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charlie three three seven (Read 7940 times)
21st Aug, 2008 at 10:33pm

supersabre   Offline
Polygon Twister

Posts: 70
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im having problems trying to export from Gmax to fsx (gmax always gets hanged)
and FS9 gamepack gives me blackhole aircrafts

i haven't been able to get a full textured model into the sim yet (it used to be easy in fs9)
i suspect about the FS9 and the FSX living in two folders in the gamepack folder...
how can i have both without problems?
 

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Reply #1 - 22nd Aug, 2008 at 11:47am

Fr. Bill   Offline
Inspecteur des Polygonnes
I used to have a life:
now I have GMax...
Hammond, IN

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supersabre wrote on 21st Aug, 2008 at 10:33pm:
i haven't been able to get a full textured model into the sim yet (it used to be easy in fs9)
i suspect about the FS9 and the FSX living in two folders in the gamepack folder...
how can i have both without problems?

Nice looking model!  Cool

If you have installed the FS9 and FSX SDKs properly, they will both work independently.

The trick is in using the correct Desktop Shortcut to start GMax!  Each gamepack folder has it's own gmax.ini and plugin.ini files that set up GMax to use either the FS9 or the FSX gamepack.

The most likely reason for your problem is that you have not set up the SDK gamepacks properly.
 

Fr. Bill
Gauge Programming - 3d Modeling Eaglesoft Development Group Intel Core 2 Quad Q6600-4 GB DDRII Crucial PC6400-500 GB SATA-ATI Radeon HD2400 Pro 256MB
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Reply #2 - 22nd Aug, 2008 at 7:25pm

GEEWNZ   Offline
Spline Extruder
I dream it...and I WILL
Build it!
Tauranga, New Zealand

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Man! That mesh looks sharp! Nice work.

Grant W.
NZ
 
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Reply #3 - 22nd Aug, 2008 at 8:59pm

foxwolfen   Offline
Inspecteur des Polygonnes
the less I think, the
more I am
Ottawa, Canada

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Lookin good!
 

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Reply #4 - 22nd Aug, 2008 at 11:27pm

Milton   Offline
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Props forever!

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Wow!  That looks better than the real McCoy!  Great modeling work there.
 

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Reply #5 - 23rd Aug, 2008 at 9:19pm

supersabre   Offline
Polygon Twister

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Cheesy the problem seemed to be textures format type...so, we resume the work!

i tried a model with no no mats textures ,just animation, then a model with one re-done in gmax material and uvw`d back in gmax
and a material from the BFF import, it only worked when the .bmp texture doesn`t come out straight from the photoshop, but in DXT
format, it was just that!

so again the model can be full modeled and textured in max
then exported trough BFF .. animate in Gmax and fly! let's see!

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thankx for the thumbs up! still a lot to do!
but we know that we love those "grey plane" first flights
 

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Reply #6 - 25th Aug, 2008 at 5:47am

Paco Sanchez   Offline
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I want axis-driven animations
back NOW!!!
Vigo, Spain

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Looking fantastic, Claudio!
 

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Reply #7 - 27th Aug, 2008 at 7:47am

mariopilot   Offline
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Fly to Live, Live to Fly
Carasco, Italy, Genova

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The Cessna "PushMePullYou"!!  Grin

this is one interesting airplane!! keep it up!!
 

Mariopilot
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Reply #8 - 27th Aug, 2008 at 1:41pm

supersabre   Offline
Polygon Twister

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thanks!
still texturing... this a "momentary forever" repaint... lol
starting VC next week .. hope so

one issue at this time... the rear engine goes counterclockwise!
i can put a backward axis in the model.
but i will like to have it trough the ,cfg
any tips¿

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cheers

 

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Reply #9 - 27th Aug, 2008 at 1:56pm

mariopilot   Offline
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Fly to Live, Live to Fly
Carasco, Italy, Genova

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Hi!!

to resolve your rotation issue, this is the answer:

[propeller]
thrust_scalar = 1
propeller_type = 0
propeller_diameter = 7
propeller_blades = 5
propeller_moi = 14.3
beta_max = 65
beta_min = 15
min_gov_rpm = 22440
prop_tc = 0.01
gear_reduction_ratio = 14.96
fixed_pitch_beta = 25
low_speed_theory_limit = 80
prop_sync_available = 1
prop_deice_available = 1
prop_feathering_available = 1
prop_auto_feathering_available = 0
min_rpm_for_feather = 0
beta_feather = 88.5
power_absorbed_cf = 0.9
defeathering_accumulators_available = 0
prop_reverse_available = 1
minimum_on_ground_beta = 0.0
minimum_reverse_beta = -80
rotation = 1, -1

feathering_switches = 1


of your interest is only the red line, the rest is at your choice until you have a 2 engine aircraft ... reverse the 1,-1 with -1,1 if needed ... it sates that prop1--> 1 =CCW prop2 --> -1 = CW
 

Mariopilot
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Reply #10 - 27th Aug, 2008 at 1:58pm

supersabre   Offline
Polygon Twister

Posts: 70
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mariopilot wrote on 27th Aug, 2008 at 1:56pm:
Hi!!

to resolve your rotation issue, this is the answer:

[propeller]
thrust_scalar = 1
propeller_type = 0
propeller_diameter = 7
propeller_blades = 5
propeller_moi = 14.3
beta_max = 65
beta_min = 15
min_gov_rpm = 22440
prop_tc = 0.01
gear_reduction_ratio = 14.96
fixed_pitch_beta = 25
low_speed_theory_limit = 80
prop_sync_available = 1
prop_deice_available = 1
prop_feathering_available = 1
prop_auto_feathering_available = 0
min_rpm_for_feather = 0
beta_feather = 88.5
power_absorbed_cf = 0.9
defeathering_accumulators_available = 0
prop_reverse_available = 1
minimum_on_ground_beta = 0.0
minimum_reverse_beta = -80
rotation = 1, -1

feathering_switches = 1


roger that! thanks a lot man! worked out perfect!
 

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Reply #11 - 30th Aug, 2008 at 2:18pm

supersabre   Offline
Polygon Twister

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flight dynamics tests!
 

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Reply #12 - 31st Aug, 2008 at 1:05pm

mariopilot   Offline
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Fly to Live, Live to Fly
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glad it worked... (it did for me ...) and you too are doing a nice work! can't wait for this one ...
 

Mariopilot
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Reply #13 - 1st Sep, 2008 at 8:29am

supersabre   Offline
Polygon Twister

Posts: 70
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im getting some weird effect extrusion  Undecided i wonder why this happens
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more vertices? maybe?
 

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Reply #14 - 1st Sep, 2008 at 9:52am

mariopilot   Offline
Inspecteur des Polygonnes
Fly to Live, Live to Fly
Carasco, Italy, Genova

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argh ... when this happens, I use to fix it manually ...  Cry Cry
 

Mariopilot
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