Gmax Video Tutorial Series - Beginning Modeler - Page 3
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Thread: Gmax Video Tutorial Series - Beginning Modeler

  1. #51
    Quote Originally Posted by napamule View Post
    AussieMan,
    I agree with you. The voice could be a little louder. I have Sony Vegas so I run the downloaded videos in it and can boost the voice a few db's. My PC speakers are ok for music but maybe not voice, which is really the problem, and not Milton's fault. Oh well. Maybe someone can buy Milton a better dynamic mike for his birthday (hehe). Thanks Milton. Great job. I am at #2 and slowly soaking it all in (overwhelmed is putting it mildly). It's scary but it feels good at the same time. I bought some Centrum vitamins and minerals (Senior Formula) for the job. Time for my nap - CYA.
    Chuck B
    Napamule
    Okay guys, I turned the mike volume up to max (was at 80%). I do use a boom mike on a headset. The volume comes through loud and clear here so my apologies.
    You might verify your output settings are up all the way, or use a headset. Some headsets also have volume controls.
    If your speakers are not powered with an amp, then I can understand your issue.

    I ask for feedback in every video and no one yet has suggested louder volume until you guys spoke up. Well, I am ready to post video #27 and its a bit late now to correct all the early ones.

    Have you tried listening on Youtube? I just do not have trouble hearing any way I listen.

    Chuck, happy to hear you are on video 2. I take it nice and easy for the first 8-10 videos so you should have time to let it soak in. :-)

    Thanks for the heads-up; volume cranked to max.
    Milton Shupe
    FS9/FSX Modeler Hack

    My Uploads at SOH - Here
    Video Tutorials - Gmax for Beginners

  2. #52

    Gmax for the Beging Modeler #30 - Exporting Project to FS9

    -----------------------------------------------------------------
    Gmax 1.2 for the Beginning Modeler #30 - Exporting Project to Flight Sim

    Objective: Export the Project to Flight Simulator

    Youtube link: https://youtu.be/5-DWIKoRSXA

    Author: Milton Shupe

    Steps:

    1) Prepare the project for Export
    2) Prepare Flight Sim to receive your exported aircraft
    3) Export
    Milton Shupe
    FS9/FSX Modeler Hack

    My Uploads at SOH - Here
    Video Tutorials - Gmax for Beginners

  3. #53

    Gmax 1.2 for the Beging Modeler v31-Build and Animate Gear

    Gmax 1.2 for the Beginning Modeler #31 - Build and Animate Gear Parts

    Objective: Build and Animate the Main Gear and Nose Gear

    Youtube link: https://youtu.be/MtyvfNuSETY

    Author: Milton Shupe

    Steps:
    1) Identify the parts of the gear
    2) Build top down starting with the upper gear strut; link to parent
    3) Build the lower gear oleo; link to parent
    4) Build the axle,
    wheel and tire; link to parents
    5) Build the torque links (scissors); link to parent
    6) Animate
    7) Build the retractor bar and the pivot bar; link to parent


    --------------------------------------------------------------
    Gmax 1.2 for the Beginning Modeler #32 - Build and Animate Gear Parts


    Objective: Build and Animate the Main Gear and Nose Gear

    Youtube link: https://youtu.be/sUbkFZJK7I4

    Author: Milton Shupe

    Steps:
    Done 1) Identify the parts of the gear
    Done 2) Build top down starting with the upper gear strut; link to parent; set pivot
    Done 3) Build the lower gear oleo; link to parent; set pivot
    4) Build the axle, wheel and tire; link to parents; set pivot
    5) Build the torque links (scissors); link to parent; set pivot
    6) Animate
    7) Build the retractor bar and the pivot bar; link to parent; set pivot

    -----------------------------------------------------------------
    Gmax 1.2 for the Beginning Modeler #33 - Build and Animate Gear Parts


    Objective: Build and Animate the Main Gear and Nose Gear

    Youtube link: https://youtu.be/6g_wI65Mpxw

    Author: Milton Shupe

    Steps:
    Done 1) Identify the parts of the gear
    Done 2) Build top down starting with the upper gear strut; link to parent; set pivot
    Done 3) Build the lower gear oleo; link to parent; set pivot
    Done 4) Build the axle, wheel and tire; link to parents; set pivots
    5) Build the torque links (scissors); link to parent; set pivot
    6) Animate
    7) Build the retractor bar and the pivot bar; link to parent
    ; set pivot

    -----------------------------------------------------------------
    Gmax 1.2 for the Beginning Modeler #34 - Build and Animate Gear Parts - Part 4

    Objective: Build and Animate the Main Gear and Nose Gear

    Youtube link: https://youtu.be/7nwo5qL6nWk

    Author: Milton Shupe

    Steps:

    1) Identify differences between nose/tail gear and main gear
    2) Setting up nose gear to rotate for steering
    3) Animating C_wheel steering

    -----------------------------------------------------------------
    Gmax 1.2 for the Beginning Modeler #35 - Wrap Up Animate Gear Parts - Part 5


    Objective: Wrap Up the Main Gear and Nose Gear

    Youtube link: https://youtu.be/FRH2EImryOk

    Author: Milton Shupe

    Steps:
    1) Main Gear final Animation
    2) Boom wheel well finish
    3) Rudder Trim Tabs Animation
    4) Landing Light Addition
    5) Next-Contact Points and other Data
    Last edited by Milton Shupe; January 28th, 2017 at 15:06.
    Milton Shupe
    FS9/FSX Modeler Hack

    My Uploads at SOH - Here
    Video Tutorials - Gmax for Beginners

  4. #54

    Gmax Video Tutorials for Beginning Modelers

    I have added a link to these YouTube based videos so they will be easy to find.

    Just look at my signature and click on the appropriate item.
    Milton Shupe
    FS9/FSX Modeler Hack

    My Uploads at SOH - Here
    Video Tutorials - Gmax for Beginners

  5. #55

    Gmax 1.2 for the Beginning Modeler v36 - Aircraft.cfg Data

    Gmax 1.2 for the Beginning Modeler #36 - Aircraft.cfg Data

    Objective: Transferring Gmax Data to the Aircraft.cfg

    Youtube link: https://youtu.be/0hjZP14BueY

    Author: Milton Shupe

    Key Points:
    1) Units Setup - change to Decimal Feet for Aircraft.cfg
    2) Gmax coordinates display versus the Aircraft.cfg
    3) How to get proper coordinates in Gmax
    4) Copy paste data to cfg
    5) Suspension setup points (Key for cfg to match animation)
    a) Total suspension movement (67% mains; 40% nose)
    b) Max-static ratio (1.5 mains; 2.5 nose)
    c) Damping (0.9 - 1.0)
    NOTE: static compression * Ratio = Total suspension animation (always ensure this is true)
    Milton Shupe
    FS9/FSX Modeler Hack

    My Uploads at SOH - Here
    Video Tutorials - Gmax for Beginners

  6. #56
    Quote Originally Posted by Milton Shupe View Post
    Melo, thank you so much for your comments. It is encouraging to know that people will use the videos and that the videos are helpful.

    I am working on videos #12 & 13 right now, Constructing the canopy.

    Once we get a canopy and wind screen constructed, progress will pick up at a pretty good clip.
    WOW!

    The videos have been very helpful so far. During the previous weekend, I managed to get through three of the videos and found some basic settings that were not set correctly in my GMax, and also the bit about centering the gizmo on every part after it is created. Now I know why some of my previous parts did not behave as expected when moving or rotating things.

    Last week I was on a business trip and had a very busy week. I was amazed when I checked back in today to see so many videos already published. It will be fantastic to get caught up and really learn how to master GMax. Thank you so much for the wonderful work you are doing to help us all!

  7. #57

    Gmax 1.2 for the Beging Modeler #37-Intro to Texture Mapping

    Gmax 1.2 for the Beginning Modeler #37 - Introduction and Preparation for Texture Mapping Part1

    Objectives:
    1) Explain Mapping and types we will use
    2) Gain understanding of preparation necessary to organize the mapping process

    Youtube link: https://youtu.be/F2qNEOGTrIw

    Author: Milton Shupe

    Key Points:
    1) What is texture mapping? UVW Coordinates? Texture sheets?
    2) Implications of Mapping 3D objects to a 2D texture sheet
    3) See UVW Mapping in Help for basic info.
    4) Texture sheet sizes - 2048, 1024, 512, 256, 128, 64
    FS9 uses a maximum size of 1024X1024
    5) Resolution considerations - pixels per inch/cm/meter

    -----------------------------------------------------------------
    Gmax 1.2 for the Beginning Modeler #38 - Preparation for Texture Mapping Part 2


    Objectives:
    1) Learn importance of a structured selection process
    2) Learn the methods to make selections easy and error-free
    3) Learn viewing options to validate and ease selections
    4) Learn how to bake in your selections
    5) Learn how to correct mistakes

    Caveat: There are many methods and approaches to mapping; this is mine for FS9

    Youtube link: https://youtu.be/U46jXNO1iRI

    Author:
    Milton Shupe

    Key Points:

    1) Material ID Selection groups
    2) Methods to do poly selections to minimize errors
    3) Assigning Material ID selection groups
    4) Using Ignore Backfacing, wireframe view, and shading to your advantage

    -----------------------------------------------------------------
    Gmax 1.2 for the Beginning Modeler #39 - Texture Mapping Part 3


    Objectives:
    1) Learn how to apply poly selects, then use the material ID selection to select the pre-assigned poly selection group you want
    2) Learn how to apply a UVW Map, size it, orient it, and position the UVW Gizmo correctly for the texture sheet
    3) Export the mapping
    4) Open LithUnwrap, import the model and check for errors
    5) Save a texture template as a bmp
    6) Create a new material, open the new bmp and assign to the mapped parts
    7) Set other material values as desired
    8) Merge canopy map to the fuselage map

    Caveat: There are many methods and approaches to mapping; this is the way I do it for FS9.

    Youtube link: https://youtu.be/_1rySA6_9bw

    Author: Milton Shupe

    Links to Mapping Tutorials Done by Others:

    UVW Mapping in Gmax - Part 1 (by "Hairyspin") - http://www.fsdeveloper.com/forum/resources/

    also available here:

    http://www.sim-outhouse.com/sohforum...read.php/89779
    Last edited by Milton Shupe; February 1st, 2017 at 05:54.
    Milton Shupe
    FS9/FSX Modeler Hack

    My Uploads at SOH - Here
    Video Tutorials - Gmax for Beginners

  8. #58
    Quote Originally Posted by Melo View Post
    WOW!

    The videos have been very helpful so far. During the previous weekend, I managed to get through three of the videos and found some basic settings that were not set correctly in my GMax, and also the bit about centering the gizmo on every part after it is created. Now I know why some of my previous parts did not behave as expected when moving or rotating things.

    Last week I was on a business trip and had a very busy week. I was amazed when I checked back in today to see so many videos already published. It will be fantastic to get caught up and really learn how to master GMax. Thank you so much for the wonderful work you are doing to help us all!
    Thank you Melo. It gives me great pleasure to know that the videos are helping to get new modelers producing. We old guys need to pass on the torch while we can :-)
    Milton Shupe
    FS9/FSX Modeler Hack

    My Uploads at SOH - Here
    Video Tutorials - Gmax for Beginners

  9. #59

    Gmax 1.2 for the Beging Modeler v40 - Virtual Cockpit Intro

    Gmax 1.2 for the Beginning Modeler #40 - Virtual Cockpit Intro

    Objective: Intro to the Virtual Cockpit Construction

    Youtube link: https://youtu.be/opALitDFQ0A

    Author: Milton Shupe

    Key Points:

    1) Most important Part of the Interior Model - the VC; this is where most of pilot's time is spent, and where most of your time modeling will be invested
    2) Key differences in construction from exterior model parts
    ....a) Closeness to view - texture resolution must be very high
    ....b) Vertice closeness restrictions and impact; parts are smaller so many sided objects are hard to pass the limit restriction on closeness
    ....c) Lack of dimensional data for parts
    ....d) Lack of scale drawings
    ....e) Poor data availability for other than panel - maintenance manuals and POH helps
    ....f) For older aircraft, reference pictures may not be available
    ....g) Impact on modeling; time required; number of parts and polys; building from the inside
    3) Comparison of untextured VC to final textured VC appearance shows value of texture artistry
    4) Most of the VC is eye candy; only some of it is functional
    5) What about the outside parts? Is that part of the VC?
    6) Okay, now how do we build a VC? How do we get started?
    7) Clone the Exterior model to Interior Model (after exterior is completed and mapped)
    8) Provides exact structure to build the cockpit
    9) Separate scene or same
    Milton Shupe
    FS9/FSX Modeler Hack

    My Uploads at SOH - Here
    Video Tutorials - Gmax for Beginners

  10. #60
    Outstandingly brilliant series of highly in-depth, but hands-on tutorials.


    A massively generous gift which provides everything needed to getting creative and enriching the sim World with YOUR very own creations.


    Massive, massive KUDOS, Milton!
    Most men often say what they think!
    An honest man usually means what he says!
    A gentleman always says what he means!

    "Αίεν Υψικρατείν "

    A fool is not he who asks a simple question, but he who would simply have its asking denied. (Richards 2012)

  11. #61

    Gmax 1.2 for the Beging Modeler v41 - Build Virtual Cockpit

    Gmax 1.2 for the Beginning Modeler #41 - Build Virtual Cockpit Part 2

    Objective: Virtual Cockpit - Show How to Get Started with Infrastructure

    Youtube link: https://youtu.be/horq-SfCI2o

    Author: Milton Shupe

    Steps:
    1) Create a basic infrastructure
    2) Isolate your work in new scene
    3) Create the panel and glareshield
    4) Prepare the panel for gauge display
    5) Build parts for each side wall and floor

    Related video:
    Creating a Basic VC Panel and Displaying Gauges in Less than 15 Minutes:
    https://www.youtube.com/watch?v=UC3By8GNM7k
    Milton Shupe
    FS9/FSX Modeler Hack

    My Uploads at SOH - Here
    Video Tutorials - Gmax for Beginners

  12. #62

    Gmax 1.2 for the Beging Modeler v42 - Build VC-Part 3

    Gmax 1.2 for the Beginning Modeler #42 - Build Virtual Cockpit Part 3

    Objective: Virtual Cockpit - Refine VC Walls, Add Rudder Pedals

    Youtube link: https://youtu.be/v91CmYs-l5w

    Author: Milton Shupe

    Steps:
    1) Refine walls for visual interest, realism, and function
    2) Build rudder pedals, then animate

    -----------------------------------------------------------------
    Gmax 1.2 for the Beginning Modeler #43 - Build Virtual Cockpit - Part 4


    Objective: Virtual Cockpit - Build Joystick Control and Animate

    Youtube link: https://youtu.be/kjbBIKSYIvg

    Author: Milton Shupe

    Steps:

    1) Create the joystick control and parent objects
    2) Set Pivots and animate
    3) Build Seat

    -----------------------------------------------------------------
    Gmax 1.2 for the Beginning Modeler #44 - Build Virtual Cockpit Part 5


    Objective: Virtual Cockpit - Build Electrical Box, ECU, Levers and Animate

    Youtube link: https://youtu.be/7OIGT5_Y2Kg

    Author: Milton Shupe

    Steps:
    1) Build Electrical Box
    2) Build the ECU, shape, cut in slots, add levers, and animate.
    3) Add lever handles and knobs

    -----------------------------------------------------------------
    Gmax 1.2 for the Beginning Modeler #45 - Build Virtual Cockpit Part 6


    Objective: Virtual Cockpit - Discuss Added Flaps, Gear, Switches controls, and Prepare VC Panel for Gauges

    Youtube link: https://youtu.be/CtJexgwujPU

    Author: Milton Shupe

    Topics:

    1) Discuss other VC animated objects and added items of visual interest
    2) Prepare panel to receive gauges

    Steps to prepare VC panel for gauge display:
    1) Clone the face polys of the panel; name it vc01
    2) Link vc01 to the VC panel
    3) Reset pivot Center and align
    4) Move the vc01 planar .002m (.006 feet/.078") from vcpanel
    5) Map the vc01 to a square UVW
    6) Export the mapped vc01 to Lithunwrap
    7) Create/save a new bmp from Lithunwrap named $vc01
    8) In Gmax, create a new material and add $vc01 bmp
    9) Apply to vc01
    Done

    FS2004 SDK:
    FSDeveloper website: FS2004 SDK Documentation in .pdf format:
    http://www.fsdeveloper.com/forum/resources/

    Also of interest:

    Creating a Basic VC Panel and Displaying Gauges in Less than 15 Minutes:
    https://www.youtube.com/watch?v=UC3By8GNM7k
    Last edited by Milton Shupe; February 3rd, 2017 at 18:43.
    Milton Shupe
    FS9/FSX Modeler Hack

    My Uploads at SOH - Here
    Video Tutorials - Gmax for Beginners

  13. #63
    Quote Originally Posted by nigel richards View Post
    Outstandingly brilliant series of highly in-depth, but hands-on tutorials.


    A massively generous gift which provides everything needed to getting creative and enriching the sim World with YOUR very own creations.


    Massive, massive KUDOS, Milton!
    Hellooooo Nigel :-)

    Great to "see" you again. :-)

    Well, not sure about brilliant, but at least they are finally getting done. Just trying to do my basic modeling thing again. Hopefully it will help some good modelers get a start.

    Thank you Sir.
    Milton Shupe
    FS9/FSX Modeler Hack

    My Uploads at SOH - Here
    Video Tutorials - Gmax for Beginners

  14. #64

    Gmax 1.2 for the Beging Modeler v46 - Test VC in Sim Part 7

    Gmax 1.2 for the Beginning Modeler #46 - Test VC in Sim Part 7

    NOTE: This is the last of the construction series. One more video to come focusing on generating a flight model.

    Objective: Virtual Cockpit - Export to Sim, Add Gauges, Test VC Animations

    Youtube link: https://youtu.be/Ror0UjmH4mU

    Author: Milton Shupe

    Steps:
    1) Merge VC to primary aircraft scene
    2) Create Interior model; export to sim
    3) Show Panel.cfg vcockpit01 entries - discuss params
    4) Show vc01.bmp in panel folder
    5) Open FSPanel Studio to show gauges adds
    6) Open FS9 to show results

    If you are interested in FSPanelStudio:

    FSPanelStudio Review:

    http://www.flightsim.com/vbfs/conten...S-Panel-Studio

    FSPanelStudio Purchase:

    http://www.fspilotshop.com/flight1-p...u9pf7s1nhcr5r2
    Milton Shupe
    FS9/FSX Modeler Hack

    My Uploads at SOH - Here
    Video Tutorials - Gmax for Beginners

  15. #65

    Gmax 1.2 for the Beging Modeler v47-Generating Flight Models

    NOTE: This is the Final Video in the Tutorial Series
    Here's hoping that these tutorials finally get you over that early gmax learning hump. :-)

    -----------------------------------------------------------------
    Gmax 1.2 for the Beginning Modeler #47 - Generating Flight Models


    Objective: Discuss Tools to generate and Test Flight Model

    Youtube link: https://youtu.be/egbuHW_VxQw

    Author: Milton Shupe

    Topics:
    1) Generating a flight model, or Flight Dynamics
    2) The air and cfg files
    3) Tools
    a) AirEd and AAM - http://www.aero.sors.fr
    b) Airwrench - http://www.mudpond.org/
    c) AFSD - http://www.aero.sors.fr
    d) Test Panels - http://www.mudpond.org/
    e) FS Internals on Flight Model Development - http://www.aero.sors.fr/fsairfile.html

    4) SDK's - http://www.aero.sors.fr
    5) Aircraft Development support websites:

    FSDeveloper - http://www.fsdeveloper.com/forum/for...t-dynamics.65/
    AVSIM - http://forums1.avsim.net/index.php?showforum=122
    Milton Shupe
    FS9/FSX Modeler Hack

    My Uploads at SOH - Here
    Video Tutorials - Gmax for Beginners

  16. #66
    Hi Milton,

    Working on video #20 now. Amazing and helpful throughout. And I like the default speed of the videos, helps things sink in better. After watching video #19 could you comment some on how you build the prop blade? Is it just a cylinder that is shaped and then rotated and then tips are rounded off using extrude?

    And I noticed you are building the aircraft fuselage as a whole, and I have gotten some previous advice that it should be built as one half only at first, and then copied to the other side, therefore ending up with identical aircraft sides when copied. Is that just a personal preference, so it does not really matter which way I go about it?

    Diving into video 20 now, very gratefully. :-)

    Best regards,
    Melo

  17. #67
    Quote Originally Posted by Melo View Post
    Hi Milton,

    Working on video #20 now. Amazing and helpful throughout. And I like the default speed of the videos, helps things sink in better. After watching video #19 could you comment some on how you build the prop blade? Is it just a cylinder that is shaped and then rotated and then tips are rounded off using extrude?

    And I noticed you are building the aircraft fuselage as a whole, and I have gotten some previous advice that it should be built as one half only at first, and then copied to the other side, therefore ending up with identical aircraft sides when copied. Is that just a personal preference, so it does not really matter which way I go about it?

    Diving into video 20 now, very gratefully. :-)

    Best regards,
    Melo
    Melo, thank you; happy the videos are proving useful to you.

    Re: Prop blades - I've built them several different ways. Probably the easiest is to use a cylinder standing vertically to start with around 8-10~ segments. Use non-uniform scale to flatten (all but the shank end), and shape the leading/trailing edges out from the rounded shank. Shape width wise using non-uniform scale. Once you have the shape you want, then go to the Top view, and start gentle twists of the blade segment vertices using the rotate tool. Your data should have the targeted twist at the 30"~ station. Compare your result to pictures of your blade and tweak to perfection.

    Re: Fuselage - I do it both ways usually in the same project. I keep both sides together because its the only way to use the non-uniform scale tool effectively (and I use that often). If I am focused on reconstructing a lot of polys by hand on one side, (which I do often for clean mesh), I will then delete one side, clone the remaining side, set the X pivot to 0.0, clone and mirror, and put the halves back together with a Weld at .004m. Because that project fuselage was a cylinder, there were no real mesh anomalies to cause me to have to do that.

    I did however do that when making the windshield framework because of having to adjust so many vertices. It was simpler to adjust one side, clone and mirror.
    Milton Shupe
    FS9/FSX Modeler Hack

    My Uploads at SOH - Here
    Video Tutorials - Gmax for Beginners

  18. #68
    Quote Originally Posted by Milton Shupe View Post
    Melo, thank you; happy the videos are proving useful to you.

    Re: Prop blades - I've built them several different ways. Probably the easiest is to use a cylinder standing vertically to start with around 8-10~ segments. Use non-uniform scale to flatten (all but the shank end), and shape the leading/trailing edges out from the rounded shank. Shape width wise using non-uniform scale. Once you have the shape you want, then go to the Top view, and start gentle twists of the blade segment vertices using the rotate tool. Your data should have the targeted twist at the 30"~ station. Compare your result to pictures of your blade and tweak to perfection.

    Re: Fuselage - I do it both ways usually in the same project. I keep both sides together because its the only way to use the non-uniform scale tool effectively (and I use that often). If I am focused on reconstructing a lot of polys by hand on one side, (which I do often for clean mesh), I will then delete one side, clone the remaining side, set the X pivot to 0.0, clone and mirror, and put the halves back together with a Weld at .004m. Because that project fuselage was a cylinder, there were no real mesh anomalies to cause me to have to do that.

    I did however do that when making the windshield framework because of having to adjust so many vertices. It was simpler to adjust one side, clone and mirror.
    Hi Milton,

    Thanks for the advice on building the prop. The first prop I will need to build is a Spitfire prop. Building a Mk XI PR Spitfire will be my second Gmax project. My first Gmax project is a jet, so will not need any props. But the fuselage of the jet will get rebuilt again (for the third time now), after watching and absorbing your great video tutorials. Learned a lot and see many ways I can improve on my previous efforts. :-)

    For the Spitfire build I have excellent fuselage cross section drawings so that should be easy to get very accurate. For the jet project, I don't have good cross sections so I will restart with cylinders. Thanks again for the great help!

    I am on video #25 now, so am more than half way through your series.

    Best regards,
    Melo

  19. #69
    There's a pretty good prop modeling tutorial here: https://youtu.be/5Qv-jRK3IW0

    It's for 3DS max but you can adapt this pretty easily to Gmax.
    Barry

  20. #70
    Quote Originally Posted by bdf369 View Post
    There's a pretty good prop modeling tutorial here: https://youtu.be/5Qv-jRK3IW0

    It's for 3DS max but you can adapt this pretty easily to Gmax.
    Thanks for posting. It is almost exactly how I do it in gmax. But he is faster of course, its Gibbage. :-)
    Milton Shupe
    FS9/FSX Modeler Hack

    My Uploads at SOH - Here
    Video Tutorials - Gmax for Beginners

  21. #71
    Hi Barry,

    Thanks a lot! That is just what I was looking for. Very helpful. Saving that link to my resource list. :-)

    Best regards,
    Melo

  22. #72
    Hi Milton,

    As of today have got through the first 35 videos. They are excellent! Can't thank you enough. :-)

    I am already thinking through in my head many ways I can fix/improve the current aircraft project I was working on. Going to get through the rest of your videos though before I dive back in.

    One thing you mentioned in one of the recent videos that I don't have in my Gmax setup is the "Max Script Tag Tool". Can you please advise where I can finds that to add it to my Gmax setup?

    Thanks!

    Best regards,
    Melo

  23. #73
    Quote Originally Posted by Melo View Post
    Hi Milton,

    As of today have got through the first 35 videos. They are excellent! Can't thank you enough. :-)

    I am already thinking through in my head many ways I can fix/improve the current aircraft project I was working on. Going to get through the rest of your videos though before I dive back in.

    One thing you mentioned in one of the recent videos that I don't have in my Gmax setup is the "Max Script Tag Tool". Can you please advise where I can finds that to add it to my Gmax setup?

    Thanks!

    Best regards,
    Melo
    Melo,

    Thank you for your comments. I agree, watch all, then go back as you need to refresh. That helps to complete the big picture before you dive in.

    Last time I went to get that link, I had trouble finding it. But Google search with "FS Alpha Tag tool" found it right away.

    I could provide a direct link but that would be inappropriate to the creator, here is a link to his tutorials that also includes a link to the Tagtool download about 3/4 way down the page.

    Bruce and I were learning Gmax at the same time and he was instrumental in helping me work thru the mapping process ... we were learning at about the same pace, he was creating tutorials for me, and I was applying the methods almost real time.

    http://www.fsalpha.com/tutorials/tutorials.shtml
    Milton Shupe
    FS9/FSX Modeler Hack

    My Uploads at SOH - Here
    Video Tutorials - Gmax for Beginners

  24. #74
    Hi Milton,

    (I tried replying with quote first, but my spacebar would not work in that instance, even after a PC reboot)

    Thanks, yes I agree that it is best to get through the whole series first!

    I have the Tag Tool installed in my Gmax now, thanks a lot. I had actually been to his site before a while back, just did not realize the importance/relevance of the Tag Tool program at that point. Learning something new every day. :-)

    I was also reviewing your video #30 about exporting from Gmax into FS9, and was wondering about the Middle Man 1.3 program you are using. I did a search on the web and after some searching was able to find Middle Man version 1.3 beta 3. Is that the most current version available? I did see the the original download links are now gone.

    Can you also comment on the model commander program? Is it useful as well for the Gmax to FS9 import process?

    On to the next video to learn about texturing! :-)

    Thanks again!

    Best regards,
    Melo

  25. #75
    Melo,

    That would be the one according to my version.

    Middleman and MdlCommander work together to do the export providing a GUI interface and other fixes to improve your model. Hopefully your download got you both of them.

    See attached.

    Once you are ready to use them, check your options settings against my posted options.

    You must also select under the Options tab - Specular Fix and Compile X File Check Boxes
    Attached Thumbnails Attached Thumbnails HOMEUNIT-2017-feb-21-021.jpg   HOMEUNIT-2017-feb-21-022.jpg   HOMEUNIT-2017-feb-21-023.jpg  
    Milton Shupe
    FS9/FSX Modeler Hack

    My Uploads at SOH - Here
    Video Tutorials - Gmax for Beginners

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