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Getting Started With Gmax

Many of us learn this the hard way, but you're much better working in this order:-

Build the model first
...Map the model second
......Animate the model LAST

That's the way I work but now I tend to do it on a per-part basis. I used to leave the mapping until all the parts were made, partly because I was afraid to do it as I didn't fully understand the process, the result was that I ended up with hundreds of parts that required mapping and it turned into a big chore. For the large parts (fuselage, wings, tail section, control surfaces etc.) I build them all and then map. For the small details I build the part, map it and then animate it if needed and then move onto the the next part.

Here's another tip for when you have multiple, small, identical parts like nuts and bolts, screw heads, hinges and brackets etc. Make a single part and map it before you copy/duplicate the part as many times as you need it as you will only have to map it once and the mapping will be carried forward in the copy process.
 
There are books for 3DSMax but none for gmax to my knowledge. Concepts are the same.
There is one other, THE gmax HANDBOOK by Clayton Crooks II/Charles River Media Game Development Series.

As far as learning Gmax (which I am) I'd say the GMAX Bible is the way to go. But THE gmax HANDBOOK is very game-oriented. It discusses various games at the end chapters, and the Quake III plug=in and LithUnwrap.
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As far as learning Gmax (which I am)...
And, happily, it's coming along well. I think I understand Transparency and Bump mapping and will put it to the test in the next few days. What I can't find (even in the Gmax Bible) is how to render a frame. (i.e. Frame #1) to check my texture mapping.
 
And, happily, it's coming along well. I think I understand Transparency and Bump mapping and will put it to the test in the next few days. What I can't find (even in the Gmax Bible) is how to render a frame. (i.e. Frame #1) to check my texture mapping.

Happy to see new blood coming about the modeling game as we old coots decide to move on.

My suggestion is to setup your project to export frequently to the sim to check your work.

Exporting your work or any part of it keeps issues at bay as you make progress.

Mapping and textures are not required, but once you map, the textures need to go to the sim to avoid parts showing as black. Good way to check mapping and textures as you move forward.

I am not familiar with your "render a frame" comment. When you export, the parts are shown in the frames appropriate for your in-sim position, i.e. on ground (frames 100-200), or in the air (frame 0-100).

Maybe an FSX modeler can speak more specifically to your question.
 
Mapping and textures are not required, but once you map, the textures need to go to the sim to avoid parts showing as black. Good way to check mapping and textures as you move forward.

I am not familiar with your "render a frame" comment. When you export, the parts are shown in the frames appropriate for your in-sim position, i.e. on ground (frames 100-200), or in the air (frame 0-100).
If I understand you correctly, I need to take my model w/ textures into the sim to see how it will look, to see if the lighting works? The plane I've shown here was done for its own sake in Carrara, and not for use in a sim. But think of it as the lower right-hand window in Gmax: the Perspective Window. I would have used the Arc Rotate tool to position the plane and then rendered a picture using a photo as the background. In many 3D apps, this is called a 'Snapshot', but in Gmax 'Snapshot means a completely different thing. Surely Gmax has a similar function?
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Gmax doesn't do renders: it is actually 3ds Max 4.2 with the rendering, file i/o and NURBS removed. Discreet made it that way so it wouldn't destroy sales of Max but could be used with the appropriate gamepack to build game add-ons. We always check our models in FS, there's no alternative when developing with Gmax.

BTW, if you're trying the P-38 tutorial in the Gmax help files, you should know the model will be backwards in FS: it's because DirectX and Gmax use different coordinate systems, one is left-handed and the other right-handed. Your model should be pointing UP in the Top view to be correct.

Also, if you hit W you maximise the viewport you're working in. ;-)
 
hairyspin

I use Model Converter X to check the model. It takes some time for my PC to convert the model from FS2004 back to CFS2 so Model Converter X is quite quick and works well for the most part.
 
That's a good idea Allen, I hadn't thought of that. CFS3 models can't be read by MCX so I haven't been down that route, plus the CFS3 exporter is pretty quick. However an FSX model with specular and bump textures would be best checked in FSX itself.
 
I use Model Converter X to check the model. It takes some time for my PC to convert the model from FS2004 back to CFS2 so Model Converter X is quite quick and works well for the most part.
A few quick questions:

(1) Where might I find the "Model Converter X" mentioned above?

(2) In "The Gmax Handbook" mentioned above, there's a section which details modeling, mapping and placing objects into Flight Simulator 2002. Would this information be the same for taking objects into CFS3?

(3) Lastly, why, when I insert a .jpg into my thread here at SimOH is there two images?
 
A few quick questions:

(1) Where might I find the "Model Converter X" mentioned above?

(2) In "The Gmax Handbook" mentioned above, there's a section which details modeling, mapping and placing objects into Flight Simulator 2002. Would this information be the same for taking objects into CFS3?

(3) Lastly, why, when I insert a .jpg into my thread here at SimOH is there two images?

#1 http://www.fsdeveloper.com/forum/resources/?order=rating_weighted
 
That's a good idea Allen, I hadn't thought of that. CFS3 models can't be read by MCX so I haven't been down that route, plus the CFS3 exporter is pretty quick. However an FSX model with specular and bump textures would be best checked in FSX itself.

That is a bad thing about CFS3. Wish some one would get the format understood. The FS2004 export is fast but I have to use MDLC to go back to CFS2 because any animations that use 100 to 200 do not work the same in CFS2 as they do in FS2004. It takes MDLC 30 secs to 1 min to convert a 5000 polygon model with 4 LOD like the stock CFS3 P-47-25 from the CFS3 SDK to CFS2.
 
Thanks on #1. I went through the list, got ModelConverterX, and downloaded a few others that looked interesting. But I'm largely unclear on what I've got. I am your classical noob here. What I need is a straight-forward set of steps to get my first model into CFS3/Wings Over Flanders Fields. (#2)

And how do I avoid #3, the repeat image?

Hairyspin can answer your CFS3 question; I only use FS9.

Regarding the posting of pictures, just select Go Advanced, Manage Attachments, next to the Upload files button, select the + sign to add buttons for each picture you wish to upload, then select the files you want, then select Upload files.
Once uploaded, each thumbnail shows with a check mark, if not check each picture to check mark it, then select Done.
You should get what I have in this post with 2 pictures.

Oh, by the way, we were all newbies once. Just keep asking and keep trying until you get there. We are here to help.
 
Land ho, Milton! I've started a new thread below on CFS3 modelling.

BTW if you use a picture hosting site you can link images directly to your post and get them full size immediately. If they're too big, the forum software will resize automatically.
 
Is G-Max still available here?

I've been poking around here, and on TurboSquid, looking for a downloadable copy of G-Max. Don't know why, but it's hard to find. Could someone please post a link?
 
Thanks for the link. My problem (seen below) is that the G-Max windows are mostly whited out. (a recent development) I had hoped that an "uninstall/re-install" would cure that, but it didn't. Any suggestions?
 

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Okay, first hit 1 (not on the number pad if your keyboard has one) to update all viewport windows. If the areas are still blocked out white and won't show anything, hit Windows + D twice to switch to desktop and back to Gmax. Finally, which video driver in Gmax are you using? In Win 7 and Win 10, I find the Direct 3D driver works best: go to Customize/Preferences... and pick the Viewports tab to find the video driver choice at lower right. Not HEIDI, leave her in the Alps where she belongs!
 
Okay, first hit 1 (not on the number pad if your keyboard has one) to update all viewport windows. If the areas are still blocked out white and won't show anything, hit Windows + D twice to switch to desktop and back to Gmax. Finally, which video driver in Gmax are you using? In Win 7 and Win 10, I find the Direct 3D driver works best: go to Customize/Preferences... and pick the Viewports tab to find the video driver choice at lower right. Not HEIDI, leave her in the Alps where she belongs!
Hitting Number 1 clears the white away, but as soon as I click anywhere with the mouse, it comes back. WINDOWS+D goes to the Desktop, then comes back clear, but as soon as I click, the white pops back as black. I'm running Windows 10 with Direct 3D enabled.

ps: I just launched 3D Studio Max and I have the same problem.
 
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