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Concave/convex question

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Whew, Gerrish! Let me (hopefully) wrap up this tired old oveburdened thread by saying a big "thanks" for the full explanation. In the end, what I take away from all of this is -- drumroll please -- I use gmax, so it shouldn't be my first concern. I was just really curious about the terminology, and I think I've got a pretty good grounding now, thanks to you guys. BTW, want to hear something funny? You apologized for your SCASM notes above, but wanted to be plain. I'm one of those upstarts that is confused by SCASM, but is starting to get comfy with BGLC. Twisted, ain't it?thanks for the help,


Bill Womack

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Hi Gerrish, your post cracked me up!Whilst not wanting to lose the thread for Bill Womack either, it looks like he's taken care of..so....... a comment about your first Para.<>It seems to me that patch objects, as they are provided for by GMAX are simply a unique fashion to arrive at a shape....once the shape is present as desired, wouldn't it be as simple as converting the object to editable mesh, for it to become supportable in fs2002?In which case learning about Patch is pretty interesting.Bob B

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Yup I have made several objects by patch modeling and then converted them so yes they are usefull in FS2002.Not sure why some people took me to task for bringing up patches they do save time and even whenconverted to meshes are not to poly heavy compared to doing a similar shape polygonaly from the start. Oh one other thing gmax hasan optimize tool no need for hand coding to "clean up" your modelsunless you like hand coding. Anyway thank you Bob for your interest! Dan

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My apologies, Dan, for misunderstanding what you were saying about patch objects and NURBS. I got the impression it was being said that one couldn't use them for FS2002, and I was obviously wrong! Any discussion about advanced techniques that we CAN use in gMax for FS2002 is, of course, very worthwhile, even though it had nothing to do with the 'headline' topic of this thread.I'm a bit ignorant about gMax myself because I simply don't need it for my own work. gMax is a fabulous 3D design tool and it's very kind of Microsoft to give us something so sophisticated for use with FS. But we will soon be seeing lots of alternative 3rd-party tools too. For my own work, I prefer to code by hand rather than use 3D tools with GUI interfaces, because my professional background is computer programming (and I'm not involved in designing complex objects!). That's why I prefer to stick with SCASM too. I spent years using assemblers, but those days are long past because there are so much more convenient ways of doing most programming work these days. I certainly won't be moving to BGLC as a tool of choice, thankyou very much, unless I want to do some section 8 'TMF' stuff and Manfred hasn't got round to updating SCASM ... But each to his own, eh.Kind RegardsGerrish

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Hi Gerrish, I'm sure there's no problems here, kind of a mutual respect society with only a minor ruffle....In re this post, It's interesting to me...I made the decision to learn scasm shortly before fs2002 came out, and was making headway with hand coded macros also, but gmax gives me a chance to experience the kind of gui used by pro 3d object designers, and that's been fun. I'm so far over my own head with what I could have done with scasm programming, but your work is fab so to each his own!Best,Bob B

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Not to worry Gerrish I to do a little coding for this sim as well(mostly to tweek the mapping of ground textures and such) I willattach a pic of a "laker" that uses both a "standard" mesh and somepatch stuff as well. Anyway like many people I use several tools todo our stuff as we (Jm and I)do both mesh scenery and ALL the 3D objects that go into doing a complete scenery package in other wordswe do a lot of hand tweaking!!. Dan

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