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Exclusion?
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Max



Joined: 10 Dec 2004
Posts: 673
Location: LQSA

Posted: Thu Aug 18, 2005 7:12 pm    Post subject: Exclusion?  

So, after two days of searching for the location, I have found a nice one and started making my airport. There was no need for flattening as the area around was flat just the way I needed it, but there are trees all over my apron and taxiways...I have tried some ways of excluding the dang trees and they always kept showing up. So, is there a more efficient way of doing it?

Also, how do I add VORs and NDBs to my airport....AFCAD can't seem to do it....or am I forgeting one step...I probably am. :roll:



Never mind for the exclusions...managed to do that after all.....the RADIO Beacons are still something I can't place anywhere.....and I really have to for this scenery.....


Also, if someone knows a program (or a list of ptograms) that would make a model made in gmax (a lil house for example) appear in FS....with the ability to place it where I want to of course....



Thanks!
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ricktobin



Joined: 21 Feb 2004
Posts: 1646
Location: Virginia Beach, Virgina USA (KNTU, KORF)

Posted: Fri Aug 19, 2005 12:47 am    Post subject: Re: Exclusion?  

Max wrote: Also, if someone knows a program (or a list of ptograms) that would make a model made in gmax (a lil house for example) appear in FS....with the ability to place it where I want to of course....

There's only one program that I know of Max, and thats MakeMDL which is part of the gmax/FS2004 Gamepack.

You can get everything you need to convert the gmax file to a .mdl file, then compile the XML file to a .bgl file from the BGLCOMP_SDK available at the MSFS site.

You'll also need gmax installed as well, so if you downloaded the gmax file from somewhere else, it won't work by simple running it through a program other than gmax.
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Max



Joined: 10 Dec 2004
Posts: 673
Location: LQSA

Posted: Fri Aug 19, 2005 1:52 am    Post subject:  

wait wait wat...how did an XML file get in the story all of a sudden? What, I need to make a mdl out of a gmax mode, then, I assume, use xml (in a proper way) to link the position and the model making the bgl file that would go in FS Scenery.....right?
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ricktobin



Joined: 21 Feb 2004
Posts: 1646
Location: Virginia Beach, Virgina USA (KNTU, KORF)

Posted: Fri Aug 19, 2005 2:05 am    Post subject:  

I didn't write the story man, I'm just telling it.

If you created a scenery object in gmax, you'd go to FILE/EXPORT (after saving it) and the MakeMDL program would automatically convert the gmax file to a .XML and a .MDL file. Then using the BGLCOMP program you'd drag the .XML file (after making the necessary edits) onto the BGLCOMP.exe icon and *poof* provided you did everything right, you now have yourself a whateveryounamedit.bgl file that is now ready to drop into your ADDON SCENERY/SCENERY folder.

I'm describing this in very crude terms here, you should read the BGLCOMP_SDK to get the exact details on how to do this. It only takes a simple typo or other mistake to cause problems. Not to mention the "Found colinear vertices within triangle" error messages that are always so much fun to see when trying to run the MakeMDL program after spending weeks building an object and then you have to search through several thousand vertices to find the friggin' colinear vertices within the triangle...nevermind, I'm getting off track here.

Get the SDK, it's a good source of information.
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