GMAX.

Well the German AA Project is starting to take shape. I had to pick the worst of them to start with!! LOL The Mount the Flak 38 is really something else. It's no wonder they could never produce enough of the things, they're over engineered to all beat Hades. Unlike the US Bofors this thing has got more twists and turns that a 40 ft. python. It's like some kind of sadistic erector set!!! LOL. I'm going to have to do some serious poly hacking on the lower LOD's. I'm at 1200 polys already and that doesn't include the gun carraige, gun, sights, seat, controls, magazines or the 2 man crew..... BTW, the tube in the middle is just a place holder for sizing.
View attachment 30663
 
Looking good Pen32Win.
So my system crashed and I am just now getting back up and running.
Few questions here before I move onto LOD's.
Flipping Poly's? Not sure what you are referring to here please define this step and or the process of preparing my object for LOD.

Thanks
Steve2112
 
Pen32Win
I Still taking longer to clean up the
models,sometimes longer than to build them.lol.
as well as getting rid of all hidden polys I keep
some almost hidden polys just in case you get
up real close I also get rid of unneeded vertices.
In cfs2 the engine does count polys (actually
the graphic card reads triangles)
In fsx engine unlimited polys but counts
vertices.A good read about this over at the
fsdevelopers forum.
Steve2112
Flip a poly
To model the inside of a object we can just
name a texture ds_xxx that tells the game
engine to texture both sides of a poly so now
instead of having one poly we have two and
some of these are hidden, bad for fps.
There are tutorials on the net about this.
Select a poly in editable mesh or editable poly,
clone the poly, the poly you want to flip must be
editable mesh, select poly with polygon goto
surface properties and flip, then you can attach
both polys together and have a poly with two
sides, sounds a lot of work but that way you can
model just the inside you see. ie cockpits. open
hangers. buildings with roofs blownoff etc.
Hope this helps.
lods
Make a box name xx_lod_100, make a dummy,
name dummy xx
make sure xx is x,y=0,0 and link the box to the
dummy.
clone your box name it xx_lod_080 and link that
box to dummy.
move xx (dummy) and all the models will move
together. there you have it lods.
Robert John
 
Howdy Steve;

Flipping Poly's? I didn't post anything about flipping them....????
But, Roberts post is a good take on it.

Howdy Robert,
I use "Poly" for the sake of continuity of discussion, two triangles in CFS2 = 1 Poly most everywhere else... Including GMax. Thanks for the link. I'll give it a read.
 
Ok great Guys

Looks to me like my understanding of prepping my object prior to creating LODS is on the money.
So now I will begin on my LOD's.

Thanks for the Link and Info Pen32Win and RJ.

By the way, just curious RJ what was the final Poly count on your last post of your sub pen?

Steve2112
 
Clarification

Clarification

Ok – I just want to clarify for my own sanity here.
Creating LOD’s (Level of Detail). Seems to in tale two methods, both the same however in the end.

Method 1: In GMAX - Create your object to completion, with all the bells and whistles.
Then with your object open in GMAX create another “Dummy” object and rename it on the drop down menu to match the name of your saved object.
Example: Current GMAX object – Lighthouse_Generic.
Rename “Dummy” object to Lighthouse_Generic.
With your “Dummy” or Lighthouse_Generic object selected click on “Select & Link “ button on the tool bar and while holding down the left mouse button drag your mouse over your Lighthouse_Generic_LOD_100 object. This will allow you to set up a hierarchy so that the “Dummy” object is the parent of the objects.
Repeat this step until all of your LOD objects are linked to the parent object.
Notes: Rename each LOD object LOD_100, LOD_75, LOD_50, LOD_10. And so forth.

Questions with Method 1:
Do you create "Groups" or group all of your ojects together?
Do you need to create a series of “Groups” and then rename them all to match your LOD names? Example: Group all objects within your LOD group and rename that Group Lighthouse_Generic_LOD_100 and so forth.
Can you link to a LOD Group from the parent object and then ungroup the LOD group or do you need to keep the LOD group grouped?
Notes: Seems to me that Method 1 may have some potential link gaps and that one could potentially only link to a single object within a LOD group causing the LOD to actually not function as intended.

Method 2: In GMAX – With a “New” empty project open, create an object from the “Helper” tool bar. Click on the “Helpers” button then select or click on the “Dummy” button.
In any of the four viewports, click and drag to create a dummy object. The size of the dummy does not matter.
Save your file as “Lighthouse_Generic.gmax and close.
Open your completed project Lighthouse_Generic_LOD_100 object with all the bells and whistles.
Save your file as Lighthouse_Generic_LOD_100.gmax (If it’s not already created).
Now rename your “Lighthouse_Generic_LOD_100 to “Lighthoues_Generic_LOD_75.gmax and save. Continue this method until all of your desired LOD levels are met and created.
Open each “LOD” project and remove any unnecessary poly’s and reduce your objects poly count, save and close.
Export each LOD project and click or select “Save Files” within MAKEMDL.exe. This creates your *.ASM and your *_0ASM files.
Last step: Open your “Dummy” Parent GMAX file, in GMAX and click export. When MAKEMDL.exe pops up select “Keep Files” from the “Options” tab, then select the “LOD” tab and add each LOD file as desired. Example: Lighthouse_Generic_LOD_100, and so forth.

Questions with Method 2:
Do you need to use X.Files to add to MakeMDL.exe's LOD tab?
Can you use a completed BGL? Or?
If you have to use X.Files file types then how do you create them or export them? What program creates this X.files that MakeMDL calls for when adding LOD's.

Is there another Method or process?

Just a little clarification would be great. I would actually prefer to use method 2 if it’s an option.
What are your recommendations?
Thanks

Steve2112
 
OK, picking up at the end of my post on the 7th.

You now have 5 files each with a single Group named for the LOD Level like this "Lighthouse_Lit_LOD_100"

Now Open your *_LOD_100.gmax File.

Create a Dummy Object and Name it the same Name You want the BGL to be....."Lighthouse_Lit" for example.

I put the Dummy object in the middle and make it just bigger that the object being created. I move the LOD_100 Group off to one side for the moment.

Next I Merge (File>Merge>Select the File with the next lower LOD>Select the Group from the List) the other 4 LOD's into the current file. I line them up in order across the bottom of the screen with the Dummy Object Above them. (Top View)

Next Select the Select and Link Tool. Click on your LOD_100 Group and Drag. You should see a little chain link as you move towards the Dummy Object with a dotted line trailing back to the LOD_100 Group. When you get to the Dummy object it will highlight it and you can release.

Do this for the other 4 LOD_# Groups. Now open your Track View Tool. Under Objects you should just see the Dummy Object. Click on the + sign next to it and you should then see all of your LOD Groups under it. The Dummy is the Parent, the LOD's the Children.

One last thing. Line up your groups back in the center. I use the X, Y, Z Coords at the bottom to ensure they're all in the same spot.

Then Save your work.

Now you're ready to export the whole thing.

Gotta run for a few hours......
 
Great News

Ok - So then all of the LOD's are made inside my main Gmax file.
Where I group the main object and clone it and make copies to create more LOD's? Correct?
Then I link them all to the "Dummy" object.
Then I export it.
So I take it you do not use "X" files? I take it you don't use MLDCommader? Or do you?
If so at what stage?
I have seen a few differant methods of creating LOD's and I was just curious which one you used.
Also how are you configuring your FS2002 SDK pack.
Are you changing any of your code in your Target Line:
/cfs2 /fs8- /dll /debug /fullmat /softmat /specularcanopy

Are you adding a Parameterfile? If so where are you adding it?
Lots of fun questions.

Steve2112
 
"Ok - So then all of the LOD's are made inside my main Gmax file."
After you Merge them they will be.

"Where I group the main object and clone it and make copies to create more LOD's? Correct?"
No, the Merge process will bring them into the LOD_100.gmax File as a new Group. As you go throught the Merge Process the Lower LOD Models will show up. The LOD_100 was already there when you opened the file. You'll do 4 Merges, one for each of the lower LOD's.

"Then I link them all to the "Dummy" object.
Then I export it. "

Yes, you'll have 5 Groups and the Dummy Object. Link them one at a time from the Model to the Dummy Object.

"So I take it you do not use "X" files? I take it you don't use MLDCommader? Or do you?
If so at what stage?"

Nope I use..
MakeMDL MiddleMan 1.3
Make BGL 2002 MSFS SDK 8.00.020403.01
BGLC
Raw2Sca
SCAM Compilier by LW
In that order. MakeMDL MiddleMan launches when I hit Export followed by Make BGL where I enter the Grid Coords and set the distance to appear.

I don't mess with the X files only the 0.asm files. This process I posted over in the Developers Forum....

As for as the FS2002 game pack I don't remember doing anything special to it. But, that was a long time ago.

Gotta run Steve. I'm going to be away for a few days. I'll check in to see how you're doing when I get back. Good Hunting!
 
Houston "The Eagle Has Landed"

Nice - Very Nice!
A few last questions - What determines the "Size" I don't really see any changes with the LOD's added to the BGL. Very Suttle differences so I was wondering, what is a good Size number to place in the MyObjLib.SCA file. What number do you use? Or do you leave it at Zero?
Zero seems to create what I consider a "POP" into view effect that I can't stand.
I was thinking around 35 to 40. Honestly though I have like a dozen of these lights going with NO problems, frame rates really don't even change. Smooth very smooth game play.
I’m going to really load down a hell storm mission and look for problems but I honestly don’t think I’m going to see any.
Good tutorial - Thank you very much Pen32Win. You’re the “Right Stuff”. I owe you one.:ernae:
Now off to create my model_D_0.sca file "The Damaged Object".
After that I think this puppy is ready for the show case and some beta testers.

Steve2112
 
Howdy Steve;

That's great news. For the Size it's a bit of Trial and Error. I usually start out at 0.5 and go from there. If it looks too small I bump it up to 0.6. I'll put the new object in a mission and test it out against object of a similar size and go from there. It's a bit funny but I've had the same object come out a slightly different size depending on what else is in the model. For example, those AA Troops that were originally part of the US 40mm Bofors model were done at 0.5. When I converted them to German troops and put them with the MG-42 they came out smaller than the original. So I bumped them to 0.6 and they came out the same size in CFS2.

In Make BGL I set the View Distance to 10000 Meters for most stuff. If it's a very large object I'll kick it up to 12000 or so. That way you don't get that "In Your Face" bang, pop here I am.

I'm glad I could help and look forward to seeing your finished product. Congratulations, you're a GMax Developer Now!!! LOL :ernae:
 
SIZE is the radius of the object in modeling units.

If your largest dimension is 30 meters, and you used Gmax for FS2002, then the SIZE should equal 60.

The _0.asm file will give the SIZE ( radius ) info.

SCALE determines changes in actual size by altering the modeling units proportionately.

Dick
 
Looks like I have a completed Lighthouse

A few tweaks and I think this Lighthouse will be complete.
I have to tweak the *.dp file some. I was going to give it a low - med life point but it just is way to easy to destroy. I think I will need to go with a higher life point.
Thanks for all your help guys.
Do any of your want to beta test my Lighthouse?
It's about two or three days from being beta complete still but just let me know and I will e-mail it to you.

Steve2112
 
To Steve
a program to make dps is dped 1.2, I used it once its ok.With this program you can make a full crash box and put in many effects.
Robert John.
 
Uses Dped 1.21

Yeah I use Dped 1.21. I don't think the crash boxes are very accurate though. It almost seems like there is an altitude/height limit with them. I can not seem to get my crash boxes to envelope the top of my lighthouse. I tried exaggerating my height but still the crash box falls short and doesn’t cover the top.
Strange.

Steve2112
 
Howdy Steve;

The DP "Damage Boxes" will only matter when it comes to Bombs, Bullets and Rockets hitting it.
Is that what you're saying? That you can't see bullet strikes near the top of your object?

A "Crash/Collision Box" is in the mdl/bgl. What did you end up using for the Size?
Seeing as you're doing a Lighthouse I suspect it is much taller than it is wide or long.
Did you use the height in meters for the size? Like RF said, check your asm_0.
 
Something Wicked Comes This Way....

Things are coming along pretty well here and I'm starting to feel like it's coming back. I sure picked a challenge to start over on. This has to be the most complicated Light AA Mount ever produced. If not, yikes!!!

This is the initial version of 4 I plan on doing. It's the Post Feb '43 No Shields Version done in a base coat of "Dunkelgelb nach Muster", aka Mustard Yellow. The Post '43 With Shields version will be done in the Three Color Disruptive Pattern. After that I'll go back in time and do the same two in the early war "Dunkelgrau" aka Panzer Grey.
 
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