More on Extreme Poly models for FS9

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Lionheart has been flagging up the process recently - here's PropTrash's post with the evidence.:jawdrop:

http://www.fsdeveloper.com/forum/showpost.php?p=138470&postcount=110


image8.jpg
 
OMG, that is beautiful. Could it be possible that this venerable old sim will outlast FSX even? FS2004, slow at first for me on my modest system then, but outrageous good now with my system built to handle FSX.

The only thing truly needed are ground textures down low that would rival FSX.

Caz
 
OMG, the detail in that for an FS9 airfoil is outstanding!!
..Bring it on!!

Is that model going to be released? :jump:
 
You should see his carburetor linkages, lol... There is a mesh covered air filter, wafer style, in that air intake box! This guy has taken the record for total counts of polygons in a model in FS9. And, he says it runs totally smooth in the sim as well.

I have never seen anything like it...

And yes, its in FSDS... I never knew you could make that kind of stuff in FSDS. Check out the engine cone on the radial engine, the casting fins. They are totally smooth and very thin, which means thats a ton of polys.

When you do mega detail planes like this, normally you have a limit of 65,000 polygons. But, if you export the project in sections of under 65,000 each, then number them, and recompile, for the ASM, then again compile the ASM in BGLC-9 to a MDL file, you then have what you see here, a single FS9 MDL file with extreme polygons....!

And, if you either make the model super size and reduce it in the ASM file setting, or if you upscale the X files in Notepad (easily done, I do it in 3 min's to all of mine), then rescale back in the ASM settings, you then get around the 4MM vertice proximity limit and your small parts are PERFECT....!



Bill
 
Proptrash, IF, and when you release the

Stearman D-75N1 with a P&W Hornet E series engine rated at 875 HP for takeoff. It has a full load of 1975 vintage King Silver Crown avionics, identical 2D and 3D instruments, and probably some other cool stuff
I will be one of the first to purchase it :salute:
 
Wow! Makes me want to reinstall FS9..Proptrash seems to give the impression that he whipped the Stearman up in a day...betcha that wasnt the case
 
Wow! Makes me want to reinstall FS9..Proptrash seems to give the impression that he whipped the Stearman up in a day...betcha that wasnt the case

It looks like he's been working on it for a year, at least to me. He had to figure out the system for cracking the limits and get that working smoothly, from what he said.

Note, he also found that you can edit and create new forms of illumination in the X files. I dont know how it works but he can have several layers or levels of illumination. His gauge star-light glow mode is unreal.
 
This method is absolute genius, and the end result is mind-blowing. I never imagined FS9 poly counts could ever be beaten in this way, and now with models like this to rival FSX creations...well 'nuff said! This is fantastic, well done to all those involved, and restoring morale even more to good old FS9 users and developers.

Just cannot believe that radial engine.

Lionheart, when you say compile for the ASM and recompile in BGLC-9, can you point us to where you get these programs from? Apologies if this has already been covered.

Best,

Steve
 
Hey Steve,

The tutorial isnt created yet.

In a nutshell:
* Setup to 'save' X files (all files actually) when exporting a model. Gmax'ers use MiddleMan and Model Commander
* Export sections up to 64K, dont exceed 65K
* Have a main model and your naming hierarchy of panels being 'myplane_100.x, myplane_200.x, myplane_300.x' etc...
* Get all your X files created, one at a time, and have them in a location where they were compiled to, like your desktop.
* Adjust the X files now if you are super-scaling to bypass the 4MM limit
* Drop main X file (main exterior model) unto the 'regular and pure' MakeMDL.exe, let it run till you see the AZM and $$$ appear and shut it down. What you want here is for MakeMDL to create all your ASM files 'only'.....
* Open your main ASM file (myplane.asm) with Notepad and modify some bits. Save and exit that.
* Drop the main ASM on BGLC-9 and wait a few moments.
* A BGL file appears; 'myplane.bgl'. Rename to 'myplane.mdl' and drop that in your model folder.

Done...


Some things you modify in the ASM include VPOINT (view point distance in exterior model mode), Super_Scale (Use only if you superscaled your X files to bypass the 4MM limit, then adjust down until your plane is properly scaled again in FS9). Adjust some visuals, and include some lines in the LOD sections, about 4 to 5 places. Save, and compile in BGLC-9.


BGLC-9 is available at www.fsdevelopers.com and is a compiler that can handle what MakeMDL cannot. It knows no limits. :d

ModelCommander and MiddleMan are found in Google, done by Doc Moriarty, been around since FS2004 came out. Great program. Set/program for saving all files. Only way for Gmax people to save the X files.

When you drop the main X file on MakeMDL to create your ASM files, you will need to hit the settings tab and setup your requirements; turn off weld, optimize, and crash. Turn on Reflections.


Once you have done it 3 or 4 times, its burned in and you get very fast at it.


NOTE: I found some bugs in the Gmax system that the FSDS guys werent experiencing. For instance, naming of LOD X-files needs to be over 200, like starting at 210. Preferably in lots of 100, above 200, so start at 210, and go up. 0 thru 200 is for 'interior' LOD's, which will come out all odd in Exterior view mode in FS. I also needed to place most of my animations in the 'last' LOD package, like 'myplane_600' in my case. I also needed to place the Plexi section(s) in 'myplane_090'. Dont ask, PropTrash found that one and is a visibility thing. The plexi will actually act like a hole in the plane and you can see straight through to the sky behind it, so adding the plexi to LOD 090 causes it to be seen again and once again you see the VC within, no sky.



Bill
 
we should gain some very sweet fuselage and wing lines out of this technique too, as oleboy pointed out.

As for the level of technical detail shown in the stearman...proptrash...is he really from this planet?...Or do all modelers dream of this level of intricacy?

I know Bill does :- )
 
OMG, that is beautiful. Could it be possible that this venerable old sim will outlast FSX even? FS2004, slow at first for me on my modest system then, but outrageous good now with my system built to handle FSX.

The only thing truly needed are ground textures down low that would rival FSX.

Caz
Yep, that could bring me back into the FS9 fold full time.
 
has anyone got flying data on framerates for these models yet?

Runs smooth as glass on mine. Not the owner of a super computer, a 2 year old iMac computer with WinXP 32bit. I am also running high rez 32bit textures and its still smooth, so for me, that is a big sign of 'good'....

The Developer of that Stearman says his runs like glass also, but he has a i7 core computer.




Bill
 
we should gain some very sweet fuselage and wing lines out of this technique too, as oleboy pointed out.

As for the level of technical detail shown in the stearman...proptrash...is he really from this planet?...Or do all modelers dream of this level of intricacy?

I know Bill does :- )

I have dreamed of this for years for FS9.... FOR YEARS!!!!!!!!!


God hears our prayers, Gentlemen....
 
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