Gmax Tutorials
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  1. #1

    Gmax Tutorials

    Hello Milton,

    After the server crash, if Ickie and Co. can't rebuild the post and thread databases, can we have links in sticky threads to all your tutorials? (IIRC they were off-site)

    Thanks!

  2. #2
    Of course ... if the forums cannot be restored, I will repost everything I have record of.

    The new C-162 list of gmax exercises and tutorials is here:
    http://www.sim-outhouse.net/tut/fs9/c162/

    Most of what is listed below can be found in the link above.

    If you would like the gmax source for the C-162 created in the above tutorials, download it here:
    http://www.sim-outhouse.net/download...m/SOH_c162.zip


    Here is the Data Collection writeup:

    http://www.sim-outhouse.net/downloads/SOHTeam/data.zip

    Creating a Calibration Box for your 3-views:

    http://www.sim-outhouse.net/download...eam/CalBox.zip


    Basic GMax Video Introduction:

    Download the zip of the .avi file to play:
    http://www.sim-outhouse.net/download...basicintro.zip

    Video Tutorial on Creating the VC:

    Basic: from exterior model to a VC with gauges in 15 minutes:

    http://www.sim-outhouse.com/sohforum...uges-in-15-Min

    A little longer and older VC creation version:

    http://www.sim-outhouse.net/download...am/vcready.zip


    EDIT: Link to download QuakeIII and LithUnwrap:

    http://www.fsdeveloper.com/forum/res...resources.144/

    EDIT: Updated links to new server locations of tutorials April 2014

    EDIT: SDKs for FS9: http://www.fsdeveloper.com/forum/res...ation-pdf.171/
    Last edited by Milton Shupe; December 26th, 2016 at 16:41.
    Milton Shupe
    FS9/FSX Modeler Hack

    My Uploads at SOH - Here
    Video Tutorials - Gmax for Beginners

  3. #3
    First of all thanks for the tutorial,but I downloaded the sdk,i instaled it but it not work,then i download the resource kit but i dont know what to do,i hope you can tell me what to do,sorry for the trouble

  4. #4
    The SDK is references for Makemdl. In that you will find the names to use to name your aircraft parts. Parts have to be named correctly so that animations can be recognized and work in flight sim.

    The Resources kit has a gmax file to get you started with making a C-162. The "scene" contains a calibration box that is textured with 3-views of the C-162. The 3-views are in the resources kit folder called UVW.

    When you open gmax, you will browse to the resource kit, open the gmax folder and the gmax file for the c162. Later you will setup your file links and browse to the UVW folder for your materials or textures.

    There are also reference pictures in the kit along with reference documentation for that aircraft.

    If you are just starting with gmax, you will need to go through the tutorials to learn the basic gmax structure and tools. You must have installed gmax, gmax help, and gmax tutorials before you can do those tutorials.

    Once done you can start with this project as an exercise to see how things are done. Or, you can start with your own project. If you do that, you will need to read up on Getting Started -Data Collection, Creating a calibration box, and look at the Basics of Gmax video.

    I hope this helps.
    Milton Shupe
    FS9/FSX Modeler Hack

    My Uploads at SOH - Here
    Video Tutorials - Gmax for Beginners

  5. #5
    Thank you for your patience,the problem was that I dont have FS2004,but i am looking for it,but please if you can give me the gmax,it REALLY be helpfull thanks again for the tutorials and the help

  6. #6
    Milton Shupe
    FS9/FSX Modeler Hack

    My Uploads at SOH - Here
    Video Tutorials - Gmax for Beginners

  7. #7
    Quote Originally Posted by Milton Shupe View Post
    ... amongst other places. Unfortunately you have to register with Turbosquid to get the unlock code and although I've had no problem, they aren't always very quick to send you one.

    There is a workaround called the Gmax Registration Utility which is available from: http://www.fsalpha.com/gmax_tips/ which is also one of the other sources for gmax....

  8. #8
    At last,i can work! Thank you both i will download gmax and start learning at once!,thank you very much for all the help!

  9. #9
    Sorry for the troubles (again) but i need help in exercise two of the tutorial,i think i mess up something but i'm not so sure where if you want to look the file please tell me how i upload it.

    Thanks again

  10. #10
    You can take a screenshot (picture) of the problem by pressing the Print Scrn key on the keyboard. This works like a copy to the clipboard. Then open Paint or any graphics program and Paste from the clipboard.

    Save the screenshot to your Desktop and a .JPG.

    Now post a reply here, then go to the bottom of your reply to Manage Attachments.

    Browse to your Desktop and select your Screenshot and Upload it.

    Finish your post and the screenshot will appear.

    I hope this helps.
    Milton Shupe
    FS9/FSX Modeler Hack

    My Uploads at SOH - Here
    Video Tutorials - Gmax for Beginners

  11. #11
    Here they are,as you can see now,my windshield doesnt looks like yours,i have not deleted half of my model and,the nose is wrong (i think),if you need a specific view,please let me know

  12. #12
    It seems that your left/right calibration sides may be "flattened" and have a different pixels per foot ratio than the front/rear views. I know I had this problem early on. I readjusted the left/right sides to better coincide with the front rear relationships. I will attach that here for you. (Just click to enlarge, then right click and Save Image As) Create the right side by flipping it.

    Also, see my examples attached as what I am seeing in my exercise model. Also attaching your front view showing that the upper cowling needs to be pulled up. This is the part of modeling that simply requires a lot of vertice pushing to get it right, comparing to RW pictures, and trying to get the "face" of the aircraft to its real personality.
    Milton Shupe
    FS9/FSX Modeler Hack

    My Uploads at SOH - Here
    Video Tutorials - Gmax for Beginners

  13. #13
    CFS3 - yes. CFS1 - no; don't know what you need for that, but it isn't gmax. You'll need the CFS3 SDK from microsoft and the plug-in for gmax which you'll get at the CFS3 home site


    edit: the site is gone: get the SDK here in the Library

  14. #14
    polecat0942
    Guest
    Hate to bother you guys. I have made several attempts in the past to work with Gmax. I started working on a B24 long ago for CFS3 (Long before FirePower ever came out) and never really got too far. At that time, I set up a calbox etc., using the method described in the gmax tutorial for making a p38. Using the 4 views given in gmax: top, front, left/right, and perspective, I made my box and and fit the backround image for each view into it (of course they would always offset when I would mess with lock zoom/pan, still do). Now I've seen the calbox done in 3D like the calbox included in this tutorial but have to admit I don't understand it. When I open the calbox only the one window (user) opens up. Are you supposed to only use the one window? I guess I'm having problems understanding this first basic step. Do I no longer need the 3 or 4 other views that are present when gmax first fires up? For some reason (and having air for brains is a good one) I am having a hard time wrapping my brains around this. Any and all help will be greatly appreciated.

    Cheers,

    John

    Edit: just looked at my original B24 attempt files -- dated 2/5/2004 lol

  15. #15
    John,

    Do not use the calibration techique in the gmax tutorials ... it is faulty.

    There is a whole list of tutorials at the start of this thread. One talks about setting up calibration boxes.

    Here is a tutorial on gmax basics. Maybe it will help get you started:

    Download the zip of the .avi file to play:
    http://www.sim-outhouse.net/download...basicintro.zip

    In gmax, you have 8 basic views:
    Right, Left, Front, Rear, Top, Bottom, Perspective, and User. You can use keyboard keys to switch. E.G. R, L, K, F, B, P, and U.

    The standard views are necessary for doing certain things when strict directional alignment of your view is important. Any views not standard is the User view for panning around and getting different view perspectives.

    Watch the video I did to get a basic intro to gmax basics. Then check out the calibration tute in my first post here, then scan the C-162 tutorials for lots of helpful info.

    Milton
    Last edited by Milton Shupe; April 6th, 2014 at 10:26.
    Milton Shupe
    FS9/FSX Modeler Hack

    My Uploads at SOH - Here
    Video Tutorials - Gmax for Beginners

  16. #16
    polecat0942
    Guest
    Thanks Milt, I had no idea about the tutorial method being flawed. I'll study more and I'm sure I'll be back with more questions.

    Cheers,

    John

    Edit: I'm getting a 404 error on that link above.

  17. #17
    Last edited by Milton Shupe; April 6th, 2014 at 10:27.
    Milton Shupe
    FS9/FSX Modeler Hack

    My Uploads at SOH - Here
    Video Tutorials - Gmax for Beginners

  18. #18

    Boolean Operations

    Hi, Im wondering if anyone can correct a boolean procedure?

    I am attempting to cut a windshield in accordance with the tutorial docs and when I cut the boolean and convert it to an editable Polygon nothing appears to happen. Perhaps someone could help me along?

    Kind Regards,
    Matt.

  19. #19

    VC

    Perhaps I'm posting in the wrong area, I'm not too sure.
    I've got a bit of a test model going at the moment. I've started to make a VC, I've got two models by the time Gmax finishes its export one is "filename" the other is "filename_interior"

    When I load it into FSX, everything is good at this point however the VC eye point is too high and not far enough to the Left side of the aeroplane.
    I have tried looking in the Aircraft.cfg to find the "Camera Definition" so I can tweak that, but theres nothing there controlling VC, it just controls the Right seat etc..

    Has anyone else had similar issues and could provide feedback?

    Thanks in advance,

    Kind Regards
    Matt

  20. #20

    I've lost my G-Max toolbars...

    'Launched G-Max today and all my toolbars at the top and right side are gone. I poked about in "Customize Interface" but nothing helped. Any ideas?
    Attached Thumbnails Attached Thumbnails G-Max Missing tools.jpg  
    Website: www.robertgkelley.com
    In theory, there is no difference between theory and practice. But in practice, there is.

  21. #21
    Quote Originally Posted by hairyspin View Post
    CFS3 - yes. CFS1 - no; don't know what you need for that, but it isn't gmax. You'll need the CFS3 SDK from microsoft and the plug-in for gmax which you'll get at the CFS3 home site http://www.microsoft.com/games/combatfs3/
    The link you recommend is no longer active. I've also tried to get the CFS3 SDK from http://microsoftgamesinsider.com/CFS...ls/default.htm but nothing happens and it times me out. I'm assuming that to get a Gmax model into CFS3 I must have the SDK. Can you give me a working link? Thanks.


    edit: the CFS3 SDKs are now in the Library here at SOH
    Last edited by hairyspin; October 14th, 2017 at 13:12. Reason: updated information
    Website: www.robertgkelley.com
    In theory, there is no difference between theory and practice. But in practice, there is.

  22. #22
    Once you get the SDK, you will need some updates apparently:

    http://www.sim-outhouse.com/sohforum...tches-and-SDKs
    Milton Shupe
    FS9/FSX Modeler Hack

    My Uploads at SOH - Here
    Video Tutorials - Gmax for Beginners

  23. #23
    As Milton says and his link will point you to the SDKs and patches for CFS3. I'm at work, so will answer your other post after the kids are bunked down.
    Tom
    __________________________________________________ ___________________________________________
    Wisdom is the principal thing; therefore get wisdom: and with all thy getting get understanding. Proverbs 4:7



  24. #24
    Just a quick query,

    How are you setting up the images in GMax? Whenever I do it (Via applying a meterial) it gets really blurry. Is there a setting i've missed or just a better way to do it?

    Cheers
    Matt
    All modern aircraft have four dimensions: Length, Width, Height and Polotics. The TSR.2 simply got the first three right

  25. #25
    Lots of ways to do it depending on what version of FS you are designing for and what graphics programs you use.

    I develop for FS9, use Gmax 1.2, so I simply use 24-bit bmp or convert them to jpeg for use in gmax. They must be sized a power of 2 (256x256, 512x512, 1024x1024), or a combination of powers of 2 like 256x1024.

    When moving to FS texture folders, you then copy and convert those textures to 32-bit, DXT3, 8-bit, or whatever your FS version supports.

    Large exterior parts need large textures. Think about "pixels per foot" dividing your part length on the texture by the texture pixels L,W, or Height. This number need to be high enough to have texture clarity.

    Small aircraft fuselages might me mapped across a 1024 but a large aircraft will need halves mapped to a 1024.

    VC's also require large textures because you are so close to the detail. A small fighter cockpit panel is okay on a 1024, but a two-pilot aircraft will require you to break the panel into halves or thirds to get clarity.
    Last edited by Milton Shupe; April 6th, 2014 at 10:28.
    Milton Shupe
    FS9/FSX Modeler Hack

    My Uploads at SOH - Here
    Video Tutorials - Gmax for Beginners

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