txnetcop
Charter Member
Perhaps this will help also in understand the differences:
http://www.fsinsider.com/developers/Pages/FSXEmissiveTextures.aspx
Ted
http://www.fsinsider.com/developers/Pages/FSXEmissiveTextures.aspx
Ted
When you build your plane in the design program of your choice you must run it thru a "compiler" program that takes the model you have made and turns it into a 'mdl' file used by the sim. The problem is that in FS9 you are limited by the compiler in terms of model complexity, which is typically determined by how many polygons a model uses. The "compiler" for FSX does not really have a limit like that, which allows a modeler to create a much more detailed model, especially in the vc.
The more educated simmers most probably would not complain, as they already understand that these differences exist, and are willing to live with the compromises accompanying these design challenges. You are correct, but they have done it before...Just to expand on this a little, the FS9 compiler has a poly limit of 65,000, with up to 67,000 possible at an extreme push, FSX on the other hand doesnt have this limit at all, you could create a plane with 1 million polys and it would still work and wouldnt affect frame rates at all! (with fsx its the textures which do that) now if you had to get said plane into FS9 as well, you'd have to trim off half of the polys, and still make it look the same otherwise you'd get complaints that the 2 versions are different! :isadizzy:
Just to expand on this a little, the FS9 compiler has a poly limit of 65,000, with up to 67,000 possible at an extreme push, FSX on the other hand doesn't have this limit at all, you could create a plane with 1 million polys and it would still work and wouldn't affect frame rates at all! (with fsx its the textures which do that) now if you had to get said plane into FS9 as well, you'd have to trim off half of the polys, and still make it look the same otherwise you'd get complaints that the 2 versions are different! :isadizzy:
....that dilemma has GOT to suck for developers!
Kent
And, to top Mike just a bit....our Pendercrafts Goddard edition Jupiter-2 tops in at almost 84,000 polys....yes, its FS9
Once you have a nice model you that made for FS9, you simply bring it into the 'FSX' version of Gmax and create the FSX materials, then attach all the new animations and effects, key frame everthing, and Voila, you have a FSX model. (The part animation/effect code though for the XML compiler list is challenging in FSX though, getting through all of that is time consuming).
Gotcha. That was really the most basic information I think I needed to appease me; It's just a shame it had to be with the T-34C Turbo Mentor, as I have a bit of special history with the type and was REALLY looking forward to someone doing a detailed rendition. I guess I must shelve my T-34C and E-2C expectations for another couple of years. Thanks for the info, though! Much appreciated.In the case of the T-34 I had a basic shell with a simplified cockpit that I used for making the paintkit and painting. But after a couple weeks of development and beta builds it became quite clear that the level of detail and functionality going into the cockpit (stuff FS9 just can't do for reasons described above) would not allow it to be adapted to FS9 without starting all over. A freeware guy can entertain that notion and I have been really grateful in the past when they do. It is a reluctant decision to make sometimes but in this case it had to be.