View Full Version : fsds3
dcc
December 30th, 2005, 16:49
so does anyone have fsds3? Haven't heard much about it since its release (haven't had much time for FS lately so I've been out of it for a bit)
One of the things I always found annoying with FSDS2 was having to re-order glass parts (make them last, etc) so I didn't get 'holes' in shadows and things. Does FSDS3 fix this?
I hope to get it soon and get back to modeling, but would be interested to hear users impressions.
- dcc
gary20
December 30th, 2005, 16:59
Hi DCC
I upgraded and am pretty much learning the ropes.
The biggest feature in the new version I suppose are the Boolean operations.
However my experience with it has been one of frustration - it's very finicky and completely messes up the model - It works, but it's very buggy. I've heard most people are avoiding using it (myself included), but it does have its uses.
Fix surface normals is another anomoly - usually messes it up rather than fixes it - I expect there will be updates for it - at least I hope so.
All in all it's pretty much as FSDSV2.3 was with a few neat features for FS9.
Compiling is through MakeMDL and if you're into scenery it will build those mdl library objects.
Also you gotta keep your FSDS V2 if you want to build for CFS2.
I'm glad I did upgrade, but sure am hoping there will be some updates on the way.
Cheers
Gary
gary20
December 30th, 2005, 20:12
Here's a case in point - no matter how I set it up or what I try I cannot cut out this tail section using boolean methods !!!!!
Grrrrrrrrrrrrrrrrrr :banghead:
gary20
December 30th, 2005, 21:18
Here's what I mean !!!!!
Finally I get it to cut --- but take a look at the damage it did :banghead:
gary20
December 30th, 2005, 22:18
So after flipping all the poly's manually after scrolling through each the final result is a split part so neat you cant see the joint, but what a lot of work !!!
The other thing is this fuselage once split with a Boolean operation went from about 350 polygons to 1554 !!!!!
I dont know what the effect will be on frame rates for that number - I guess I'll find out.
So thats Boolean operations FSDS V3 style DCC
Cheers
Gary
Wozza
December 31st, 2005, 00:08
Hi
Gary
Dont worry to much about the subdivide of the polys this happens anyway when the models compiled(A 10k poly model can be as much as 23k when compiled)If you use the edit~check part mode in fsds it will convert the model to aprox the same poly count as in fs to give you an idea were your at
To stop the boolean from converting the whole part split the section you want to do the boolean on (select polys then split part) rejoin it when finished and snap to scale.You ca see some more examples ere http://www.fsplaza.com/
most of these will be included with the next update of fsds3
DCC
The glass problem is to some extent the same in G-max,its basically an FS9 thang due to draw order.
Pop over here http://www.aerodynamika.com/cgi-bin/yabb/YaBB.cgi
There are plenty of info/disscussions on fsds3
Also the required reading now includes all the SDK's even the G-Max one
And anything you can find on xml gauges and code
cheers
Wozza
gary20
December 31st, 2005, 00:19
Thanx Wozza
Much appreciated - will take a visit to those sites now.
Glad to hear an update is being considered
Cheers
Gary
dcc
January 1st, 2006, 15:18
thanks for the comments/ suggestions. Will be getting it soon and, once again, will have to learn new techniques, work-arounds, etc.
- dcc
1905Flyer3
January 4th, 2006, 20:49
Nice tips there Wozza! I've been working with Ver. 3 for a couple weeks now and have been having some of the same issues listed here. I'll try the split/rejoin trick tonite!
Paul
warbirdlover
January 14th, 2006, 10:28
Has anyone taken a plane done in fsds2 (animated) and brought it into fsds3 and generated a mdl using makemdl? I'm concerned about the animation. Does it affect it or change it? I'm on a huge project (very far along) and I don't want to re-animate some junk that was very nasty to animate. I'd cry.
Wozza
January 14th, 2006, 11:33
Hi Mate
You can try it and not hurt anything,some names have changed,any preprocess/macro code will have to be removed and redone using xml part code.Ive got my latest project which has heaps of custom macros and preprocess and decided it was easier to finish in fsds2 rather than redo in fsds3.Also some parts which compile fine in fsds2 will cause errors in makemdl which will have to be moded or redone,Plus the weld in the VC model may give you some grief on small parts who's point are less than 4mm apart
Wozza
warbirdlover
January 14th, 2006, 14:04
So if I'm only using standard (common to fsds and g-max) part names and keyframe animation all should go into fsds3 fine and compile okay in makemdl? I've gotten away from pre-process and macro codes so that's not going to be an issue.
Wozza
January 14th, 2006, 14:52
Yep should be fine,theres no harm in trying it wont hurt a thing.you can move projects between fsds3 and 2 without to many drama's
Wozza
warbirdlover
January 25th, 2006, 20:40
Well, I can't get my project to compile a mdl using makemdl. It crashes and wants to send M$ a note. Didn't get the "bad normals" warnings or anything. I almost got it through once. Fixed the problems it listed and it crashes. ???????????????????
:isadizzy:
dcc
January 25th, 2006, 23:35
well I finally got fsds3 and hit this and other compiling problems like a brick wall. Now the fun begins. Time to start reading...
And here I was hoping, just hoping that newer tools would make things easier... reminds me of the old Af99, scasm & aircraft animator days, when lots of tweaking had to be done pre- and post-processing.
Still glad to have avoided gmax though :d
- dcc
Wozza
January 27th, 2006, 00:56
Well, I can't get my project to compile a mdl using makemdl. It crashes and wants to send M$ a note. Didn't get the "bad normals" warnings or anything. I almost got it through once. Fixed the problems it listed and it crashes. ???????????????????
:isadizzy:
Hi Mate
This may happen if you have any preprocess/conditions brought over from
fsds2# you need to use the strip all preprocess (under the part tab)
Wozza
warbirdlover
January 30th, 2006, 22:28
What would be considered a pre-process? The only thing I did was use keyframe animation. But since I'm desperate I'll try that, LOL.
warbirdlover
January 30th, 2006, 22:38
Well, I stripped all pre-processes from all parts and it still kicks me out and won't compile trying it by exporting .x file and using makemdl and by using normal way right in fsds3.
Wozza
January 31st, 2006, 00:20
Hi Mate
These errors can be hard to track down Ok what I did with a fsds2 model that wouldnt compile is the following
1.remove all models except the external model and try to compile
if it worked I repalced the extrenal model with a large box keeping the VC model (this was to find if the error was in a certain model
2. once the model was found select whole sections of the aircraft and delete them then try to compile it
3.once it compiles I look in the secion I delete for the offending parts
check naming an materials and look for any part that you have copied~pasted and fliped the polys then rejoined to the orignal part,then snaped to scale these will pass through fsds2 fine but makemdl chokes on em
Cheers
Wozza
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