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well...euh...

Do I only need to name the part to build ot, or is there anything else to do?

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Well yes...

 

From the max exporter docs (if you dont have a copy leave your email address and i'll send one)

 

II. Aircraft Model Specific Notes

A. Mesh Hierarchy

Aircraft should have meshes for all moving and detachable parts. The hierarchy should be constructed in a logical manner so when one mesh is removed, all parts attached to it would also be removed. The following is a list of sample mesh hierarchy; the exact list would depend on the particular aircraft.

 

 

	Fuselage

 Nose 

	 Canopy 

   CanopyGlass 

   CanopyInside

	 Cockpit 

 EjectionSeat 

	 Pilot Body

   Pilot Head

	 Intake 

	 GunBarrel

	 NoseGearInterior

	 NoseGearCover01

	 NoseGearCover02

	 NoseGearStrut

   NoseGearHydraulics

  	 NoseGearTire

 LeftWing

	 LeftFlap

	 LeftOuterWing 

   WingPylon01

   LeftAileron 

	 LeftMainGearInterior 

	 LeftMainGearCover01 

   LeftMaingGearCover02

   LeftMainGearStrut 

  	 LeftMainGearActuator

  	 LeftMainGearHydraulics

     LeftMainGearTire

 RightWing

	 RightFlap

	 RightOuterWing 

   WingPylon02 

   RightAileron 

	 RightMainGearInterior 

	 RightMainGearCover01 

   RightMaingGearCover02

   RightMainGearStrut 

  	 RightMainGearActuator

  	 RightMainGearHydraulics

     RightMainGearTire

Engine

VertTail

 Rudder 

LeftStab

RightStab

MainGearDoor01

MainGearDoor02

MainGearInterior

AirBrake

 

You need to use the child-parent linking tool in the top left of 3dsmax.

 

I can post screenshots of the button if you cant find it.

 

Cheers :)

 

EDIT: Had to use the code tag, pretty sweet huh :D

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so this thing is important...

 

Compared to the hole in the o-zone layer? Not really! :D

 

For strike fighters addon modding? Very much so!

 

:lol:

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Guest Sony Tuckson

thanks Dave for being so complete......

 

really appreciate your help (did you have any doubt? :wink: )

 

'cause I like the plane and can't help in any way right now :cry:

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Damwaar,

 

Just use the hierarchy tool, it's basically a linking tool where you first click on the child, then the parent. You'll see a box in the upper left in Max where there's one box with what looks like a very short chain link to another box on it's lower right. Click that first, then the child, then drag to the parent and release the mouse button. Now they should be linked. To find out hit H (brings up a selection box). Check the "Display Subtree" box down below, and now you can scroll through the model's parts to see exactly how the hierarchy is set up.

 

Just follow that guide above and you'll be fine. I ran into the same problem with the Prowler and felt like throwing in the towel after all that work, but once the child/parent things are setup correctly you'll be good to go.

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Hi modelling gurus :wink:

 

I wanted to know how do you proceed when modeling wingtip.

I'm a little bit stuck.

 

bout_aile.jpg

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I just scale it back to fit then weld the vertices around the edge to get a sharp edge.

 

cheers

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thx AD, I used this method but not convinced of the result yet.

bah, doesn't matter.

 

Another lamer question:

How is transparency managed in the sim?

Last time I tried to map a part with a color, 50% opacity, the exporter didn't export it.

then sonny told me about the mapping with a graphic file, "opacitize" it and put the tga file in the camo folder in the game.

 

BUT...

1) no export success (I know, again and again)

2) with the model, my 3ds max became as unstable as a linux 2.5.x kernel..... :(

 

any.. euh... well... idea?

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I'm goin' to redraw those damn wings...pffff

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