FSDS 3.5.1
FSDS 3.5.1
The latest update that includes FSX support.
Boolean functions are broken, you will get a message pop-up saying the Boolean part has problems.
Workaround - Run FSDS 3.0 which is still in the installation folder to do the cut. Then clean up in 3.5.1 .
Boolean functions are broken, you will get a message pop-up saying the Boolean part has problems.
Workaround - Run FSDS 3.0 which is still in the installation folder to do the cut. Then clean up in 3.5.1 .
Kevin have you emailed Abacus about this?? Just curious since there are a couple other bugs with 3.5.1 as well, maybe they'll do a new update at some point.
-Mike G.
Recovering flight sim addict, constant lurker.
Check out my real life RV-8 build here: RV-8 Builder Log
Recovering flight sim addict, constant lurker.
Check out my real life RV-8 build here: RV-8 Builder Log
- nickblack423
- MAIW Veteran
- Posts: 2155
- Joined: 11 Aug 2006, 21:43
- Version: FS9
- Location: Ipswich, UK
- Contact:
Could sy please help me with LOD Model compilation in FSDS 3.5.1?
I am trying to follow the procedure in the tutorial. Up to now I have made three models - a main model and two LOD models - and now I am trying to get them compiled to one model file.
All three models are safed in project format. As long as hey are in this format, I cannot use them in the "manage model" interface of FSDS. When I save them in the Parts format, I can use them in the manage model interface and assign LOD names to them. However, I cannot compile it as long as one of the LOD models is animated. So something is not working.
Can somebody help me by giving me some hints how to get this done right.
Thanks
Andras
I am trying to follow the procedure in the tutorial. Up to now I have made three models - a main model and two LOD models - and now I am trying to get them compiled to one model file.
All three models are safed in project format. As long as hey are in this format, I cannot use them in the "manage model" interface of FSDS. When I save them in the Parts format, I can use them in the manage model interface and assign LOD names to them. However, I cannot compile it as long as one of the LOD models is animated. So something is not working.
Can somebody help me by giving me some hints how to get this done right.
Thanks
Andras
- RipPipPip
- Lieutenant Colonel
- Posts: 871
- Joined: 11 Aug 2006, 20:57
- Version: FS9
- Location: Between EPWA & EPBC, that's north of Krakozhia (?)
Please check here:
FSDS LODs for Dummies by RipPipPip:
http://www.militaryaiworks.com/forum/vi ... ht=dummies
FSDS LODs for Dummies by RipPipPip:
http://www.militaryaiworks.com/forum/vi ... ht=dummies
"For a few FPS more"

Rysiek Winawer

Rysiek Winawer
- N35W
- First Lieutenant
- Posts: 138
- Joined: 28 May 2008, 00:12
- Version: FS9
- Location: Santa Monica, California, USA
Wow, I know how you guys feel. when you decide to stick to a software type and they they don't adjust to your needs, makes you crazy.
My Question is have you ever used anything other that FSDS?
I have been trying to find just the right 3D modeling package since 1988 for creating VR enviroments.
My First Platform of operation for this was, Commodore Amiga. You guys know you you are
I started with Sculpt 3D:
Loved the vertice opitons, but no textures. execent extrutions. Get lost in the wire frames.
Imagine:
One the most powerful 3D modeling and animation programs of days gone by. This one reminds me of Gmax the most.
Textures, Textures, Textures. It's all about the quest for real looking textures. This program could supposingly do it, but was a mistical thing.
You had to do all sort of offset calcuations. When you rendered it. You needed to wait at least 1 hour to see the results.
Real 3d:
Oh My God! This was so fast on the Amiga. No Ray Tracing, But good enough. Had the ability to use altitude maps by color code. Imagine had that feature too.
JPL was kind enough to send me color coded lunar pics to make 3D terrian using this option.
Caligari:
The dawn of realtime textures. Previous packages gave you the standard 3 view window. But Caligari gave you the first interactive perspectve.
This is when Boolan operations started to become strong. Strong Ray Tracing.
Intel Platforms:
Truespace, from Caligari for the Amiga, blew the socks of 3D modeling.
Where talking about real time texture management in sphere interface objects. For the first time you could get a idea where you wanted your textures to be exactly, with out all the magic. You had booli ops and all that good stuff. A little ustable though.
Truspace3, The last one I got. All the Booli Ops solved. Added VRML2 output. Thats what I'm TalknBout! So I can make VRML97, 2 Enviroments.
Outputs, COB, ASC, X, DXF, CAN, RSD.
Includes Animation Phyisics. Very cool.
Works with VRML. Boncing balls down stairs.
GMAX, I Think I died and went to heven.
This program is very complex. Thanks to Imagine, I think they had a Idea of what Imagine was trying to do.
For the first time ever. I forgot to mention that in Truespace, even though they let you see the texture, UV texture orientation was limited.
In GMAX when your modeling in 3D space, its just like Caligai, But with huge upgrades. Axes, Axes, Axes.
Axes on every object lets you know where you are in 3D space like never before.
So forgetting my rant, about packages gone by. You guys where problibly in invested in FSDS before GMAX?
Take inventory for what FSDS does for you?
Does it have the translators to do what you need?
The people that made these packges for us know better.
I can tell you this. The Jump from Amiga 3D grahics to PC 3D was harsh.
But Caligari 3D bridged the gap between the two platforms. GMAX is worth all the crying any cussing.
Rant Over
My Question is have you ever used anything other that FSDS?
I have been trying to find just the right 3D modeling package since 1988 for creating VR enviroments.
My First Platform of operation for this was, Commodore Amiga. You guys know you you are

I started with Sculpt 3D:
Loved the vertice opitons, but no textures. execent extrutions. Get lost in the wire frames.
Imagine:
One the most powerful 3D modeling and animation programs of days gone by. This one reminds me of Gmax the most.
Textures, Textures, Textures. It's all about the quest for real looking textures. This program could supposingly do it, but was a mistical thing.
You had to do all sort of offset calcuations. When you rendered it. You needed to wait at least 1 hour to see the results.
Real 3d:
Oh My God! This was so fast on the Amiga. No Ray Tracing, But good enough. Had the ability to use altitude maps by color code. Imagine had that feature too.
JPL was kind enough to send me color coded lunar pics to make 3D terrian using this option.
Caligari:
The dawn of realtime textures. Previous packages gave you the standard 3 view window. But Caligari gave you the first interactive perspectve.
This is when Boolan operations started to become strong. Strong Ray Tracing.
Intel Platforms:
Truespace, from Caligari for the Amiga, blew the socks of 3D modeling.
Where talking about real time texture management in sphere interface objects. For the first time you could get a idea where you wanted your textures to be exactly, with out all the magic. You had booli ops and all that good stuff. A little ustable though.
Truspace3, The last one I got. All the Booli Ops solved. Added VRML2 output. Thats what I'm TalknBout! So I can make VRML97, 2 Enviroments.
Outputs, COB, ASC, X, DXF, CAN, RSD.
Includes Animation Phyisics. Very cool.
Works with VRML. Boncing balls down stairs.
GMAX, I Think I died and went to heven.
This program is very complex. Thanks to Imagine, I think they had a Idea of what Imagine was trying to do.
For the first time ever. I forgot to mention that in Truespace, even though they let you see the texture, UV texture orientation was limited.
In GMAX when your modeling in 3D space, its just like Caligai, But with huge upgrades. Axes, Axes, Axes.
Axes on every object lets you know where you are in 3D space like never before.
So forgetting my rant, about packages gone by. You guys where problibly in invested in FSDS before GMAX?
Take inventory for what FSDS does for you?
Does it have the translators to do what you need?
The people that made these packges for us know better.
I can tell you this. The Jump from Amiga 3D grahics to PC 3D was harsh.
But Caligari 3D bridged the gap between the two platforms. GMAX is worth all the crying any cussing.

Rant Over
Jeff
FSDS is easier to learn and use when it comes to AI modeling. Hence why it is popular around here.
-Mike G.
Recovering flight sim addict, constant lurker.
Check out my real life RV-8 build here: RV-8 Builder Log
Recovering flight sim addict, constant lurker.
Check out my real life RV-8 build here: RV-8 Builder Log
Many thanks Rysiek just what was needed
compiling did work. Just one question, instead of deleting the main model in the makemdl exe tabs do we not have the same effect by leaving the main model and giving it a LOD name eg xx_LOD_400.
Seems to me that this works as well.
BTW - a dummies guide to xml animation would be helpful - I mean a real basic one that says what I have to edit in order to by able to a part animated - where do I write the code of the animation and how do I get it back into the model?
Andras
compiling did work. Just one question, instead of deleting the main model in the makemdl exe tabs do we not have the same effect by leaving the main model and giving it a LOD name eg xx_LOD_400.
Seems to me that this works as well.
BTW - a dummies guide to xml animation would be helpful - I mean a real basic one that says what I have to edit in order to by able to a part animated - where do I write the code of the animation and how do I get it back into the model?
Andras
I agree with this. Even though I use xml coding, I have no idea how it is actually written. I have been able to modify some existing codes to work for other animations, but I really don't know what I'm doing. You have to remember, I have never taken a programming course (except for one in 1969 so you can imagine even if I remembered anything, it would probably not apply now.BTW - a dummies guide to xml animation would be helpful - I mean a real basic one that says what I have to edit in order to by able to a part animated - where do I write the code of the animation and how do I get it back into the model?

