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Gmax modeling question.

PostPosted: Mon Jun 26, 2006 10:37 am
by Greg Ebnit EApilot
Is it possible to import a part from one gmax scene to another. Not looking to merge. If so how. Thanks Greg.

Re: Gmax modeling question.

PostPosted: Mon Jun 26, 2006 11:19 am
by Felix/FFDS
You don't "import" a part from one gmax scene to another, but you "merge" it.

When you merge, you don't need to merge the whole scene, you can select specific parts (or a specific part) instead of the whole thing.
Of course, your imported/merged parts will be in the same location as they were in the original scene....

Re: Gmax modeling question.

PostPosted: Mon Jun 26, 2006 1:00 pm
by Greg Ebnit EApilot
What if I import/merge a part with a name that is not already in the scene will it be recognized as a seperate part and show up and is this possible. I am trying to import/merge a part to add to a scene from another scene so that I do'nt have to creatre it in the scene I'd like import/merge to. Adding a part to the exterior of an aircraft model that has a part name not currently in the original scene. Thanks Greg.

Re: Gmax modeling question.

PostPosted: Mon Jun 26, 2006 3:40 pm
by Felix/FFDS
That's the whole idea of "merge".  Even if the part you're bringing in (hereinafter the party of the second part) has the same name as a part in your current part (the party of the first part), then you are given the choice to rename the party of the second part so as not to cause conflict and offense to the party of the first part!

Easy, right?

Re: Gmax modeling question.

PostPosted: Mon Jun 26, 2006 4:10 pm
by Greg Ebnit EApilot
Ummm I know what your saying, but I've tried to merge the two scenes and the model from the scene I'm trying to merge is not showing up either in the part list or on the screen. What it is I'm trying to do is put a smaller aircraft in my main scene as a mid air refueler wich will be named visor. Taking advantage of a key frame annimation so that when its time to refuel you can push a keyboard key and see an airplane come into view and it will hook up via keyframe and then you can refuel. What do you think of that. ;D

Re: Gmax modeling question.

PostPosted: Mon Jun 26, 2006 11:13 pm
by Travis
Sounds good on paper, but there are several problems there.

First off, when the part is merged into the scene, and you can't see it, try right-clicking and unhiding all the objects in the scene.  That usually seems to be the problem for me.

Problems will arise when you are attempting to do this certain thing in the sim.  The "refueler" will only move in the direction of the aircraft, so if you even shudder one bit, it will have that same shudder and you'll be able to see it.  There will be strange movement with the refueler because of this.

Also, where would you hide this "refueler" when it isn't being used?  You can't scale it down to have it appear when you press the button, as FS won't recognize scalable parts.  If you have it hidden below the horizon, how will you know how far down to place it?  You could put it at 100,000 below the aircraft datum, but what happens when the aircraft rolls?  It would be possible to see it (although it would be far away).

You can always try it, but don't expect any miracles. ;)

Re: Gmax modeling question.

PostPosted: Mon Jun 26, 2006 11:34 pm
by Greg Ebnit EApilot
Thanks Locke. I'll try the unhide. What I've done is take the original model removed all the uneeded parts scaled it down and named it Visor. Now if I can get it in the scene I'll keyframe it from the position of where it is attached (fueling) to the position where I will then hide the part and end the annimation. There are some models that have appearing and disappearing cargo like a helicopter download I saw here at simviation. This is the way I figure they have accomplished it. If it works then the worst that anyone would have to do is hide the visor at the start of the flight. If it does'nt import I'll just clone the model and remove the uneeded parts, maps, and animations on the clone. And put a straw on the clone. What do you think. ;D

Re: Gmax modeling question.

PostPosted: Tue Jun 27, 2006 11:24 pm
by Greg Ebnit EApilot
Well you were right. No miracle. :-[ Crash map was to big. But I did figure out how they made the appearing and dissappearing cargo they aliased the part to a light name. I was going to use light_logo but unfortunetly it did'nt work. Oh well.

Re: Gmax modeling question.

PostPosted: Wed Jun 28, 2006 8:17 pm
by Travis
Well you were right. No miracle. :-[ Crash map was to big. But I did figure out how they made the appearing and dissappearing cargo they aliased the part to a light name. I was going to use light_logo but unfortunetly it did'nt work. Oh well.


If you're willing to learn a little about XML gauges and stuff like that, you can have a specific appearance clause written into the MakeMDL that will show your aircraft cargo on a contingency basis (ie: while the aircraft is parked, locked down and powered down).  However, this is only pertinent to ACOF aircraft.  FS2k2 does not recognize XML stuff (clickable VC's, etc) so you're kinda screwed, there.

Re: Gmax modeling question.

PostPosted: Wed Jun 28, 2006 8:29 pm
by Greg Ebnit EApilot
Yeah.----- Suck! Another of my ideas that just wont fly. Get it. ;D I was thinking though that I could export the model without the crash map. I've experimented with this before at the begining of my model and if I remember correctly the sim was still able to recognize when the aircraft crashed and or landed. But for now I have to finish flight testing. Oh, and I think there is a new South Park on. Distractions, distractions, distractions.  ;DGreg