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Ok guys be gentle with me here, I've made another hangar & in max itself everything looks fine to me but in game its tilted over to one side, I've tried 2 or 3 variations of it but I always end up with the same problem, strange as all the others turned out ok.

 

Have I done summat stupidly wrong & its staring me in the face.......... :dntknw:

 

post-841-0-16578400-1299701131.jpg

 

post-841-0-32495800-1299701136.jpg

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Ant,

 

Have you done a Reset XForm? (Save the file first!)

 

Then, once you're done, make sure to do a proper Transform with the pivot point.

 

Also, if this is a multiple mesh model, unlink all the parts first, then Reset XForm each part, then Transform the pivots, THEN relink the parts.

 

FC

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Blimey m8....all way above my head, But I'll look into it.....thanks.

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Well Harold, I owe you one m8, I had'nt got a clue what you were on about but with the help of the 3ds help files I did everything you said and all is now good. :clapping:

 

 

Many thanks m8.

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"Reset pivot" and "Reset XForm" can do wonders. :D

 

But there's nothing worse than modeling an aircraft, exporting it to the sim and noticing that it's backwards because the root node hasn't been oriented correctly. :lol:

 

 

 

- Edit:

Nice shelter, btw.

 

 

I still have models for grass walls in various lengths, Warsaw Pact style hardened shelters (open/closed), concrete blast deflector walls in various lengths and GDR style ramp lights in 3DS Max 9 formats that got used in a never released Trollenhagen airbase scenery in FSX.

 

If anyone wants them for SFP1/2 use, gimme a shout.

Edited by Heretic

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Another technique I use is to create a new mesh (usually a box) and set the pivot for it how I need it.

Then I attach the object I want to the box I have just made. (It takes on the pivot from the box)

Finally, I delete the verticies or faces for the box leaving only the object I want with the correct pivot.

 

Long winded but works for me when Reset Pivot or Reset XForm don't.

 

Dels

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