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Post by AirCoaster on Jan 30, 2009 10:25:44 GMT -5
Hi Gang,
I am taking a stab at doing some mods to some old scenery I did in the past, and have found the tools I need to create the scenery, np.
I've been out of the loop for some time now, and need some pointers on how to handle the object creation again. I have 3Ds Max 6.0, Gmax, and FSDS as object creation tools, but the problem is I don't remember what I need to use to convert the resulting files to .MDL . I guess maybe it is a thing with what is the best application to use, and what file extensions can be converted with that application?
I'd also like to create some of my own e-z and instant scenery objects as collections. Some of the available scenery objects for these applications don't appeal to me, too simplistic. I'd like to have more objects that are a bit more realistic.
Right now, I am working on my old home base Palmyra, Ohio for Lake Erie Air Ferry. I'm also working on voice mods, and traffic files.
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Post by Roger on Jan 30, 2009 13:31:32 GMT -5
Good news John. I'll unlock the old forum if you like?
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Post by Deleted on Jan 30, 2009 13:38:45 GMT -5
John, for scenery I'd recommend sticking with Gmax + MakeMdl for FS9 or XtoMdl from the FSX SDK for FSX. Just install the Gamepack(s) and remember to start Gmax from the shortcut(s) from inside the Gamepack(s) not from a direct shortcut. Then when you've made your model you can just export to a scenery MDL file via the File menu. Get ready to start pulling that hair out again eh
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Post by AirCoaster on Jan 30, 2009 15:15:31 GMT -5
Ok, looks like I need to dig into the drive on the wife's computer(my old one) for all the files I will need. MakeMdl, Gmax FS2004 Gamepack, what about the library thing that keeps hitting me like a Mac truck. I remember doing something with libraries, and models......UGH !!
Hair !!!! What hair !!??
Roger, give me some time, I may eventually take you up on that offer. Still a bit rusty here. I'm certain once I get things back into perspective I will give you a yell. Thanks for the offer, my friend.
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Post by Deleted on Jan 30, 2009 15:47:12 GMT -5
It isn't essential to use Arno's Library Maker - it depends on which object placer/scenery design tool you use. For FS9 I still think SceneGenX is streets ahead of the alternatives. In FS9 it allows you to place MDLs and APIs that you have downloaded or were made using EOD for example. Also, if you place MDLs with it, you can generate a GUID when you import the MDL which is why you don't need the Library Maker (which creates GUIDs when you make the library - essential though if you want to use a FS2004 model in FSX).
For FSX, though, the tool of choice has to be Scruffy Duck's Airport Design Editor (ADE) - when you use it you will find that making FSX scenery is actually easier than for FS9 with control over landclass etc that you don't get in FS9. For that you need SBuilder.
All coming back now? ;D
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Post by AirCoaster on Jan 31, 2009 20:23:58 GMT -5
Most of that makes perfect sense to me.
The last time I tried to use ADE on my x64 OS it didn't work. In fact I never did use the tool for that reason, but that was over a year ago, and I am a bit skeptical about using it for that reason. I don't want to spend a ton of time hashing out technical issues to get a tool that works on my system. With that said, I am certain from all the reviews of the tool that Jon's tool is very excellent, but until I hear otherwise on whether ADE will now work on x64 systems, I am staying clear of it.
I think I want to stay away from API being it is old technology. I think the point was missed in that last post. I know how to use Gmax and 3DS max, and I have worked with E-Z and Instant Scenery tools. So I want to stick with these for now. And besides, I have paid for these tools. I was looking for some insight into the object creation for these tools. Doing the research for how the processes work is a bit of an extra work load for me since I am attending school. So, I wanted some help to cut down on the time used for research. My weedends are the only time I have to devote to the community. I guess this will take longer than I had thought.
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Post by windrunner on Feb 1, 2009 4:24:04 GMT -5
I don't want wht you guys are tlaking about...but seems INTERESTING.
Good luck Aircoaster!
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Post by Deleted on Feb 1, 2009 6:09:04 GMT -5
John, if you want to upload for the community you are going up a blind alley with those tools. They are payware and people using your scenery if it's made using them have to have them installed. 99% of simmers don't. Don't waste your time with them. Please reconsider my advice
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Post by Tom Constantine on Feb 1, 2009 10:47:51 GMT -5
John, if you want to upload for the community you are going up a blind alley with those tools. They are payware and people using your scenery if it's made using them have to have them installed. 99% of simmers don't. Don't waste your time with them. Please reconsider my advice Actually, that's not accurate with regard to Instant Scenery or EZ-Scenery. Those and all of Konstantin Kukushkin's programs make true standalone scenery. The end user is not required to own the program like the hare-brained scheme that Lago subscribed to. For a quick look at the possibilities with those programs, download either or both of my FSX sceneries from our download page. That being said, I also recommend adding ADE to the toolbox. While there is duplication between ADE and Instant Scenery, there are unique features in each, Regarding problems with Vista64, I can't comment. I don't have it. John, good to see you back in the scenery business.
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Post by Deleted on Feb 1, 2009 19:29:35 GMT -5
I stand corrected and add this useful information to my knowledgebase. Still can't see the reason to go that route though when there are so many excellent freeware solutions out there. The main challenge is creating objects in GMax. If you can do that you're most of the way there. Placing them is the easy bit really.
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Post by Tom Constantine on Feb 1, 2009 21:01:03 GMT -5
The main challenge is creating objects in GMax. If you can do that you're most of the way there. Placing them is the easy bit really. That's for sure and a skill I have never learned I make do with the default libraries in FSX
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Post by AirCoaster on Feb 3, 2009 10:08:52 GMT -5
I guess I may have mislead on what I wanted to do, or stated it wrong. The idea is to create my own high quality builds that work well in the sim, and can be made available to E-Z, Instant, and other scenery users.
I have recently recreated Palmyra Airport, which is actually a fictious airport I used with Lake Erie Air Ferry as home base, and I used SBuilder, AFCAD or AFX, and Instant Scenery to recreate it. This gave me a layered scenery that allows me to change different aspects of the scenery without bothering the other BGLs. Ground polys, and excludes are handled by SBuilder in FS9, airport data is handled with AFCAD or AFX, and the objects are handled by Instant Scenery.
My concern is that even though some folks have spent time making useable objects for placement in FS, I find them quite simple. A lot of these objects lack detail, mostly in the textures used, and have been made to optimize poly count, which with today's computers there shouldn't be a big problem with increased poly counts with optimization. This leads to a more detailed model especially with improved textures. Those cracker box buildings just seem to take something away from the sim. Even some of the default builds are better than the third party builds when it comes to detail. And, from past experience the opposite should be true.
With the recent announcement of the FS franchise being shut-down, and FS9 & FSX being our only good outlets for our addictions, I feel we as designers & software creators we should be doing as best we can to improve what we have. Microsoft left these simulator versions open-ended and we should take ever advantage of that blessing. Hey, they could have left the sim go to Xbox and then what would we have? UGH !!! Did I say that? *grits teeth*
If any of you folks have old pics of Golden Age Aviation builds, I would be willing to try to recreate them, and make them available to the community as soon as I get things working my way?
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Post by AirCoaster on Feb 3, 2009 23:53:22 GMT -5
Just an update. A very close friend of mine, who shall remain nameless, got hold of me, and let me know that ADE works fine on Vista x64 now. So, I dowloaded it and took a stab at making a quicky airport. Here's the results after a half hours work with ADE. Its just a quicky, three runways, and connecting taxiways no fancy data work or object placement. My hat comes off to you Mr. Scuffy Duck (Jon) *takes a deep bow long with that* Thanks Jon for making an excellent and easy to use tool. ;D
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Post by AirCoaster on Feb 5, 2009 11:37:44 GMT -5
As of today, I have decided to take Roger up on his offer to reopen the old AirCoaster Scenery Forum. So, as soon as that happens I will be refreshing the management of the forum, and I will add content shortly afterwards.
If anyone has something they want me to pursue I will gladly take a stab at it. Sometimes scenery creation can be very challenging, and I think it can be almost as challenging as object and aircraft creation, and texturing and painting. So, if you have had some questions regarding scenery creation with FSX or FS9, please feel free to ask.
I am still going to school, so things might be a little slow here, but hang in there. I will try to do my best with this forum.
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Post by Roger on Feb 5, 2009 14:30:15 GMT -5
AirCoaster's is open for business again
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