65K Poly Limit for Max 2012; Broken!

lionheart
Posts: 997
Joined: Sat Mar 24, 2012 9:04 pm
Location: Phoenix Arizona, USA
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Postby lionheart » Sat Mar 02, 2013 11:11 pm

Hey all,





For those of you that are developing models in 3DS Max 2012 but cannot export them out because of the export size limitation, there is a breakthrough.



Arno at FSDeveloper.com has made his ModelConverterX program (known as MCX) to be able to bring in a MDL file, then 'merge' other MDL files into that one, and then export it in MDL file format (FSX / P3D).



Thus, what one can do to export their planes into the sim is to export it in chunks, up to 65,000 Polygons at a time, then 'merge' those in MCX into one MDL file, and Voila, you are done. NO more going into BFF, no more 3DS and OBJ formats to export to Gmax or Max 9 to export into FSX / P3D. All can be done in MCX in quick order. It takes hardly any time.



Once more, Manfred at FSDeveloper also has created a group BAT file which can convert all of the X/Xanim files into MDL files in a single click. No more entering things via the DOS window. This really speeds things up. A very nice, refined workflow from what it was.





If you are interested, go here for MCX:

http://www.fsdeveloper.com/forum/downloads.php?do=file&id=82



It explains the program Build status (its still a pre-launch issue). It will then take you to this page:

http://www.scenerydesign.org/development-releases/



[BAT FILE CONVERTORS]



To create the group BAT convertor file, copy paste the following file text into a Windows Notepad blank file, save it as a BAT file, what ever your name you wish it to have, but the last three letters, change those (after saving it) from TXT to BAT.



/////////////////////////BEGIN COPY NOW/////////////////////////////////





rem Move this file to C:\Program Files (x86)\Lockheed Martin\Prepar3D SDK 1.4.4747.0\Environment Kit\Modeling SDK\3DSM2012\Plugins\

rem Move F24.x and F24.xanim to same location.

rem Execute this file.



XtoMdl /XANIM /DICT:..\..\bin\modeldef.xml F24.x > F24.log



pause







////////////////////////END COPY HERE///////////////////////////////////







You will need to change things; the F24 is 'my model name' so change that to yours; F24.x adn F24.log and F24.xanim.



Change the location of the SDK Plugins folder to 'your location'on your hard drive. Everyones is different, so find out your address of your P3D Max 2012 plugins folder and change it on this.





rem Move this file to C:\Program Files (x86)\Lockheed Martin\Prepar3D SDK 1.4.4747.0\Environment Kit\Modeling SDK\3DSM2012\Plugins\

rem Move F24.x and F24.xanim to same location.

rem Execute this file.



XtoMdl /XANIM /DICT:..\..\bin\modeldef.xml F24.x > F24.log



pause









A group version of this will be like this:





///////////////////////////////BEGIN COPY HERE/////////////////////////////////



rem Move this file to C:\Program Files (x86)\Lockheed Martin\Prepar3D SDK 1.4.4747.0\Environment Kit\Modeling SDK\3DSM2012\Plugins\

rem Move F24.x and F24.xanim to same location.

rem Execute this file.



XtoMdl /XANIM /DICT:..\..\bin\modeldef.xml F24.x > F24.log



XtoMdl /XANIM /DICT:..\..\bin\modeldef.xml F24Panel.x > F24Panel.log



XtoMdl /XANIM /DICT:..\..\bin\modeldef.xml F24Pilot.x > F24Pilot.log



XtoMdl /XANIM /DICT:..\..\bin\modeldef.xml F24Cabin.x > F24Cabin.log





pause



////////////////////////////////////END COPY HERE////////////////////////////////





On the above, this converts 4 X/Xanim file sets into 4 MDL files which is done in the SDK Max2012 Plugins folder.



[MCX MDL MERGING]



Then, open MCX. Drop the main MDL file into the MCX blue window. Wait for it to fully load.

At the top, find the upside down Y shaped 'Merge' icon, click that.

On the window that pops up, click the 'Load Object' button, wait a moment, then click Merge button. Repeat until all needed model files are merged into your MDL file.

Click Export.





What I do is export one without the Pilot, which will be the Interior model, then Merge in the pilot and export as the Exterior model.





We have not found a Polygon 'amount' limit yet, so sofar it is unlimited. Another limitation in model making taken down, thanks to Arno! :)





Bill

LHC


























George-Flytampa
Posts: 61
Joined: Sun Feb 19, 2012 4:08 am

Postby George-Flytampa » Sat Mar 09, 2013 8:16 pm

Its a useless solution for scenery design :( We work from big scenes with potentially millions of polys. Breaking things up like that is like 1998.

These guys really should have fixed it properly by now. Lets hope its still planed.




WBard
Posts: 1034
Joined: Mon Aug 16, 2010 7:23 pm

Postby WBard » Mon Mar 11, 2013 10:49 am

Hey George,



I posted in another thread, but we've spent some time on them and hope to have something for you all shortly. Some of the tools had to be rearchitected and totally refactored because of how they were initially designed.


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