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What modeling program?

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  • Moderator

What modeling program? --------------------------------------------------------------------------------As a developer, to me the most nagging question at this time is this:What modeling program will the new MS Flight title use?By now everyone who doesn't live under a rock and use a tin-can-and-string for communications should know that MS/ACES had to practically BEG Autodesk for a limited license to write the export module "one more time" for FSX.So, will MS Games Studio have someone create an asset-creation program, or will we be limited only to a professional (not to mention expensive!) current version of Max?Alternatively, might they choose to allow other free and/or inexpensive CAD software to be supported?If only Max is supported, then that would soundly ring the death knell of most (if not all) freeware development...

Fr. Bill    

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  • Commercial Member
What modeling program? --------------------------------------------------------------------------------As a developer, to me the most nagging question at this time is this:What modeling program will the new MS Flight title use?By now everyone who doesn't live under a rock and use a tin-can-and-string for communications should know that MS/ACES had to practically BEG Autodesk for a limited license to write the export module "one more time" for FSX.So, will MS Games Studio have someone create an asset-creation program, or will we be limited only to a professional (not to mention expensive!) current version of Max?Alternatively, might they choose to allow other free and/or inexpensive CAD software to be supported?If only Max is supported, then that would soundly ring the death knell of most (if not all) freeware development...
Blender 2.5 would be the best option. It would be nice if MGS team would make a Blender exporter by themselves...

Michał Puto

 

A2A Simulations | Blockhouse-C | Twitter

There are options besides 3dSM such as Maya and of course Blender. For all we know, MS licensed Valve's UDK some time ago and is using that (I really hope not though, using Unreal for one game made it feel different from what it was). I wouldn't speculate on it until MS decides to give us any information on whether or not this can be modded. Now if someone has an inside track and can find out without having an NDA broken, then by all means, let people know.  :(

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Mike Shannon

 

 

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That’s a very important question.It is probably one of the most important - for ongoing success with the core audience.I think MS should strive to support ALL modeling programs :)Before you say get real...I had to write a Maya to FSX exporter so I’m familiar with the details.The FSX SDK get’s full marks for providing just enough detail on the structure of the files. My number 1 wish list item is that they document the exporter with a bit more detail and challenge hobbyists/developers to write a variety of Flight exporters.The dev community is certainly skilled enough to do this.One detail that would really help is for the art pipeline to use the standard directX format.Microsoft already provides directX exporters for major 3D modeling programs – many others are available too.For convenience the FSX SDK exporter embeds custom metadata into the directX files.This means you can’t use any old X exporter – you must use the SDK exporter.One exception is the animation system. Animation is exported, not with the model in directX, but into a simple text file called model.anim Writing a .anim exporter is very easy. The compiler reintegrates the animations when you build the model.If all metadata was handled this way exporters would soon be widely available for most 3D modeling tools.Coming back to earth :) I suspect using a standard unadulterated directX exporter for the Flight art pipeline is much easier said than done.I’d just ask, when it can’t be avoided…document it well in the SDK.I suspect they’ll stay with 3DS.GMax is kind of hard to speculate about. I doubt we’ll see a Maya exporter, but I’d be delighted if they did.XSI should be mentioned too.And dare I mention sketchUp :)

My guess is that they'll be using 3DSMax. Lightwave, Cinema 4D, Maya et all are on the up, but you only have to look on 3D sites to see that 3DS is still the industry standard, it is for example, the format which the CS5 version of Photoshop chooses to import straight off the 3D menu, and anyone who has been watching Adobe for the past three iterations of CS, will know that they are really putting their heart on their sleeve as to the desire for a 3D package for Creative Suite, most recently evidenced with all that Repousse malarkey in CS5 Photoshop. 3DS is the format Adobe favours, and if it is good enough for Adobe, then it's probably still good enough for Microsoft.Al

Alan Bradbury

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Anything but .3ds, It's native format to 3d Studio, outdated DOS 3d program. I'd go with unaltered .x, .fbx or .dae files.

Michał Puto

 

A2A Simulations | Blockhouse-C | Twitter

Bill: I was wondering the exact same thing. I guess it's really not an issue Microsoft should be worried about since it's in Autodesk hands. I don't think begging will work :) We really do need a GMAX replacement and not just for the FS community, but the mod community at large. Autodesk now offers 25 of their prouducts absolutely free to students,directly through their website. So when it comes to 3dsmax, I think along with Autocad a new version could be offered once again to the general public. Those titles represent the base knowledge needed to use the the more sophisticated titles anyhow so I think there is no loss to corporate sales by giving away the least productive versions. But yeah I'm sure it'll resolve itself.

Does anyone know what modelling program MGS uses for its other games?

Gerry Howard

  • Commercial Member
Does anyone know what modelling program MGS uses for its other games?
From some job listings it looks like Halo uses a variety.
Project: 343 Industries-HALOJob Duties(s): 3D ArtSoftware Utilized: XSI, MAYAProject: 343 Industries-HALOJob Duties(s): 3D Art, Animation (Character)Software Utilized: 3D Studio Max, XSI, MAYA, ZBrush, Mudbox
As for experience generally they are calling for - Proficient in Maya, 3D Max or XSII’ve always heard...3Dmax is great for modeling.Maya’s forte is animation and dynamics.XSI evidently is an ‘elegant’ UI :) …its strength is in animations too.But, the truth is they are all very mature and capable programs and widely used. All published by AutodeskAll support Python scripting.All support Mental Ray rendering.
From some job listings it looks like Halo uses a variety.Generally they are calling for - Proficient in Maya, 3D Max or XSI
All Autodesk products?

Gerry Howard

  • Commercial Member
All Autodesk products?
Ya, as far as I know. Although I should do some fact checking :)Autodesk has quietly taken control of the entire Monopoly board. (well more or less)Not to mention of course, Autodesk dominates design, engineering, and manufacturing tools.Their big missing property is GIS.I don’t think Autodesk has managed to take over Geographic Information Systems.Kind of reminds me of those guys that sold shovels in the Gold Rush.

This is also my biggest concern.Firstly I really hope that they stick with Max (I *really* don't like Maya at all!).Secondly I hope that they will release tools and exporters for older versions of Max, especially 2008 which is what I use for FSX but also versions 7, 8 and 9 which other devs have been using for FSX (and I believe are mostly compatible).As you're all no doubt aware this software is *extremely* expensive (even worse for us UK users) and to *have* to upgrade to the latest version purely for exporters would be very painful indeed.It'd be great to see some form of new GMax for freeware devs (and/or to fix the eport issue), but I won't hold my breath.(whilst I have my concerns as a dev I think operators of flight sim stores such as 'SimMarket' and many others might have the most to be worried about if MS decides to run 'Flight' in an 'app-store' way through Live...)

  • Commercial Member

I think it’s very unlikely they will move away from 3DSmax.The penalties are just too big.The team would need 6months just to get up to speed with the nuances of the new tool.And they’d need to be dragged kicking and screaming ;)I think it’s nearly a given the team will upgrade to 3DSmax…circa 2009-2010.As far as backward compatibility…it’s an interesting question…who knows?But the best thing MS can do is help the community to build our own tools….so we don’t get in a jam.

  • Commercial Member
Blender 2.5 would be the best option. It would be nice if MGS team would make a Blender exporter by themselves...
I agree this would be the best option. This program is free, very powerful, and is constantly improved. The new version has completely redesigned UI, so it's much easier to use for beginners too.But of course it's not gonna happen. We will just get the exporters for whatever program Microsoft uses to make Flight, something from Autodesk I guess   :(

Michael

A2A Simulations

Well as long as they stick with Max I'll be happy as I think it's a really great modelling tool (have not tried Blender but am wary of other *supposedly* good modelling packages since having to use Maya a couple of years back, but that's just my opinion).Maybe a separate compiling program would be possible where you just bring in fbx files (for e.g.) allowing you to use your 3D package and version of choice? Not sure how feasible that'd be technically though.I really hope that they will offer exporters for older versions, though I suppose at some point in the not too distant future I'm going to have to bite the bullet and update to Max 2011 with subscription.

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