tab is called the Modify tab. Move your mouse above the tabs (don&#039;t click) and a tool tip will appear with these names.&lt;br /&gt;
&lt;br /&gt;
The create tab is the default tab shown after startup. Several basic shapes can be selected. From a historical point of view a teapot is one of the basic shapes of 3d modeling applications. Just click on the button Teapot changing the color of the button into orange. Click and drag in the Perspective viewport. The teapot will arise and change in size by dragging the mouse. Next, click on the button Box changing the color of that button into orange. Click and drag in the Perspective view next to the teapot. While dragging you determine the base of the box. Release the mouse button and gently drag upwards. This will change the height of the box. Click once to fixate the height. The first models are ready. Lets see if we can show these models in FS2004.&lt;br /&gt;
&lt;br /&gt;
== From Gmax to FS2004 ==&lt;br /&gt;
The tools that shipped with FS2004 fortunately are easier than those of version 2002. Some parts are made invisible to the user and the code you will see is in XML format which will give you nice possibilities later on. Follow the steps below:&lt;br /&gt;
&lt;br /&gt;
=== Export the model ===&lt;br /&gt;
* Select File &amp;gt; Export.&lt;br /&gt;
* Select a directory where you want to keep the project files of your house.&lt;br /&gt;
* Type teapot as file name, for instance.&lt;br /&gt;
* Select Flightsim Scenery Object (*.MDL) as type.&lt;br /&gt;
* Click on Save.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The result is:&lt;br /&gt;
* a mdl file which contains the model itself (according to my example teapot.mdl).&lt;br /&gt;
* a xml file which contains a reference to the model including an example location in the world (according to my example teapot.xml).&lt;br /&gt;
&lt;br /&gt;
=== Determine the location of the model ===&lt;br /&gt;
* Start FS2004.&lt;br /&gt;
* Fly or slew to the location.&lt;br /&gt;
* Choose top view and be sure the crosshair is above the exact location.&lt;br /&gt;
* Type +z (i.e. Z) so the red text is in the upper left corner of the window, for example 52 27.52 en 5 31.30. This is next to the runway of EHLE (Lelystad, The Netherlands).&lt;br /&gt;
&lt;br /&gt;
=== Generate a bgl file ===&lt;br /&gt;
* Open the xml file in a text editor like notepad.&lt;br /&gt;
* Remove on the fifth line the characters &amp;amp;lt;!--&lt;br /&gt;
* Remove on the tenth line the characters --&amp;amp;gt;&lt;br /&gt;
* Change the coordinates between the quotes of lat and lon. For example: lat=&amp;quot;52 27.52&amp;quot; lon=&amp;quot;5 31.30&amp;quot;&lt;br /&gt;
* Notice that the line which begins with &#039;&#039;&amp;lt;ModelData&#039;&#039; contains a reference to the mdl file.&lt;br /&gt;
* Save the xml file. This is an example of the end result.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;?xml version=&amp;quot;1.0&amp;quot; encoding=&amp;quot;ISO-8859-1&amp;quot;?&amp;gt;&lt;br /&gt;
 &amp;lt;FSData version=&amp;quot;9.0&amp;quot; xmlns:xsi=&#039;http://www.w3.org/2001/XMLSchema-instance&#039; &lt;br /&gt;
                       xsi:noNamespaceSchemaLocation=&amp;quot;bglcomp.xsd&amp;quot;&amp;gt;&lt;br /&gt;
 &amp;lt;!-- This piece of comment may be removed --&amp;gt;&lt;br /&gt;
    &amp;lt;SceneryObject lat=&amp;quot;52 27.52&amp;quot; lon=&amp;quot;5 31.30&amp;quot; alt=&amp;quot;0&amp;quot; &lt;br /&gt;
                   pitch=&amp;quot;0&amp;quot; bank=&amp;quot;0&amp;quot; heading=&amp;quot;0&amp;quot;&lt;br /&gt;
                   altitudeIsAgl=&amp;quot;TRUE&amp;quot; imageComplexity=&amp;quot;NORMAL&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;LibraryObject name=&amp;quot;C29AB94C410F10CB1F86C8B1B24C172C&amp;quot; scale=&amp;quot;1.0&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;/SceneryObject&amp;gt;&lt;br /&gt;
    &amp;lt;!-- Inclusion of model data. Use the &#039;Name&#039; of this object to place --&amp;gt;&lt;br /&gt;
    &amp;lt;!-- it in other locations. --&amp;gt;&lt;br /&gt;
    &amp;lt;ModelData name=&amp;quot;C29AB94C410F10CB1F86C8B1B24C172C&amp;quot; sourceFile=&amp;quot;teapot.mdl&amp;quot; /&amp;gt;&lt;br /&gt;
 &amp;lt;/FSData&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Drag and drop the xml file exactly on top of the shortcut of bglcom.exe on the desktop.&lt;br /&gt;
* Notice the bgl file that is created in the same directory as the xml file.&lt;br /&gt;
&lt;br /&gt;
== Viewing the final result ==&lt;br /&gt;
* Copy the bgl file to the directory &amp;lt;code&amp;gt;Addon Scenery\scenery&amp;lt;/code&amp;gt; in the directory of FS2004.&lt;br /&gt;
* Start FS2004 and check in the Scenery Library if Addon Scenery is on top of the list and checked. You can access the Scenery Library via the Settings button in the startup screen.&lt;br /&gt;
* Restart FS2004 and fly or slew to the place of the noted coordinates. There you should see the teapot and box. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Image:gmax_teapot.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[category:Scenery design]]&lt;/div&gt;</summary>
		<author><name>Erwin</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Gmax_installation_guide_for_FS2004&amp;diff=3062</id>
		<title>Gmax installation guide for FS2004</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Gmax_installation_guide_for_FS2004&amp;diff=3062"/>
		<updated>2007-11-18T19:32:15Z</updated>

		<summary type="html">&lt;p&gt;Erwin: /* Setting the preferences */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You will be busy for a while if you have to find out everything you need to build your own house and show it in MS Flight Simulator 2004 (FS2004). This workshop is written to give as many people as possible the opportunity to get familiar with it.&lt;br /&gt;
&lt;br /&gt;
First I will explain which tools you need, where you can get them and how they should be configured. Then I will show you how to make a simple model appear in FS2004. This is part one in the series Build your own house. In the next parts I will explain how to build your own house in Gmax, make photo realistic textures and tell you what to keep in mind if you&#039;re going to make more than one model. In this article I&#039;ll show you one way to accomplish this quest. Of course at some points there are many ways to reach the goal, but I want to keep it simple and therefore choose the method below.&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
The most important tool you need is Gmax. This is a 3D modeling tool which makes its possible to build you own house or some other model. At first sight Gmax seems pretty complicated with many features. Luckily you need few of these features to get a nice result. Some kind of 20-80 rule. You create the models in Gmax, but then you want them to show up in FS2004. After installing Gmax you need to install a game pack so you can export the models to a special format. To get the end result (so called bgl files) you will use the bgl compiler from a Software Development Kit. This sounds scary but is pretty simple.&lt;br /&gt;
&lt;br /&gt;
Now you think this will cost a lot of money, but the opposite is true. These nice tools are all free, except for FS2004 of course. There&#039;s only one but. You want nice pictures on your structure to make it photo realistic. These pictures (textures) are created with an image or photo editing tool like Paintshop, Photoshop, The Gimp, etc. Most of these tools are not for free except the open source tool The Gimp. Everybody has their own preference which tool is better suited. Textures will not be discussed in this first part, but will be discussed in one of the upcoming articles. Let&#039;s begin.&lt;br /&gt;
&lt;br /&gt;
== Installation ==&lt;br /&gt;
=== Downloads  ===&lt;br /&gt;
* [http://www.turbosquid.com/gmax Gmax]&lt;br /&gt;
* [http://download.microsoft.com/download/4/d/e/4de1e425-c932-4232-829b-eeb7f2658885/fs2004_sdk_gmax_setup.exe Gmax Gamepack SDK (Software Developers Kit)]&lt;br /&gt;
* [http://download.microsoft.com/download/b/9/3/b930da2a-b3bf-40dc-b830-b1da916eb9e2/fs2004_sdk_bglcomp2_setup.exe BGL Comp SDK]&lt;br /&gt;
* [http://download.microsoft.com/download/1/1/8/1181a250-ac2c-43fa-b35b-bfd7b87934ad/makemdl_sdk_setup.exe MakeMDL SDK Update]&lt;br /&gt;
* [http://www.microsoft.com/downloads/details.aspx?FamilyID=3144b72b-b4f2-46da-b4b6-c5d7485f2b42&amp;amp;DisplayLang=en Microsoft XML Core Services 4.0 Service Pack 2 (msxml.msi)]&lt;br /&gt;
&lt;br /&gt;
=== Gmax installation ===&lt;br /&gt;
Follow the next steps to install Gmax:&lt;br /&gt;
* Run the setup.&lt;br /&gt;
* Register by starting Gmax. Within a few hours you will receive a registration code. You can always re-register at [http://www.turbosquid.com/RegisterGmax/ Turbo Squid]&lt;br /&gt;
* Start Gmax and fill in the registration code.&lt;br /&gt;
&lt;br /&gt;
=== Gmax Gamepack SDK ===&lt;br /&gt;
* Run the setup and accept the suggested default installation path. This is the directory where Gmax is installed and this way all the needed stuff is put in the right place.&lt;br /&gt;
* If you installed the FS2002 Gamepack before, you can have both Gamepacks installed and configured. Follow the instructions in the document &#039;&#039;&amp;quot;Installing the FS2004 GMax SDK over the FS2002 GMax SDK.rtf&amp;quot;&#039;&#039; in the gmax\gamepacks\fs2004 directory. The FS2002 Gamepack is still very usefull to [[Ground_polygons_with_GMax|create ground polygons]].&lt;br /&gt;
&lt;br /&gt;
=== BGL Comp SDK ===&lt;br /&gt;
* Run the setup. The installation directory is up to you.&lt;br /&gt;
* Locate bglcomp.exe in the installation directory. Create a shortcut on your desktop.&lt;br /&gt;
&lt;br /&gt;
=== MakeMDL SDK Update  ===&lt;br /&gt;
* Run the setup&lt;br /&gt;
&lt;br /&gt;
=== Microsoft XML Core Services 4.0 Service Pack 2 ===&lt;br /&gt;
* Run the setup&lt;br /&gt;
* Run windows update to receive hotfixes (not mandatory)&lt;br /&gt;
&lt;br /&gt;
== Configuration ==&lt;br /&gt;
The next step is the configuration of Gmax to get a good head start with your first project. The screenshots below show my own preferences. You can set these preferences in the menu Customize. The preferences Metric in Unit Setup and the parameter System Unit Scale in the general tab are very important. A grid spacing of 10m is recommended.&lt;br /&gt;
&lt;br /&gt;
=== Setting the preferences ===&lt;br /&gt;
* These are my recommended preferences: &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Image:gmax_units.jpg]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Image:gmax_grid_snap.jpg]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Image:gmax_preferences_general.jpg]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Image:gmax_preferences_files.jpg]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Image:gmax_preferences_viewports.jpg]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Customize the user interface ===&lt;br /&gt;
After setting the preferences above you can Customize the user interface. I&#039;ve configured the three most used tools with a key on the keyboard:&lt;br /&gt;
* S for select tool&lt;br /&gt;
* R for rotate tool&lt;br /&gt;
* M for move tool&lt;br /&gt;
&lt;br /&gt;
== Your first Gmax model ==&lt;br /&gt;
Start Gmax and have a look around. Notice the four big squares which are called viewports. These will give you a view of your structure from several sides at once. The viewport on the bottom right is a so called perspective view by default. In this view you can have a look at all sides of your structure. Furthermore you will see white lines, these are called the grid. If you followed my preferences the distance between two lines is 10 meters.&lt;br /&gt;
&lt;br /&gt;
On top in the toolbar you can see the most used tools to select, move, resize and rotate objects for example. At the bottom of the window you see a status bar, time bar for animations and a few buttons to modify the behavior of the tools in the toolbar. To the right of the viewports you see a space with six tabs in the upper part. From now on you will use only two of them. The first tab is called the Create tab and the second tab is called the Modify tab. Move your mouse above the tabs (don&#039;t click) and a tool tip will appear with these names.&lt;br /&gt;
&lt;br /&gt;
The create tab is the default tab shown after startup. Several basic shapes can be selected. From a historical point of view a teapot is one of the basic shapes of 3d modeling applications. Just click on the button Teapot changing the color of the button into orange. Click and drag in the Perspective viewport. The teapot will arise and change in size by dragging the mouse. Next, click on the button Box changing the color of that button into orange. Click and drag in the Perspective view next to the teapot. While dragging you determine the base of the box. Release the mouse button and gently drag upwards. This will change the height of the box. Click once to fixate the height. The first models are ready. Lets see if we can show these models in FS2004.&lt;br /&gt;
&lt;br /&gt;
== From Gmax to FS2004 ==&lt;br /&gt;
The tools that shipped with FS2004 fortunately are easier than those of version 2002. Some parts are made invisible to the user and the code you will see is in XML format which will give you nice possibilities later on. Follow the steps below:&lt;br /&gt;
&lt;br /&gt;
=== Export the model ===&lt;br /&gt;
* Select File &amp;gt; Export.&lt;br /&gt;
* Select a directory where you want to keep the project files of your house.&lt;br /&gt;
* Type teapot as file name, for instance.&lt;br /&gt;
* Select Flightsim Scenery Object (*.MDL) as type.&lt;br /&gt;
* Click on Save.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The result is:&lt;br /&gt;
* a mdl file which contains the model itself (according to my example teapot.mdl).&lt;br /&gt;
* a xml file which contains a reference to the model including an example location in the world (according to my example teapot.xml).&lt;br /&gt;
&lt;br /&gt;
=== Determine the location of the model ===&lt;br /&gt;
* Start FS2004.&lt;br /&gt;
* Fly or slew to the location.&lt;br /&gt;
* Choose top view and be sure the crosshair is above the exact location.&lt;br /&gt;
* Type +z (i.e. Z) so the red text is in the upper left corner of the window, for example 52 27.52 en 5 31.30. This is next to the runway of EHLE (Lelystad, The Netherlands).&lt;br /&gt;
&lt;br /&gt;
=== Generate a bgl file ===&lt;br /&gt;
* Open the xml file in a text editor like notepad.&lt;br /&gt;
* Remove on the fifth line the characters &amp;amp;lt;!--&lt;br /&gt;
* Remove on the tenth line the characters --&amp;amp;gt;&lt;br /&gt;
* Change the coordinates between the quotes of lat and lon. For example: lat=&amp;quot;52 27.52&amp;quot; lon=&amp;quot;5 31.30&amp;quot;&lt;br /&gt;
* Notice that the line which begins with &#039;&#039;&amp;lt;ModelData&#039;&#039; contains a reference to the mdl file.&lt;br /&gt;
* Save the xml file. This is an example of the end result.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;?xml version=&amp;quot;1.0&amp;quot; encoding=&amp;quot;ISO-8859-1&amp;quot;?&amp;gt;&lt;br /&gt;
 &amp;lt;FSData version=&amp;quot;9.0&amp;quot; xmlns:xsi=&#039;http://www.w3.org/2001/XMLSchema-instance&#039; &lt;br /&gt;
                       xsi:noNamespaceSchemaLocation=&amp;quot;bglcomp.xsd&amp;quot;&amp;gt;&lt;br /&gt;
 &amp;lt;!-- This piece of comment may be removed --&amp;gt;&lt;br /&gt;
    &amp;lt;SceneryObject lat=&amp;quot;52 27.52&amp;quot; lon=&amp;quot;5 31.30&amp;quot; alt=&amp;quot;0&amp;quot; &lt;br /&gt;
                   pitch=&amp;quot;0&amp;quot; bank=&amp;quot;0&amp;quot; heading=&amp;quot;0&amp;quot;&lt;br /&gt;
                   altitudeIsAgl=&amp;quot;TRUE&amp;quot; imageComplexity=&amp;quot;NORMAL&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;LibraryObject name=&amp;quot;C29AB94C410F10CB1F86C8B1B24C172C&amp;quot; scale=&amp;quot;1.0&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;/SceneryObject&amp;gt;&lt;br /&gt;
    &amp;lt;!-- Inclusion of model data. Use the &#039;Name&#039; of this object to place --&amp;gt;&lt;br /&gt;
    &amp;lt;!-- it in other locations. --&amp;gt;&lt;br /&gt;
    &amp;lt;ModelData name=&amp;quot;C29AB94C410F10CB1F86C8B1B24C172C&amp;quot; sourceFile=&amp;quot;teapot.mdl&amp;quot; /&amp;gt;&lt;br /&gt;
 &amp;lt;/FSData&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Drag and drop the xml file exactly on top of the shortcut of bglcom.exe on the desktop.&lt;br /&gt;
* Notice the bgl file that is created in the same directory as the xml file.&lt;br /&gt;
&lt;br /&gt;
== Viewing the final result ==&lt;br /&gt;
* Copy the bgl file to the directory &amp;lt;code&amp;gt;Addon Scenery\scenery&amp;lt;/code&amp;gt; in the directory of FS2004.&lt;br /&gt;
* Start FS2004 and check in the Scenery Library if Addon Scenery is on top of the list and checked. You can access the Scenery Library via the Settings button in the startup screen.&lt;br /&gt;
* Restart FS2004 and fly or slew to the place of the noted coordinates. There you should see the teapot and box. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Image:gmax_teapot.jpg]]&lt;/div&gt;</summary>
		<author><name>Erwin</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Gmax_installation_guide_for_FS2004&amp;diff=3061</id>
		<title>Gmax installation guide for FS2004</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Gmax_installation_guide_for_FS2004&amp;diff=3061"/>
		<updated>2007-11-18T19:31:39Z</updated>

		<summary type="html">&lt;p&gt;Erwin: /* Setting the preferences */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You will be busy for a while if you have to find out everything you need to build your own house and show it in MS Flight Simulator 2004 (FS2004). This workshop is written to give as many people as possible the opportunity to get familiar with it.&lt;br /&gt;
&lt;br /&gt;
First I will explain which tools you need, where you can get them and how they should be configured. Then I will show you how to make a simple model appear in FS2004. This is part one in the series Build your own house. In the next parts I will explain how to build your own house in Gmax, make photo realistic textures and tell you what to keep in mind if you&#039;re going to make more than one model. In this article I&#039;ll show you one way to accomplish this quest. Of course at some points there are many ways to reach the goal, but I want to keep it simple and therefore choose the method below.&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
The most important tool you need is Gmax. This is a 3D modeling tool which makes its possible to build you own house or some other model. At first sight Gmax seems pretty complicated with many features. Luckily you need few of these features to get a nice result. Some kind of 20-80 rule. You create the models in Gmax, but then you want them to show up in FS2004. After installing Gmax you need to install a game pack so you can export the models to a special format. To get the end result (so called bgl files) you will use the bgl compiler from a Software Development Kit. This sounds scary but is pretty simple.&lt;br /&gt;
&lt;br /&gt;
Now you think this will cost a lot of money, but the opposite is true. These nice tools are all free, except for FS2004 of course. There&#039;s only one but. You want nice pictures on your structure to make it photo realistic. These pictures (textures) are created with an image or photo editing tool like Paintshop, Photoshop, The Gimp, etc. Most of these tools are not for free except the open source tool The Gimp. Everybody has their own preference which tool is better suited. Textures will not be discussed in this first part, but will be discussed in one of the upcoming articles. Let&#039;s begin.&lt;br /&gt;
&lt;br /&gt;
== Installation ==&lt;br /&gt;
=== Downloads  ===&lt;br /&gt;
* [http://www.turbosquid.com/gmax Gmax]&lt;br /&gt;
* [http://download.microsoft.com/download/4/d/e/4de1e425-c932-4232-829b-eeb7f2658885/fs2004_sdk_gmax_setup.exe Gmax Gamepack SDK (Software Developers Kit)]&lt;br /&gt;
* [http://download.microsoft.com/download/b/9/3/b930da2a-b3bf-40dc-b830-b1da916eb9e2/fs2004_sdk_bglcomp2_setup.exe BGL Comp SDK]&lt;br /&gt;
* [http://download.microsoft.com/download/1/1/8/1181a250-ac2c-43fa-b35b-bfd7b87934ad/makemdl_sdk_setup.exe MakeMDL SDK Update]&lt;br /&gt;
* [http://www.microsoft.com/downloads/details.aspx?FamilyID=3144b72b-b4f2-46da-b4b6-c5d7485f2b42&amp;amp;DisplayLang=en Microsoft XML Core Services 4.0 Service Pack 2 (msxml.msi)]&lt;br /&gt;
&lt;br /&gt;
=== Gmax installation ===&lt;br /&gt;
Follow the next steps to install Gmax:&lt;br /&gt;
* Run the setup.&lt;br /&gt;
* Register by starting Gmax. Within a few hours you will receive a registration code. You can always re-register at [http://www.turbosquid.com/RegisterGmax/ Turbo Squid]&lt;br /&gt;
* Start Gmax and fill in the registration code.&lt;br /&gt;
&lt;br /&gt;
=== Gmax Gamepack SDK ===&lt;br /&gt;
* Run the setup and accept the suggested default installation path. This is the directory where Gmax is installed and this way all the needed stuff is put in the right place.&lt;br /&gt;
* If you installed the FS2002 Gamepack before, you can have both Gamepacks installed and configured. Follow the instructions in the document &#039;&#039;&amp;quot;Installing the FS2004 GMax SDK over the FS2002 GMax SDK.rtf&amp;quot;&#039;&#039; in the gmax\gamepacks\fs2004 directory. The FS2002 Gamepack is still very usefull to [[Ground_polygons_with_GMax|create ground polygons]].&lt;br /&gt;
&lt;br /&gt;
=== BGL Comp SDK ===&lt;br /&gt;
* Run the setup. The installation directory is up to you.&lt;br /&gt;
* Locate bglcomp.exe in the installation directory. Create a shortcut on your desktop.&lt;br /&gt;
&lt;br /&gt;
=== MakeMDL SDK Update  ===&lt;br /&gt;
* Run the setup&lt;br /&gt;
&lt;br /&gt;
=== Microsoft XML Core Services 4.0 Service Pack 2 ===&lt;br /&gt;
* Run the setup&lt;br /&gt;
* Run windows update to receive hotfixes (not mandatory)&lt;br /&gt;
&lt;br /&gt;
== Configuration ==&lt;br /&gt;
The next step is the configuration of Gmax to get a good head start with your first project. The screenshots below show my own preferences. You can set these preferences in the menu Customize. The preferences Metric in Unit Setup and the parameter System Unit Scale in the general tab are very important. A grid spacing of 10m is recommended.&lt;br /&gt;
&lt;br /&gt;
=== Setting the preferences ===&lt;br /&gt;
* These are my recommended preferences: &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Image:gmax_units.jpg]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Image:gmax_grid_snap.jpg]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Image:gmax_preferences_general.jpg]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Image:gmax_preferences_files.jpg]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Image:gmax_preferences_viewports.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== Customize the user interface ===&lt;br /&gt;
After setting the preferences above you can Customize the user interface. I&#039;ve configured the three most used tools with a key on the keyboard:&lt;br /&gt;
* S for select tool&lt;br /&gt;
* R for rotate tool&lt;br /&gt;
* M for move tool&lt;br /&gt;
&lt;br /&gt;
== Your first Gmax model ==&lt;br /&gt;
Start Gmax and have a look around. Notice the four big squares which are called viewports. These will give you a view of your structure from several sides at once. The viewport on the bottom right is a so called perspective view by default. In this view you can have a look at all sides of your structure. Furthermore you will see white lines, these are called the grid. If you followed my preferences the distance between two lines is 10 meters.&lt;br /&gt;
&lt;br /&gt;
On top in the toolbar you can see the most used tools to select, move, resize and rotate objects for example. At the bottom of the window you see a status bar, time bar for animations and a few buttons to modify the behavior of the tools in the toolbar. To the right of the viewports you see a space with six tabs in the upper part. From now on you will use only two of them. The first tab is called the Create tab and the second tab is called the Modify tab. Move your mouse above the tabs (don&#039;t click) and a tool tip will appear with these names.&lt;br /&gt;
&lt;br /&gt;
The create tab is the default tab shown after startup. Several basic shapes can be selected. From a historical point of view a teapot is one of the basic shapes of 3d modeling applications. Just click on the button Teapot changing the color of the button into orange. Click and drag in the Perspective viewport. The teapot will arise and change in size by dragging the mouse. Next, click on the button Box changing the color of that button into orange. Click and drag in the Perspective view next to the teapot. While dragging you determine the base of the box. Release the mouse button and gently drag upwards. This will change the height of the box. Click once to fixate the height. The first models are ready. Lets see if we can show these models in FS2004.&lt;br /&gt;
&lt;br /&gt;
== From Gmax to FS2004 ==&lt;br /&gt;
The tools that shipped with FS2004 fortunately are easier than those of version 2002. Some parts are made invisible to the user and the code you will see is in XML format which will give you nice possibilities later on. Follow the steps below:&lt;br /&gt;
&lt;br /&gt;
=== Export the model ===&lt;br /&gt;
* Select File &amp;gt; Export.&lt;br /&gt;
* Select a directory where you want to keep the project files of your house.&lt;br /&gt;
* Type teapot as file name, for instance.&lt;br /&gt;
* Select Flightsim Scenery Object (*.MDL) as type.&lt;br /&gt;
* Click on Save.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The result is:&lt;br /&gt;
* a mdl file which contains the model itself (according to my example teapot.mdl).&lt;br /&gt;
* a xml file which contains a reference to the model including an example location in the world (according to my example teapot.xml).&lt;br /&gt;
&lt;br /&gt;
=== Determine the location of the model ===&lt;br /&gt;
* Start FS2004.&lt;br /&gt;
* Fly or slew to the location.&lt;br /&gt;
* Choose top view and be sure the crosshair is above the exact location.&lt;br /&gt;
* Type +z (i.e. Z) so the red text is in the upper left corner of the window, for example 52 27.52 en 5 31.30. This is next to the runway of EHLE (Lelystad, The Netherlands).&lt;br /&gt;
&lt;br /&gt;
=== Generate a bgl file ===&lt;br /&gt;
* Open the xml file in a text editor like notepad.&lt;br /&gt;
* Remove on the fifth line the characters &amp;amp;lt;!--&lt;br /&gt;
* Remove on the tenth line the characters --&amp;amp;gt;&lt;br /&gt;
* Change the coordinates between the quotes of lat and lon. For example: lat=&amp;quot;52 27.52&amp;quot; lon=&amp;quot;5 31.30&amp;quot;&lt;br /&gt;
* Notice that the line which begins with &#039;&#039;&amp;lt;ModelData&#039;&#039; contains a reference to the mdl file.&lt;br /&gt;
* Save the xml file. This is an example of the end result.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;?xml version=&amp;quot;1.0&amp;quot; encoding=&amp;quot;ISO-8859-1&amp;quot;?&amp;gt;&lt;br /&gt;
 &amp;lt;FSData version=&amp;quot;9.0&amp;quot; xmlns:xsi=&#039;http://www.w3.org/2001/XMLSchema-instance&#039; &lt;br /&gt;
                       xsi:noNamespaceSchemaLocation=&amp;quot;bglcomp.xsd&amp;quot;&amp;gt;&lt;br /&gt;
 &amp;lt;!-- This piece of comment may be removed --&amp;gt;&lt;br /&gt;
    &amp;lt;SceneryObject lat=&amp;quot;52 27.52&amp;quot; lon=&amp;quot;5 31.30&amp;quot; alt=&amp;quot;0&amp;quot; &lt;br /&gt;
                   pitch=&amp;quot;0&amp;quot; bank=&amp;quot;0&amp;quot; heading=&amp;quot;0&amp;quot;&lt;br /&gt;
                   altitudeIsAgl=&amp;quot;TRUE&amp;quot; imageComplexity=&amp;quot;NORMAL&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;LibraryObject name=&amp;quot;C29AB94C410F10CB1F86C8B1B24C172C&amp;quot; scale=&amp;quot;1.0&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;/SceneryObject&amp;gt;&lt;br /&gt;
    &amp;lt;!-- Inclusion of model data. Use the &#039;Name&#039; of this object to place --&amp;gt;&lt;br /&gt;
    &amp;lt;!-- it in other locations. --&amp;gt;&lt;br /&gt;
    &amp;lt;ModelData name=&amp;quot;C29AB94C410F10CB1F86C8B1B24C172C&amp;quot; sourceFile=&amp;quot;teapot.mdl&amp;quot; /&amp;gt;&lt;br /&gt;
 &amp;lt;/FSData&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Drag and drop the xml file exactly on top of the shortcut of bglcom.exe on the desktop.&lt;br /&gt;
* Notice the bgl file that is created in the same directory as the xml file.&lt;br /&gt;
&lt;br /&gt;
== Viewing the final result ==&lt;br /&gt;
* Copy the bgl file to the directory &amp;lt;code&amp;gt;Addon Scenery\scenery&amp;lt;/code&amp;gt; in the directory of FS2004.&lt;br /&gt;
* Start FS2004 and check in the Scenery Library if Addon Scenery is on top of the list and checked. You can access the Scenery Library via the Settings button in the startup screen.&lt;br /&gt;
* Restart FS2004 and fly or slew to the place of the noted coordinates. There you should see the teapot and box. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Image:gmax_teapot.jpg]]&lt;/div&gt;</summary>
		<author><name>Erwin</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=File:Gmax_teapot.jpg&amp;diff=3060</id>
		<title>File:Gmax teapot.jpg</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=File:Gmax_teapot.jpg&amp;diff=3060"/>
		<updated>2007-11-18T19:29:34Z</updated>

		<summary type="html">&lt;p&gt;Erwin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Erwin</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=File:Gmax_preferences_viewports.jpg&amp;diff=3059</id>
		<title>File:Gmax preferences viewports.jpg</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=File:Gmax_preferences_viewports.jpg&amp;diff=3059"/>
		<updated>2007-11-18T19:28:55Z</updated>

		<summary type="html">&lt;p&gt;Erwin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Erwin</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=File:Gmax_preferences_files.jpg&amp;diff=3058</id>
		<title>File:Gmax preferences files.jpg</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=File:Gmax_preferences_files.jpg&amp;diff=3058"/>
		<updated>2007-11-18T19:28:26Z</updated>

		<summary type="html">&lt;p&gt;Erwin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Erwin</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=File:Gmax_preferences_general.jpg&amp;diff=3057</id>
		<title>File:Gmax preferences general.jpg</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=File:Gmax_preferences_general.jpg&amp;diff=3057"/>
		<updated>2007-11-18T19:27:57Z</updated>

		<summary type="html">&lt;p&gt;Erwin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Erwin</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=File:Gmax_grid_snap.jpg&amp;diff=3056</id>
		<title>File:Gmax grid snap.jpg</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=File:Gmax_grid_snap.jpg&amp;diff=3056"/>
		<updated>2007-11-18T19:27:32Z</updated>

		<summary type="html">&lt;p&gt;Erwin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Erwin</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=File:Gmax_units.jpg&amp;diff=3055</id>
		<title>File:Gmax units.jpg</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=File:Gmax_units.jpg&amp;diff=3055"/>
		<updated>2007-11-18T19:27:05Z</updated>

		<summary type="html">&lt;p&gt;Erwin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Erwin</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Gmax_installation_guide_for_FS2004&amp;diff=3054</id>
		<title>Gmax installation guide for FS2004</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Gmax_installation_guide_for_FS2004&amp;diff=3054"/>
		<updated>2007-11-18T19:26:32Z</updated>

		<summary type="html">&lt;p&gt;Erwin: New page: You will be busy for a while if you have to find out everything you need to build your own house and show it in MS Flight Simulator 2004 (FS2004). This workshop is written to give as many ...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You will be busy for a while if you have to find out everything you need to build your own house and show it in MS Flight Simulator 2004 (FS2004). This workshop is written to give as many people as possible the opportunity to get familiar with it.&lt;br /&gt;
&lt;br /&gt;
First I will explain which tools you need, where you can get them and how they should be configured. Then I will show you how to make a simple model appear in FS2004. This is part one in the series Build your own house. In the next parts I will explain how to build your own house in Gmax, make photo realistic textures and tell you what to keep in mind if you&#039;re going to make more than one model. In this article I&#039;ll show you one way to accomplish this quest. Of course at some points there are many ways to reach the goal, but I want to keep it simple and therefore choose the method below.&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
The most important tool you need is Gmax. This is a 3D modeling tool which makes its possible to build you own house or some other model. At first sight Gmax seems pretty complicated with many features. Luckily you need few of these features to get a nice result. Some kind of 20-80 rule. You create the models in Gmax, but then you want them to show up in FS2004. After installing Gmax you need to install a game pack so you can export the models to a special format. To get the end result (so called bgl files) you will use the bgl compiler from a Software Development Kit. This sounds scary but is pretty simple.&lt;br /&gt;
&lt;br /&gt;
Now you think this will cost a lot of money, but the opposite is true. These nice tools are all free, except for FS2004 of course. There&#039;s only one but. You want nice pictures on your structure to make it photo realistic. These pictures (textures) are created with an image or photo editing tool like Paintshop, Photoshop, The Gimp, etc. Most of these tools are not for free except the open source tool The Gimp. Everybody has their own preference which tool is better suited. Textures will not be discussed in this first part, but will be discussed in one of the upcoming articles. Let&#039;s begin.&lt;br /&gt;
&lt;br /&gt;
== Installation ==&lt;br /&gt;
=== Downloads  ===&lt;br /&gt;
* [http://www.turbosquid.com/gmax Gmax]&lt;br /&gt;
* [http://download.microsoft.com/download/4/d/e/4de1e425-c932-4232-829b-eeb7f2658885/fs2004_sdk_gmax_setup.exe Gmax Gamepack SDK (Software Developers Kit)]&lt;br /&gt;
* [http://download.microsoft.com/download/b/9/3/b930da2a-b3bf-40dc-b830-b1da916eb9e2/fs2004_sdk_bglcomp2_setup.exe BGL Comp SDK]&lt;br /&gt;
* [http://download.microsoft.com/download/1/1/8/1181a250-ac2c-43fa-b35b-bfd7b87934ad/makemdl_sdk_setup.exe MakeMDL SDK Update]&lt;br /&gt;
* [http://www.microsoft.com/downloads/details.aspx?FamilyID=3144b72b-b4f2-46da-b4b6-c5d7485f2b42&amp;amp;DisplayLang=en Microsoft XML Core Services 4.0 Service Pack 2 (msxml.msi)]&lt;br /&gt;
&lt;br /&gt;
=== Gmax installation ===&lt;br /&gt;
Follow the next steps to install Gmax:&lt;br /&gt;
* Run the setup.&lt;br /&gt;
* Register by starting Gmax. Within a few hours you will receive a registration code. You can always re-register at [http://www.turbosquid.com/RegisterGmax/ Turbo Squid]&lt;br /&gt;
* Start Gmax and fill in the registration code.&lt;br /&gt;
&lt;br /&gt;
=== Gmax Gamepack SDK ===&lt;br /&gt;
* Run the setup and accept the suggested default installation path. This is the directory where Gmax is installed and this way all the needed stuff is put in the right place.&lt;br /&gt;
* If you installed the FS2002 Gamepack before, you can have both Gamepacks installed and configured. Follow the instructions in the document &#039;&#039;&amp;quot;Installing the FS2004 GMax SDK over the FS2002 GMax SDK.rtf&amp;quot;&#039;&#039; in the gmax\gamepacks\fs2004 directory. The FS2002 Gamepack is still very usefull to [[Ground_polygons_with_GMax|create ground polygons]].&lt;br /&gt;
&lt;br /&gt;
=== BGL Comp SDK ===&lt;br /&gt;
* Run the setup. The installation directory is up to you.&lt;br /&gt;
* Locate bglcomp.exe in the installation directory. Create a shortcut on your desktop.&lt;br /&gt;
&lt;br /&gt;
=== MakeMDL SDK Update  ===&lt;br /&gt;
* Run the setup&lt;br /&gt;
&lt;br /&gt;
=== Microsoft XML Core Services 4.0 Service Pack 2 ===&lt;br /&gt;
* Run the setup&lt;br /&gt;
* Run windows update to receive hotfixes (not mandatory)&lt;br /&gt;
&lt;br /&gt;
== Configuration ==&lt;br /&gt;
The next step is the configuration of Gmax to get a good head start with your first project. The screenshots below show my own preferences. You can set these preferences in the menu Customize. The preferences Metric in Unit Setup and the parameter System Unit Scale in the general tab are very important. A grid spacing of 10m is recommended.&lt;br /&gt;
&lt;br /&gt;
=== Setting the preferences ===&lt;br /&gt;
[[Image:gmax_units.jpg]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:gmax_grid_snap.jpg]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:gmax_preferences_general.jpg]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:gmax_preferences_files.jpg]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:gmax_preferences_viewports.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== Customize the user interface ===&lt;br /&gt;
After setting the preferences above you can Customize the user interface. I&#039;ve configured the three most used tools with a key on the keyboard:&lt;br /&gt;
* S for select tool&lt;br /&gt;
* R for rotate tool&lt;br /&gt;
* M for move tool&lt;br /&gt;
&lt;br /&gt;
== Your first Gmax model ==&lt;br /&gt;
Start Gmax and have a look around. Notice the four big squares which are called viewports. These will give you a view of your structure from several sides at once. The viewport on the bottom right is a so called perspective view by default. In this view you can have a look at all sides of your structure. Furthermore you will see white lines, these are called the grid. If you followed my preferences the distance between two lines is 10 meters.&lt;br /&gt;
&lt;br /&gt;
On top in the toolbar you can see the most used tools to select, move, resize and rotate objects for example. At the bottom of the window you see a status bar, time bar for animations and a few buttons to modify the behavior of the tools in the toolbar. To the right of the viewports you see a space with six tabs in the upper part. From now on you will use only two of them. The first tab is called the Create tab and the second tab is called the Modify tab. Move your mouse above the tabs (don&#039;t click) and a tool tip will appear with these names.&lt;br /&gt;
&lt;br /&gt;
The create tab is the default tab shown after startup. Several basic shapes can be selected. From a historical point of view a teapot is one of the basic shapes of 3d modeling applications. Just click on the button Teapot changing the color of the button into orange. Click and drag in the Perspective viewport. The teapot will arise and change in size by dragging the mouse. Next, click on the button Box changing the color of that button into orange. Click and drag in the Perspective view next to the teapot. While dragging you determine the base of the box. Release the mouse button and gently drag upwards. This will change the height of the box. Click once to fixate the height. The first models are ready. Lets see if we can show these models in FS2004.&lt;br /&gt;
&lt;br /&gt;
== From Gmax to FS2004 ==&lt;br /&gt;
The tools that shipped with FS2004 fortunately are easier than those of version 2002. Some parts are made invisible to the user and the code you will see is in XML format which will give you nice possibilities later on. Follow the steps below:&lt;br /&gt;
&lt;br /&gt;
=== Export the model ===&lt;br /&gt;
* Select File &amp;gt; Export.&lt;br /&gt;
* Select a directory where you want to keep the project files of your house.&lt;br /&gt;
* Type teapot as file name, for instance.&lt;br /&gt;
* Select Flightsim Scenery Object (*.MDL) as type.&lt;br /&gt;
* Click on Save.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The result is:&lt;br /&gt;
* a mdl file which contains the model itself (according to my example teapot.mdl).&lt;br /&gt;
* a xml file which contains a reference to the model including an example location in the world (according to my example teapot.xml).&lt;br /&gt;
&lt;br /&gt;
=== Determine the location of the model ===&lt;br /&gt;
* Start FS2004.&lt;br /&gt;
* Fly or slew to the location.&lt;br /&gt;
* Choose top view and be sure the crosshair is above the exact location.&lt;br /&gt;
* Type +z (i.e. Z) so the red text is in the upper left corner of the window, for example 52 27.52 en 5 31.30. This is next to the runway of EHLE (Lelystad, The Netherlands).&lt;br /&gt;
&lt;br /&gt;
=== Generate a bgl file ===&lt;br /&gt;
* Open the xml file in a text editor like notepad.&lt;br /&gt;
* Remove on the fifth line the characters &amp;amp;lt;!--&lt;br /&gt;
* Remove on the tenth line the characters --&amp;amp;gt;&lt;br /&gt;
* Change the coordinates between the quotes of lat and lon. For example: lat=&amp;quot;52 27.52&amp;quot; lon=&amp;quot;5 31.30&amp;quot;&lt;br /&gt;
* Notice that the line which begins with &#039;&#039;&amp;lt;ModelData&#039;&#039; contains a reference to the mdl file.&lt;br /&gt;
* Save the xml file. This is an example of the end result.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;?xml version=&amp;quot;1.0&amp;quot; encoding=&amp;quot;ISO-8859-1&amp;quot;?&amp;gt;&lt;br /&gt;
 &amp;lt;FSData version=&amp;quot;9.0&amp;quot; xmlns:xsi=&#039;http://www.w3.org/2001/XMLSchema-instance&#039; &lt;br /&gt;
                       xsi:noNamespaceSchemaLocation=&amp;quot;bglcomp.xsd&amp;quot;&amp;gt;&lt;br /&gt;
 &amp;lt;!-- This piece of comment may be removed --&amp;gt;&lt;br /&gt;
    &amp;lt;SceneryObject lat=&amp;quot;52 27.52&amp;quot; lon=&amp;quot;5 31.30&amp;quot; alt=&amp;quot;0&amp;quot; &lt;br /&gt;
                   pitch=&amp;quot;0&amp;quot; bank=&amp;quot;0&amp;quot; heading=&amp;quot;0&amp;quot;&lt;br /&gt;
                   altitudeIsAgl=&amp;quot;TRUE&amp;quot; imageComplexity=&amp;quot;NORMAL&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;LibraryObject name=&amp;quot;C29AB94C410F10CB1F86C8B1B24C172C&amp;quot; scale=&amp;quot;1.0&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;/SceneryObject&amp;gt;&lt;br /&gt;
    &amp;lt;!-- Inclusion of model data. Use the &#039;Name&#039; of this object to place --&amp;gt;&lt;br /&gt;
    &amp;lt;!-- it in other locations. --&amp;gt;&lt;br /&gt;
    &amp;lt;ModelData name=&amp;quot;C29AB94C410F10CB1F86C8B1B24C172C&amp;quot; sourceFile=&amp;quot;teapot.mdl&amp;quot; /&amp;gt;&lt;br /&gt;
 &amp;lt;/FSData&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Drag and drop the xml file exactly on top of the shortcut of bglcom.exe on the desktop.&lt;br /&gt;
* Notice the bgl file that is created in the same directory as the xml file.&lt;br /&gt;
&lt;br /&gt;
== Viewing the final result ==&lt;br /&gt;
* Copy the bgl file to the directory &amp;lt;code&amp;gt;Addon Scenery\scenery&amp;lt;/code&amp;gt; in the directory of FS2004.&lt;br /&gt;
* Start FS2004 and check in the Scenery Library if Addon Scenery is on top of the list and checked. You can access the Scenery Library via the Settings button in the startup screen.&lt;br /&gt;
* Restart FS2004 and fly or slew to the place of the noted coordinates. There you should see the teapot and box. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Image:gmax_teapot.jpg]]&lt;/div&gt;</summary>
		<author><name>Erwin</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Ground_polygon_creation_with_GMax&amp;diff=3048</id>
		<title>Ground polygon creation with GMax</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Ground_polygon_creation_with_GMax&amp;diff=3048"/>
		<updated>2007-11-17T03:57:58Z</updated>

		<summary type="html">&lt;p&gt;Erwin: /* Create the borders of the polygon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;With Gmax you are able to lay down surface polygons very precisely with your own custom textures. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Prerequisites ==&lt;br /&gt;
* The FS2002 gamepack is needed if you really want to integrate these polygons into the surface. If another gamepack is used the shadow below the airplane will not be visible on the polygons. See the tutorial [[Ground polygons with GMax]] how to integrate the polygons into the surface&lt;br /&gt;
* A background image is needed to draw the polygons on.&lt;br /&gt;
&lt;br /&gt;
== Lay down the background image ==&lt;br /&gt;
* Start Gmax and lay down the background image with the use of a Plane object.&lt;br /&gt;
* Move the background image to a level just below zero. I use a Z value of -0.1m. All other polygons which are drawn later on will be at a level of 0 meters and will therefore be visible on top of the background image all the time.&lt;br /&gt;
&lt;br /&gt;
== Create an initial polygon ==&lt;br /&gt;
Don&#039;t worry about the precise shape and create the initial polygon with as few points possible. Just create a rough polygon, because editing the shape afterwards is very easy. If you need to create a rounded corner, do this with just 3 points. In one of the next few steps this will be automatically converted to a nice round corner.&lt;br /&gt;
&lt;br /&gt;
=== Create the borders of the polygon ===&lt;br /&gt;
* Select the Shapes button on the create tab&lt;br /&gt;
* Select the Line button &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Image:ground_polygons_gmax_01.jpg]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* Create the borders of the polygon (a spline object):&lt;br /&gt;
** Click on the first spot of an area where a polygon should be created.&lt;br /&gt;
** Click on the next spot, etc.&lt;br /&gt;
** Click on the first spot to close the object.&lt;br /&gt;
** Click Yes at the following popup &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Image:ground_polygons_gmax_02.jpg]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fill up the polygon ===&lt;br /&gt;
* Select the create tab&lt;br /&gt;
* Select the modifier Cap Holes from the Modifier List&lt;br /&gt;
* Notice the modify stack &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Image:ground_polygons_gmax_03.jpg]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Apply a custom texture ===&lt;br /&gt;
* Be sure the polygon is selected&lt;br /&gt;
* Add the modifier UVW Map from the Modifier List&lt;br /&gt;
* Start the Material Navigator&lt;br /&gt;
* Select File System on the left hand of the Material Navigator and browse to the directory of the texture you want to apply.&lt;br /&gt;
* Click once on the texture, so that the borders around the texture get red. Then click and drag the texture on top of the polygon. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Image:ground_polygons_gmax_04.jpg]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* Use the usual options to modify the display of the texture on the polygon, like:&lt;br /&gt;
** the U and V Tile&lt;br /&gt;
** gizmo of the UVW mapping in the modifier stack in combination with the move and rotate mode&lt;br /&gt;
** Length and Width&lt;br /&gt;
* Sample: &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Image:ground_polygons_gmax_05.jpg]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Smooth rounded corners ==&lt;br /&gt;
* Be sure the polygon is selected&lt;br /&gt;
* Select the plus sign in front of Line in the modifier stack. Don&#039;t worry about the texture which will  disappear.&lt;br /&gt;
* Select Vertex&lt;br /&gt;
* Select a vertex and right click on it&lt;br /&gt;
* Select Smooth or Bezier Corner:&lt;br /&gt;
** Smooth is a bit static rounded corner, but is sufficient a lot of times.&lt;br /&gt;
** Bezier corner gives you the most flexibility by using the green points at the end of small line which is attached to the point. Move those green points and see how it behaves.&lt;br /&gt;
* If you use two or more smooth or bezier corner points next to each other, then you can create the most complex curves within a few seconds with a minimum of points.&lt;br /&gt;
* Real smooth rounded corners are created by using three points and convert these to smooth or bezier corners.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Image:ground_polygons_gmax_06.jpg]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* Click on UVW mapping in the modifier stack to see the result including the texture.&lt;br /&gt;
&lt;br /&gt;
== Add points to the polygon ==&lt;br /&gt;
After creating the rough polygon and make some corners smooth, you probably want to add some points to the polygon to refine the shape.&lt;br /&gt;
* Be sure the polygon is selected&lt;br /&gt;
* Select the plus sign in front of Line in the modifier stack.&lt;br /&gt;
* Select Vertex&lt;br /&gt;
* Select the Insert button in the Modify tab&lt;br /&gt;
* Click on the line of the poly where you want to add the point. This will not immediately add the point but will attach the line to the mouse pointer.&lt;br /&gt;
* Click on the exact spot where you want to add the point. Add as many points you want. &lt;br /&gt;
* Press the &amp;lt;esc&amp;gt; button on the keyboard to finish adding points.&lt;br /&gt;
* Click on UVW mapping in the modifier stack to see the result including the texture.&lt;br /&gt;
&lt;br /&gt;
== Delete points from the polygon ==&lt;br /&gt;
* Be sure the polygon is selected&lt;br /&gt;
* Select the plus sign in front of Line in the modifier stack.&lt;br /&gt;
* Select Vertex&lt;br /&gt;
* Select the vertex which should be deleted&lt;br /&gt;
* Press the delete button on the keyboard&lt;br /&gt;
* Click on UVW mapping in the modifier stack to see the result including the texture.&lt;br /&gt;
&lt;br /&gt;
[[category:Scenery design]]&lt;/div&gt;</summary>
		<author><name>Erwin</name></author>
	</entry>
</feed>