A slightly different x file question

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Re: A slightly different x file question

Postby FSEdge » Fri Aug 20, 2004 5:11 pm

The Optimizer will reduce the number of Faces/Polygons on the object.

Don't ever be scared to create a clone of the object in question and experiment on it until you break it ;).
You have nothing to lose that way.

You can also use the Hold function on the object too. The Hold function can be found under Edit>Hold. This works on the model by taking snapshot of the object and holds on to it until you save or exit the program. Once you have done a Hold, you can edit the object until the cows come home. If something goes wrong or you don't like what you
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Re: A slightly different x file question

Postby Abyss » Fri Aug 20, 2004 5:17 pm

Ok thanks, I think I'm going to have to spen some time playing with this although as of yet I haven't been able to fix it without completely destroying it. Yet again I have encountered another problem although this is with a different component. The error log reads:

Running model

Start! (C:\Documents and Settings\Luke Dalby\My Documents\3D Max Files\X testing\landing pod.X)
Loading X C:\Documents and Settings\Luke Dalby\My Documents\3D Max Files\X testing\landing pod.X...
Processing...
ERROR: Scaling null has a translation, ignoring it
Model units are 1024.00 units/meter
Sorting by Material...
Optimize Parts...
Welding...
Generate BGL...
Done!
WARNING: radius is too big for crash data
Generate crash tree 1 (1040 bytes)
Assembling: C:\Documents and Settings\Luke Dalby\My Documents\3D Max Files\X testing\landing pod.azm
C:\Documents and Settings\Luke Dalby\My Documents\3D Max Files\X testing\landing pod_0.asm(29) : error A2008: syntax error : pod_top
C:\Documents and Settings\Luke Dalby\My Documents\3D Max Files\X testing\landing pod_0.asm(8426) : error A2008: syntax error : pod_NonAlpha
C:\Documents and Settings\Luke Dalby\My Documents\3D Max Files\X testing\landing pod_0.asm(8430) : error A2008: syntax error : pod_skip_1
C:\Documents and Settings\Luke Dalby\My Documents\3D Max Files\X testing\landing pod_0.asm(8435) : error A2008: syntax error : pod_Cylinder05_1
C:\Documents and Settings\Luke Dalby\My Documents\3D Max Files\X testing\landing pod_0.asm(8428) : error A2206: missing operator in expression
IFMSK(4): Macro Called From
Last edited by Abyss on Fri Aug 20, 2004 5:19 pm, edited 1 time in total.
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Re: A slightly different x file question

Postby FSEdge » Fri Aug 20, 2004 6:11 pm

Shoot,

Would you be willing to send the file to me? I am about out of ideas.

I do have to ask, did you inset the smiley faces in the error log?

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Re: A slightly different x file question

Postby Abyss » Fri Aug 20, 2004 6:13 pm

Ok, I think i have pretty much fixed these vertecies now using the optimizer modifier, without loosing too much quality. I may spend a little bit more time tweaking the values to get the best effects but now it is down to the problem I have posted above. I have tried to remake this component but it gives the same error unlike a different problematic section. I hope that if you can help with this then I will be sorted. Thanks again.
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Re: A slightly different x file question

Postby Abyss » Sat Aug 21, 2004 6:04 am

Lol, i didn't notice those faces. No I didn't insert those myself. I have been able to get to the bottom of this problem though, it just came down to the fact that I thought "landing pod" would be a logical name that I would remember, however makemdl seems to think differently and didn't like this name. If I export it as any other name it works fine. I don't understand makemdl's objection to this name but I'm happy its working. My model is very nearly finished now but I still have to name the components but I don't know the names. Can you tell me where to get them please. I think they come in one of the SDks but I'm not sure which one. Thanks for the help.
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Re: A slightly different x file question

Postby FSEdge » Sat Aug 21, 2004 8:35 am

Hey Abyss,

The problems were due to the way you used the name (landing pod). MakeMDL doesn
Last edited by FSEdge on Sat Aug 21, 2004 3:14 pm, edited 1 time in total.
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Re: A slightly different x file question

Postby Abyss » Sun Aug 29, 2004 6:00 am

Sorry for long wait. For some reason 3ds max won't pick up the script. I mean it doesn't find it when i browse to it to try and run it, any ideas?Thanks yet again.
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Re: A slightly different x file question

Postby Abyss » Sun Aug 29, 2004 6:15 am

Ok, slightly embarrasing. The reason it couldn't find them is because (remeber i told you I had 3ds max installed twice in two different locations) I was looking in the wrong place. Very nice script thank you.
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Re: A slightly different x file question

Postby Abyss » Sun Aug 29, 2004 7:01 am

Again I have problems which I cannot solve myself. I am making the A-10 warthog (just so you know what I'm going to be talking about). The main problem is the whole tail section. When I get the model into flight sim the whole tail section is raised a bit ( so the horizontal section is on top of the fuselage instead of throught the centre. The the 2 verticle tails are rotated to the left so that they are not parrellel the the fuselage. Finaly the rudders are moved and rotated way away from where they should be as well as that they do not rotate in the correct direction ( they move like a person nodding their head instead of someone shaking their head). The only things I can think of are not using correct names from the list in your script, or that it could be a problem with me using the .cfg file from another aircraft. With any luck the exterior model could be finished when these problems are fixed.
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Re: A slightly different x file question

Postby FSEdge » Sun Aug 29, 2004 9:46 am

The main problem is the whole tail section. When I get the model into flight sim the whole tail section is raised a bit ( so the horizontal section is on top of the fuselage instead of throught the centre. The the 2 verticle tails are rotated to the left so that they are not parrellel the the fuselage.


Can you post a screen shoot so I can see it? That would help.

Finaly the rudders are moved and rotated way away from where they should be as well as that they do not rotate in the correct direction ( they move like a person nodding their head instead of someone shaking their head). The only things I can think of are not using correct names from the list in your script, or that it could be a problem with me using the .cfg file from another aircraft.


The rudder problem is due to the pivot point being oriented wrong. From the description it sounds like they rotate around the Y-axis. Rudders should rotate on the Z-axis. The alignment should be done while in Local system coordinate. Rotate the Z axis is it's pointing up and the X-axis is pointing out to the right.

Since the rudders actually move in FS tells me that you have used the correct naming convention.

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Re: A slightly different x file question

Postby Abyss » Sun Aug 29, 2004 10:46 am

Hmm, I don't know how to change the pivot point. I have rotated it in the hierarchy tab but that also rotates the actual rudder.
I have emailed you the pics.Thanks.
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Re: A slightly different x file question

Postby FSEdge » Sun Aug 29, 2004 5:22 pm

Hmm, I don't know how to change the pivot point. I have rotated it in the hierarchy tab but that also rotates the actual rudder.
I have emailed you the pics.Thanks.


While in the Hierarchy tab you need to select "Affect Pivot Only". From there you can move and rotate the pivot without affecting the position of the rudder. While you
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Re: A slightly different x file question

Postby Abyss » Mon Aug 30, 2004 11:40 am

Ok, its the reference coordinate system bit I can't find, where do I look to set local. It may come down to me sending you the model if you want but I'm going to keep trying for a while. Thanks.
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Re: A slightly different x file question

Postby Abyss » Mon Aug 30, 2004 5:08 pm

Right, well I found the reference coordinate system and it does slove the odd rudder rotation in fs, however it rotates the rudder model also. I do have local selected and affect pivot only.  
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Re: A slightly different x file question

Postby FSEdge » Mon Aug 30, 2004 6:10 pm

[quote]Right, well I found the reference coordinate system and it does slove the odd rudder rotation in fs, however it rotates the rudder model also. I do have local selected and affect pivot only.
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