Page 1 of 1

FSX SDK

PostPosted: Fri Sep 08, 2006 6:14 am
by Ashton Lawson
I hav a few questions about the SDK.

Do you hav to use gmax?
Can u use 3DS Max?
What sort of advanced functions are now used (bones, IK, etc.)?
How are the other developing tools (effects, gauges, terrain mappping, autogen placing, etc.)?
And most of all, are they easier to use?

This is mostly aimed at those who hav downloaded the BETA and hav the SDK tools... ;D

Please, someone answer! :o

Re: FSX SDK

PostPosted: Fri Sep 08, 2006 12:26 pm
by Fr. Bill
FSX will ship with only Max tools.  GMax tools will not be available until some time (weeks? months?) after release.

Full I-K animation including 'flexible skin' is possible.

Textures features include:

Diffuse Color
Specular Color
Self-Illumination
BUMP Mapping
Fresnel Ramp

The above facilitate reflections, specular shine, "bump" detailing, and self-shadowing, among other things.

All model animations are now key-framed and rely on XML code baked into the model. The XML code for all the "defaults" are supplied in the modeldef.xml file, and as has been the case with the 'old' MakeMDL.parts.xml file, modelers can add their own, custom code into the same file.

C style gauges are still supported, although the file extensions are now .dll instead of .gau - which really makes sense, since .gau files are really .dll files to begin with! ;)

As with FS9, XML coded gauges are the 'prefered method,' and ACES have programmed a WYSIWYG XML Gauge creation tool.

Re: FSX SDK

PostPosted: Fri Sep 08, 2006 2:17 pm
by Katahu
FSX will ship with only Max tools.  GMax tools will not be available until some time (weeks? months?) after release.


I use several scripts from Comet Cartoons which were mainly built for 3Ds Max but worked very well with Gmax. In that case, I shouldn't have any problems running Max tools in Gmax.

Re: FSX SDK

PostPosted: Fri Sep 08, 2006 3:26 pm
by Felix/FFDS
I believe that the problem is that the Max scripts are used to convert the MAX file/scene.

Since the gmax scene file format is different, that's why there is a FSMdlExp.dll module that's needed, and *that* particular MAXscript won't work on the gmax scene file.

Since Microsoft only got permissions from discreet too late in the development process, the team pressed on with the MAX script/tools, and will release the gmax converter/scripts after the fact.

Remember, it's only a matter of time, since FS-X will ship with gmax.

Re: FSX SDK

PostPosted: Fri Sep 08, 2006 4:06 pm
by Katahu
Considering Gmax's popularity in the FS community, how it has been fully utilized by many experienced and by the number of available gmax-based tutorials out there, I'm pretty sure that the ACES team will have FSX gmax-ready in no time.

Re: FSX SDK

PostPosted: Fri Sep 08, 2006 5:46 pm
by SkyNoz
Considering Gmax's popularity in the FS community, how it has been fully utilized by many experienced and by the number of available gmax-based tutorials out there, I'm pretty sure that the ACES team will have FSX gmax-ready in no time.


I second that, very popular with a well oriented group. Although with FSDS popularity growing it's almost matched lol. I'm being patient, condsidering I can work with both programs fluently. ;D

Re: FSX SDK

PostPosted: Fri Sep 08, 2006 10:04 pm
by Felix/FFDS
Microsoft has taken a bold step, releasing even the beta SDKs.  They can easily be misconstrued, although I would venture that the vast majority of those downloading the public beta at this time are players, and not modellers.

On the other hand, since only those with MAX7/8 can even use the available tools, it's no biggie.  

However, at least being able to see what is coming down the pipeline would be useful to a modeller...   :)

Re: FSX SDK

PostPosted: Sat Sep 09, 2006 5:38 am
by Ashton Lawson
Thanks guys...