PDA

View Full Version : Getting Started With Gmax



Milton Shupe
November 6th, 2012, 10:35
Many people ask how to get started with modeling and making contributions to the community.

In addition to, and to front-end, some of the tutorials and advice listed in other threads here, I offer the following. Please feel free to add to the list in thread responses.

So, here is the start.

First, modeling aircraft is one discipline separate from doing panels, sounds, textures, flight models, beta testing or documentation. It starts with modeling.

There are several development tools available but if you want to start with a good modeling freeware tool until you decide this is what you want to do, Gmax is likely your best choice. It is free to download, or you may have in your FS9 distribution DVD for installation.

Gmax (http://www.turbosquid.com/gmax) (Freeware) should be your tool of choice for FS9 development. If you have 3DSMax (expensive license) , then FSX is more suited for that tool. You can use Gmax for FS9 development free of charge. It is a simpler, easier development process.

If you have Gmax on your computer or FS9 CD, it needs to be installed along with the Help and Tutorial components.

If you are not familiar with Gmax, you need to go through the Gmax Tutorials to become familiar with the tools in gmax.

The Help is comprehensive.

Here are my newest video tutorials posted on YouTube. Video Tutorials (http://www.sim-outhouse.com/sohforums/showthread.php/103701-Gmax-Video-Tutorial-Series-Beginning-Modeler?p=1062246&viewfull=1#post1062246)

Here are some basic graphic tutorials I have done. They may be useful after you have installed gmax and have done the tutorials.

http://www.sim-outhouse.net/tut/fs9/c162/
---------------------------------------------------------------


A Basic GMax Video Introduction:

Download this zip of the .avi file to play for a basic Gmax introduction:
http://www.sim-outhouse.net/downloads/SOHTeam/basicintro.zip

Once you have Gmax installed and the tutorials are done, you must decide what aircraft to model. Once you do, you need to do research for technical info, 3-views, reference pictures, and anything that will help the development process. Here is the Data Collection writeup:
http://www.sim-outhouse.net/downloads/SOHTeam/data.zip

I created a set of basic graphic tutorials to walk your through an approach to modeling.
Those Gmax tutorials are here:

http://www.sim-outhouse.net/tut/fs9/c162/

This may help as well:

Creating a Calibration Box for your 3-views:
http://www.sim-outhouse.net/downloads/SOHTeam/CalBox.zip

If you prefer a video approach to learning, my YouTube based tutorials are HERE (http://www.sim-outhouse.com/sohforums/showthread.php/103701-Gmax-Video-Tutorial-Series-Beginning-Modeler?p=1062246&viewfull=1#post1062246).

As always, Google and Bing are your friends. There is a lot of help out there for gmax questions. Same with YouTube.

The website, FSDeveloper, is an excellent resource with lots of knowledgeable help, tutorials, and advice. Use it.

There are books for 3DSMax but none for gmax to my knowledge. Concepts are the same.

I hope this helps to get you thinking about a structured process to get started.

Good luck, and have patience.
Milton Shupe

EDIT: Links updated to reflect new server locations

hairyspin
November 6th, 2012, 11:32
Thanks Milton, as someone who learned from your tutorials I can thoroughly recommend them! :salute:


If you are not familiar with Gmax, you need to go through the Gmax Tutorials to become familiar with the tools in gmax. The Help is comprehensive.

I strongly recommend this, Gmax is more capable - and complex - than many realise.


If you already have some Gmax experience, Mathias earned our gratitude by re-posting the late Gerard van der Haarst's Low-Poly modeling tutorial (http://www.sim-outhouse.com/sohforums/showthread.php?16418-Low-Poly-Aircraft-Modelling-Tutorial) here at SOH. It's not for the novice, but it's one the pros refer to: very highly recommended!


There is one book on Gmax, the Gmax Bible (ISBN 978-0764537578) by Kelly L. Murdock - only available second-hand now afaik.

Allen
November 6th, 2012, 14:32
I've only used Milton C162 tutorial and made a number of aircraft from what I've learned from it.

Dev One
November 6th, 2012, 23:14
As an ex- draughtsman/design engineer, I create my models using AutoCad for the 3 views from either a 3 view available on the web or from photographs & known dimensions. From this drawing I can then measure the dimensions & create the basic box or cylinder sizes for each object. I prefer it this way as I have not been very successful doing it as described in the basic P38 tutorial. This way I do not need the calibration box. Wings, tail etc are made from cylinders squashed to get the basic aerofoil shape, then poly/point dragged to get a near realistic profile. For taper wings I just reduce the end profile to the required chord size & then position it to suit.
The slice function can then be used to add 'cuts' that can be manipulated to suit.
The other thing that is not well explained (at least when I first started in Gmax) was the mirror function, & the use of the dimension boxes at the bottom of the screen.
Keep saving your work as you progress using a sequence number or letter so that you can keep your past work - most important- as Gmax will leave you suspended when it (or you) cause(s) a glitch & you have to start again!!! This way you only tend to lose you most recent work if it does.
Good luck & keep going forward as it can be frustrating at times.
Keith

Mathias
November 7th, 2012, 00:40
Great stuff!
I would add Gerard's low poli tuto to the list.
http://www.sim-outhouse.com/sohforums/showthread.php?16418-Low-Poly-Aircraft-Modelling-Tutorial&highlight=Gerard+Tutorial
Actually, I don't know why it's not stickied. :icon_lol:

Milton Shupe
November 7th, 2012, 07:40
Great stuff!
I would add Gerard's low poli tuto to the list.
http://www.sim-outhouse.com/sohforums/showthread.php?16418-Low-Poly-Aircraft-Modelling-Tutorial&highlight=Gerard+Tutorial
Actually, I don't know why it's not stickied. :icon_lol:

Thank you Mathias for that reminder. I have now "stuck" it. :-)

For those budding developers who have FSX, can you tell us what the process would be to use Gmax for FSX development, or point to a guide?

EDIT: I also corrected the picture issue from post #12

hairyspin
November 7th, 2012, 12:31
The other thing that is not well explained (at least when I first started in Gmax) was the mirror function...

Thank you Keith, that reminds me of the Universal Warning.

https://i.imgur.com/LPUuVO2.jpg

Use the Mirror modifier instead (or there'll be weeping, wailing and gnashing of teeth...).


https://i.imgur.com/BkA9sIc.jpg




If you use the Mirror button you'll get the same result in Gmax (or 3ds Max as here), but when the model is exported to the sim you'll see something like this:-

https://i.imgur.com/7DzWgrt.jpg





YOU HAVE BEEN WARNED!

Allen
November 7th, 2012, 16:34
Using the wrong mirror function will flip the normals when displayed in CFS2/FSes...

Mathias
November 8th, 2012, 00:38
@ Milton: Thank you, Sir! :salute:

hairyspin
November 9th, 2012, 07:59
This one comes up often - my plans are all blurry in Gmax, I can't read them!!

https://i.imgur.com/M42aAXU.jpg






Set these options in Customize/Preferences:-

https://i.imgur.com/0HeW8WT.jpg



Once set you can forget about this, so most of us forget all about it!! :icon_lol:

Matt Wynn
November 10th, 2012, 09:39
very handy Milton! thanks to your expert advice and tutorials even my first aircraft is starting to shape up! another thing i cannot stress enough is to make incremental saves... has saved my bacon more than once! :salute:

75301

Milton Shupe
November 10th, 2012, 16:25
As a general overview for the inquisitively motivated about the what and how regarding the overall aircraft folder design, one might find this put things in perspective.

Allen
November 11th, 2012, 11:35
You may want to devide the Graphics Programs into few sub cats.

Graphics Programs

Texture Maping
LithUnwrap (Via Tempest Quake III MD3 import/export plugin for Gmax)
Gmax

Basic Graphics Programs
Photoshop (Pay)
Paint Shop Pro (Pay)
GIMP (Free)

Converting texture to CFS2/FS usable format
DXTbmp

For doing CFS2 aircraft you will need DP Edit and the aircraft source file. DP Edit use Meters as it unit of measurement. If you made your aircraft using some other unit of measurement you will need to change the unit of measurement to Meters in Gmax in order to do the DP for your aircraft.

hairyspin
November 11th, 2012, 13:10
...If you made your aircraft using some other unit of measurement you will need to change the unit of measurement to Meters in Gmax in order to do the DP for your aircraft.

You must build your FS/CFS model using metres as the model file unit (System Unit in Gmax), but Gmax does allow you to use different units in the viewports; so if you have a mix of data in metres, feet and inches you can switch the units while modeling to suit your data without affecting the System Unit.

I've done this a lot in both Gmax and now 3ds Max without any problems exporting to the sim.


Allen, I think you meant to include Photoshop in your list? If you're lucky enough to have PS there's the nVidia plugin which handles .DDS format files extremely well: it also works with Paintshop Pro later versions (8 and above afaik). Another free bitmap editor for painting textures is Paint.NET: it supports layers and also handles .DDS files.

Allen
November 11th, 2012, 14:54
You don't have to use any unit of measurement to export out of Gmax to FS2002/FS2004/CFS2. The thing is DP Edit is ONLY in meters. If you build your aircraft using feet and inches you need to change to meters to do the DP. (Unless you like to do the converions by hand or a DP that has Hit boxes that are wacky.) You only need a DP for a CFS aircraft.

Yes I ment Photoshop. I fixed my post.

One of the nVidia .DDS plugin WILL work back toPaint Shop Pro 6. I use PSP6 on Win XP SP2. The nVidia .DDS plugin say it is V3.02. I used DDS when I was modding Battlefield 1942. I will try PSP6 on Win7 and see if the plugin will work as well.

Milton Shupe
November 11th, 2012, 16:49
Great and useful posts guys.

For any kind of measure conversions, this tool is invaluable:

http://joshmadison.com/convert-for-windows/

Distances, speeds, volumes, temperatures, etc.

hairyspin
November 12th, 2012, 12:21
...another thing i cannot stress enough is to make incremental saves...

Excellent point Matt, and a tidy model btw!

Gmax provides two methods of incrementing file names, so your work is saved in a progression of numbered files

ReallyCoolModel01.gmax
ReallyCoolModel02.gmax
ReallyCoolModel03.gmax ... etc.



The first is in the Save As menu option:-

https://i.imgur.com/Q3hFeyz.jpg



Click on the '+' button and your file is immediately saved with the number at the end incremented. I find if the number is 200, the counter will wrap back to 01; manual intervention is needed to take it past 200.




Then there is the fully automatic option. Go to Customize/Preferences:-

https://i.imgur.com/uO1z748.jpg




With Increment on Save ticked, just save your file and it will have the number incremented automatically. If there is no number Gmax will append "01" and go from there.

Which method you use is up to you, or you can do it manually if you wish..... :isadizzy:



You will also see the Auto Backup options in the above pic. I use the maximum number of 9 and Gmax backs up my work every 3 minutes so I have up to 27 minutes recovery time available if I crash Gmax - and I have, I have! :pop4:



To recover a backup, use File/Open, navigate to gmax\autoback and select All Files and you'll see the .gx files - these are your automatic backups (if you enabled them...). Use the time and date to select your most recent one.

https://i.imgur.com/MnWy64h.jpg





Your eyes have not deceived you, there are more than 260 files in my Tempest VC project - so far! Many of these files are megabytes in size, but gmax files compress really well. Compress your older files (I use WinZip) and space consumed drops by around 90%!

Many projects go on quite a while and lots of people get hit by hardware failure, especially dead hard drives, and lose their work. Use a backup strategy! CD or DVD writers are useful, as are additional hard drives.


Hope this helps.

Milton Shupe
November 12th, 2012, 12:45
Great points; they have saved my bacon many times. BTW, I have had projects with 950 files saved incrementally. I usually eliminate most of the early stuff when the project is done, then I zip them up.

Dev One
November 12th, 2012, 23:35
Hairyspin, thanks for that auto save info - I didn't know it existed!!! I tend to dump my saves as well as the test .mdl's onto a USB stick.
Keith

hairyspin
November 13th, 2012, 11:56
You'll want to undo things you've done from time to time and Edit/Undo or Control-Z is your familiar friend like in many programs. You can set how many levels of Undo are available in Customize/Preferences:-

https://i.imgur.com/kp8c9yN.jpg




You'll see I have 60 levels set, which gives plenty scope to turn back time without resorting to my automatic backups.




There's another Undo method for those oh nuts... moments which is not so well documented. Here I meant to rotate the rudder and have rotated both fin and rudder instead - and in the wrong direction!

https://i.imgur.com/NLkG0eN.jpg




Before letting go of the left mouse button, click the right button and voila! Instant Undo!
I use this a lot...

Dev One
December 12th, 2012, 05:20
Gmax export problem with some textures not transferring - they show in Gmax but not in FS9 - I keep getting this problem on my other models & the only way so far to overcome it has been to redraw the item & remap it. This time though it ain't working on a couple it items - a toroid for the tyres & a plane surface.
I've tried converting to a mesh & pressing UVW remove - which it does in Gmax & the FS9 export, but they still do not take the texture when re-mapped.
Any ideas folks - I'm losing a lot of hair.
Keith

Milton Shupe
December 12th, 2012, 05:47
Gmax export problem with some textures not transferring - they show in Gmax but not in FS9 - I keep getting this problem on my other models & the only way so far to overcome it has been to redraw the item & remap it. This time though it ain't working on a couple it items - a toroid for the tyres & a plane surface.
I've tried converting to a mesh & pressing UVW remove - which it does in Gmax & the FS9 export, but they still do not take the texture when re-mapped.
Any ideas folks - I'm losing a lot of hair.
Keith

Keith,

Remember that gmax will use any size and shape texture but FS needs a "power of 2" texture, and in the correct format.

So be sure that your gmax textures are power of 2, and 24-bit bmp or a jpeg copy. Then copy your 24-bit to FS and convert it to 32-bit with alpha or DXT3 with alpha.

Now, also remember that it is the texture name, not the material name, that FS needs. :-)

Hope this helps.

Dev One
December 12th, 2012, 10:28
Thanks Milton, but I don't think that is the problem as the other parts that do work are mapped with the same DXT3.bmp texture, just a different part of it.
I have however bodged a fix for the tyres by merging & rescaling from another of my aircraft & redrawing the panel that was a plane, with a box & deleting the sides & back...... The vagaries of Microsoft or autocad????
Anyway a screen shot of it (WIP) is on Britsim.com.
Keith

Milton Shupe
December 12th, 2012, 10:54
I would however be interested in what the problem is. If you would send me the part exported as a gmax file, I'll take a look at it.

You can use the email in my profile if you choose to do hat.

tobob
December 13th, 2012, 18:33
Thank you Keith, that reminds me of the Universal Warning.

http://imageshack.us/a/img593/8259/mirrorbutton.jpg
Use the Mirror modifier instead (or there'll be weeping, wailing and gnashing of teeth...).


Get rid of it - Hold alt + left click and drag the mirror button down, then delete it when prompted.
ctrl + left click drag will duplicate a button.

The gmax interface is highly customizable, you can create your own buttons for the most used functions.

Note: Gmax saves all interface changes automatically, however if you save a custom ui it can be used on different computers or uploaded for others.

77179

hairyspin
December 14th, 2012, 10:49
Thank you tobob, I tried to find a way before and failed. Very much obliged!

hairyspin
June 23rd, 2013, 12:39
When setting up GMax for FS developing, set the position and rotation animation controllers to Linear by default: they're Bezier and TCB respectively by default. If you don't do this you can get very odd animation results, especially in FSX.

To do this select or create a simple object and go to the Motion panel:-


https://i.imgur.com/9GwSXUH.jpg https://i.imgur.com/YApw6aE.jpg



Once this is set you can forget it like most of us do. :dizzy:

OleBoy
June 23rd, 2013, 13:06
Tom, your sharing this is something I don't recall going through to get set-up. Thanks for sharing this.

Hopefully this does not affect anything "modeled", and just animation. I can deal with having to re-animate if I have too.

hairyspin
June 24th, 2013, 11:05
Any object already animated can have its animation controllers changed as shown: it doesn't mess up any keyframes you've already set. You'll probably have to check your existing animated stuff and change as appropriate. :running:

OzFlightSimulations
January 19th, 2014, 06:36
Perhaps someone's already came across this one I'm not sure. My Gmax units are set to Meters under preferences and Units, and the grid unit is set up to say that 1 square is 1 meter however after following the tutorial and getting my plane in FSX it appears almost twice the size of a Cessna 172. Is there other options or settings I should be double checking? All aircraft measurements are pretty well spot on according to all available POH and flight data material which came direct from the manufacturer... Any help is much appreciated. Thank you. Kind Regards, Matt.

hairyspin
January 19th, 2014, 10:29
Gmax units are set to Meters under preferences and Units

Careful there, it's the System Unit Scale found under Customize/Preferences, General tab which must be set to 1 Unit = 1.0 Metre. The dialog is shown in post #20 (http://www.sim-outhouse.com/sohforums/showthread.php?73237-Getting-Started-With-Gmax&p=760435&viewfull=1#post760435) above and that must be correctly set or the exporter won't compile to FS.



and the grid unit is set up to say that 1 square is 1 meter

The Grid Unit doesn't affect the units the model is sized in, but the Viewport unit does: go to Customize/Units Setup... and set the units the Viewport will display: you can work in feet, inches and fractions of an inch if your data is so listed but the model will still compile because the System Unit is correct. It was Felix of FFDS who put me on to this and it's been a great help. :encouragement: You can work in feet while your data is in feet and switch to millimetres or metres where your other data is in these units: the model will still compile to FS.

The grid unit only affects how the lines are spaced on the Home grid or any user-defined grid.

OzFlightSimulations
January 19th, 2014, 13:27
Thanks for that, I will definitely follow it up. So far I have attacked Gmax again and done the following. I imported another aircraft which is similar in size to the plane I'm making into model converter x and then into Gmax as .3ds. Then I measured the plane against its manufacturers specs using the tape tool. Found the measurements to be within reasonable margins. I then moved the model on the longitudal axis away from the centre of the scene and clicked merge, dropped my plane in there and measured - almost double the measurements in the book and compared to the similar aircraft, was much the same result as my FSX test with the Cessna 172 parking under the wings. So having said that I think now after repairing the units of measure I should be able to relatively scale the plane I'm building back down so it doesn't look like "supersize my plane"

Thank you to everyone at Sim-Outhouse for your time and patience and help so far with my project, I know I've asked probably a lot of dumb questions.

Kind Regards
Matt.

Milton Shupe
April 6th, 2014, 10:12
Updated my original first post to activate links to tutorials in new locations.

Hope this helps. :-)

mirage3
August 4th, 2014, 01:06
Milton, 3DSMax is free for three years, when you subscribe for a studen account. As far i know it get the -2014 version, totally legal!:)

hairyspin
August 4th, 2014, 01:55
Not all of us are students Miro, or likely to be again...

However, many of the tips above apply equally to 3ds Max.

Milton Shupe
August 4th, 2014, 16:49
When setting up GMax for FS developing, set the position and rotation animation controllers to Linear by default: they're Bezier and TCB respectively by default. If you don't do this you can get very odd animation results, especially in FSX.

To do this select or create a simple object and go to the Motion panel:-



http://imageshack.us/a/img191/4799/dg1a.jpg http://imageshack.us/a/img546/4134/und5.jpg



Once this is set you can forget it like most of us do. :dizzy:

My default has always been Bezier. Are you saying this would be true for FS9 Gmax as well?

Tako_Kichi
August 4th, 2014, 18:00
For FSX I always make sure the scale is set to 'Linear' too.

Dev One
August 4th, 2014, 22:48
Yes to the FS9 Linear question - I only do FS9 & have linear set for all three.
Keith

hairyspin
August 5th, 2014, 05:02
It's been a long time since I did anything in FS9 but the linear controllers are an FSX SDK stipulation. Scale animations however are not supported in FS, although skinned mesh animations are possible in FSX.

hairyspin
August 25th, 2014, 02:33
Many of us learn this the hard way, but you're much better working in this order:-

Build the model first
...Map the model second
......Animate the model LAST

It's very tempting to animate the undercarriage and have it folding up and unfolding a treat, but if you have to adjust anything or reset scale or transforms in the process of mapping, you'll have to redo the animation all over.

Patience!

Tako_Kichi
August 25th, 2014, 07:38
Many of us learn this the hard way, but you're much better working in this order:-

Build the model first
...Map the model second
......Animate the model LAST

That's the way I work but now I tend to do it on a per-part basis. I used to leave the mapping until all the parts were made, partly because I was afraid to do it as I didn't fully understand the process, the result was that I ended up with hundreds of parts that required mapping and it turned into a big chore. For the large parts (fuselage, wings, tail section, control surfaces etc.) I build them all and then map. For the small details I build the part, map it and then animate it if needed and then move onto the the next part.

Here's another tip for when you have multiple, small, identical parts like nuts and bolts, screw heads, hinges and brackets etc. Make a single part and map it before you copy/duplicate the part as many times as you need it as you will only have to map it once and the mapping will be carried forward in the copy process.

Hauksbee
January 12th, 2015, 20:43
There are books for 3DSMax but none for gmax to my knowledge. Concepts are the same.
There is one other, THE gmax HANDBOOK by Clayton Crooks II/Charles River Media Game Development Series.

As far as learning Gmax (which I am) I'd say the GMAX Bible is the way to go. But THE gmax HANDBOOK is very game-oriented. It discusses various games at the end chapters, and the Quake III plug=in and LithUnwrap.
.
http://www.sim-outhouse.com/sohforums/attachment.php?attachmentid=18166&stc=1

Hauksbee
January 25th, 2015, 16:38
As far as learning Gmax (which I am)...
And, happily, it's coming along well. I think I understand Transparency and Bump mapping and will put it to the test in the next few days. What I can't find (even in the Gmax Bible) is how to render a frame. (i.e. Frame #1) to check my texture mapping.

Milton Shupe
January 25th, 2015, 17:56
And, happily, it's coming along well. I think I understand Transparency and Bump mapping and will put it to the test in the next few days. What I can't find (even in the Gmax Bible) is how to render a frame. (i.e. Frame #1) to check my texture mapping.

Happy to see new blood coming about the modeling game as we old coots decide to move on.

My suggestion is to setup your project to export frequently to the sim to check your work.

Exporting your work or any part of it keeps issues at bay as you make progress.

Mapping and textures are not required, but once you map, the textures need to go to the sim to avoid parts showing as black. Good way to check mapping and textures as you move forward.

I am not familiar with your "render a frame" comment. When you export, the parts are shown in the frames appropriate for your in-sim position, i.e. on ground (frames 100-200), or in the air (frame 0-100).

Maybe an FSX modeler can speak more specifically to your question.

Hauksbee
January 25th, 2015, 19:28
Mapping and textures are not required, but once you map, the textures need to go to the sim to avoid parts showing as black. Good way to check mapping and textures as you move forward.

I am not familiar with your "render a frame" comment. When you export, the parts are shown in the frames appropriate for your in-sim position, i.e. on ground (frames 100-200), or in the air (frame 0-100).
If I understand you correctly, I need to take my model w/ textures into the sim to see how it will look, to see if the lighting works? The plane I've shown here was done for its own sake in Carrara, and not for use in a sim. But think of it as the lower right-hand window in Gmax: the Perspective Window. I would have used the Arc Rotate tool to position the plane and then rendered a picture using a photo as the background. In many 3D apps, this is called a 'Snapshot', but in Gmax 'Snapshot means a completely different thing. Surely Gmax has a similar function?
.
http://www.sim-outhouse.com/sohforums/attachment.php?attachmentid=18701&stc=1

hairyspin
January 25th, 2015, 21:47
Gmax doesn't do renders: it is actually 3ds Max 4.2 with the rendering, file i/o and NURBS removed. Discreet made it that way so it wouldn't destroy sales of Max but could be used with the appropriate gamepack to build game add-ons. We always check our models in FS, there's no alternative when developing with Gmax.

BTW, if you're trying the P-38 tutorial in the Gmax help files, you should know the model will be backwards in FS: it's because DirectX and Gmax use different coordinate systems, one is left-handed and the other right-handed. Your model should be pointing UP in the Top view to be correct.

Also, if you hit W you maximise the viewport you're working in. ;-)

Allen
January 26th, 2015, 19:33
hairyspin

I use Model Converter X to check the model. It takes some time for my PC to convert the model from FS2004 back to CFS2 so Model Converter X is quite quick and works well for the most part.

hairyspin
January 27th, 2015, 03:50
That's a good idea Allen, I hadn't thought of that. CFS3 models can't be read by MCX so I haven't been down that route, plus the CFS3 exporter is pretty quick. However an FSX model with specular and bump textures would be best checked in FSX itself.

Hauksbee
January 27th, 2015, 14:10
I use Model Converter X to check the model. It takes some time for my PC to convert the model from FS2004 back to CFS2 so Model Converter X is quite quick and works well for the most part.
A few quick questions:

(1) Where might I find the "Model Converter X" mentioned above?

(2) In "The Gmax Handbook" mentioned above, there's a section which details modeling, mapping and placing objects into Flight Simulator 2002. Would this information be the same for taking objects into CFS3?

(3) Lastly, why, when I insert a .jpg into my thread here at SimOH is there two images?

Milton Shupe
January 27th, 2015, 14:52
A few quick questions:

(1) Where might I find the "Model Converter X" mentioned above?

(2) In "The Gmax Handbook" mentioned above, there's a section which details modeling, mapping and placing objects into Flight Simulator 2002. Would this information be the same for taking objects into CFS3?

(3) Lastly, why, when I insert a .jpg into my thread here at SimOH is there two images?

#1 http://www.fsdeveloper.com/forum/resources/?order=rating_weighted

Hauksbee
January 28th, 2015, 13:34
#1 http://www.fsdeveloper.com/forum/resources/?order=rating_weighted
Thanks on #1. I went through the list, got ModelConverterX, and downloaded a few others that looked interesting. But I'm largely unclear on what I've got. I am your classical noob here. What I need is a straight-forward set of steps to get my first model into CFS3/Wings Over Flanders Fields. (#2)

And how do I avoid #3, the repeat image?

Allen
January 28th, 2015, 15:28
That's a good idea Allen, I hadn't thought of that. CFS3 models can't be read by MCX so I haven't been down that route, plus the CFS3 exporter is pretty quick. However an FSX model with specular and bump textures would be best checked in FSX itself.

That is a bad thing about CFS3. Wish some one would get the format understood. The FS2004 export is fast but I have to use MDLC to go back to CFS2 because any animations that use 100 to 200 do not work the same in CFS2 as they do in FS2004. It takes MDLC 30 secs to 1 min to convert a 5000 polygon model with 4 LOD like the stock CFS3 P-47-25 from the CFS3 SDK to CFS2.

Milton Shupe
January 28th, 2015, 15:38
Thanks on #1. I went through the list, got ModelConverterX, and downloaded a few others that looked interesting. But I'm largely unclear on what I've got. I am your classical noob here. What I need is a straight-forward set of steps to get my first model into CFS3/Wings Over Flanders Fields. (#2)

And how do I avoid #3, the repeat image?

Hairyspin can answer your CFS3 question; I only use FS9.

Regarding the posting of pictures, just select Go Advanced, Manage Attachments, next to the Upload files button, select the + sign to add buttons for each picture you wish to upload, then select the files you want, then select Upload files.
Once uploaded, each thumbnail shows with a check mark, if not check each picture to check mark it, then select Done.
You should get what I have in this post with 2 pictures.

Oh, by the way, we were all newbies once. Just keep asking and keep trying until you get there. We are here to help.

hairyspin
January 29th, 2015, 13:13
Land ho, Milton! I've started a new thread below on CFS3 modelling.

BTW if you use a picture hosting site you can link images directly to your post and get them full size immediately. If they're too big, the forum software will resize automatically.

Hauksbee
October 12th, 2016, 08:04
I've been poking around here, and on TurboSquid, looking for a downloadable copy of G-Max. Don't know why, but it's hard to find. Could someone please post a link?

hairyspin
October 12th, 2016, 08:37
http://www.turbosquid.com/gmax

I've also edited Milton's original post to link to the downloads.

Milton Shupe
October 12th, 2016, 10:22
http://www.turbosquid.com/gmax

I've also edited Milton's original post to link to the downloads.

Thanks for posting this and correcting the old link.

Just a note to be sure to download all the items listed at the right on that page.

Hauksbee
October 15th, 2016, 11:05
Thanks for the link. My problem (seen below) is that the G-Max windows are mostly whited out. (a recent development) I had hoped that an "uninstall/re-install" would cure that, but it didn't. Any suggestions?

hairyspin
October 15th, 2016, 13:26
Okay, first hit 1 (not on the number pad if your keyboard has one) to update all viewport windows. If the areas are still blocked out white and won't show anything, hit Windows + D twice to switch to desktop and back to Gmax. Finally, which video driver in Gmax are you using? In Win 7 and Win 10, I find the Direct 3D driver works best: go to Customize/Preferences... and pick the Viewports tab to find the video driver choice at lower right. Not HEIDI, leave her in the Alps where she belongs!

Hauksbee
October 15th, 2016, 14:00
Okay, first hit 1 (not on the number pad if your keyboard has one) to update all viewport windows. If the areas are still blocked out white and won't show anything, hit Windows + D twice to switch to desktop and back to Gmax. Finally, which video driver in Gmax are you using? In Win 7 and Win 10, I find the Direct 3D driver works best: go to Customize/Preferences... and pick the Viewports tab to find the video driver choice at lower right. Not HEIDI, leave her in the Alps where she belongs!
Hitting Number 1 clears the white away, but as soon as I click anywhere with the mouse, it comes back. WINDOWS+D goes to the Desktop, then comes back clear, but as soon as I click, the white pops back as black. I'm running Windows 10 with Direct 3D enabled.

ps: I just launched 3D Studio Max and I have the same problem.

hairyspin
October 16th, 2016, 00:40
Try the OpenGL driver instead: it may suit your graphics card better.

Hauksbee
October 16th, 2016, 09:43
Try the OpenGL driver instead: it may suit your graphics card better.
And it did. The Top View window (top left corner) flashes solid white at each mouse click, but I can live with that. Thanks.

hairyspin
January 20th, 2018, 10:58
Windows 10 users may have found the mouse wheel doesn't zoom in or out in the Gmax UVW Editor window, and 3ds Max users (like me) may have found the same. A poster on FSDeveloper passes on this solution:–


Hello all,
This is the newest problem I faced with GMAX and Windows 10
After applying an Unrwap UVW i opened the edit UVW window and the mouse wheel refused to zoom or unzoom.

Here is a solution I found by searching the net. It is for 3DS Max but it worked for me!

On Windows:
– Click the Start button.
– Click Settings.
– Click Devices.
– Click Mouse & touchpad.
– Toggle the “Scroll inactive windows when I hover over them” setting to Off.

-=Manwlo=-

Thanks to Manwlo for finding this. :applause: