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static planes creation tutorial

gius

Charter Member
Hi to all,
my post is directed to the authors of static planes for Cfs2...
i've planned to make some objects from the best Cfs1 and Fs2000 planes - for example the ju52 by Pierino Primavesi - after retexturing them in Cfs2 format to enhance the realism. Is there any tutorial or, alternatively, can i receive some advice from other members who are doing that (for example Shessi)?
Thanks in advance,
Gius
 
Hi Gius,

The static AC are just copys of the stock models with the wing fold anamations locked.
The airfiles were modified so the running engine has no power or is not running at all.
I would have to check but I think I made the contact points for the wheels into skids.

Pen32Win came up with the fix for the AC falling of the carrier deck.
He changed the weight and MOI of the AC by lots. This will help them from being moved around by any wave action.

Hope this helps,
B24Guy
 
Hi B24 Guy,
Do you mean i should make a scenery bgl file with MDLC to be positioned with BglComp? and how to set the contact points?
Thanks for the reply
Gius
 
Dave,
i'm trying to create static Cfs2 bgls for static planes using Fs2000 and Cfs1 planes since most recent model models for those sims don't convert in M98toBgl.
Thanks anyway,
Gius
 
Placing destoryable objects would work better. Are you hitting the 100-ish aircraft cap and need to make aircraft that are only objetcs?
 
Placing destoryable objects would work better. Are you hitting the 100-ish aircraft cap and need to make aircraft that are only objetcs?

In that case you will occur in the DP limit, so i have in mind to make static apis or Bgls from flyable planes, but most of the best and recent Cfs1 and Fs2000 planes don't convert with MdltoBgl, and i don't know how to make static objects from the Cfs2 planes, can you help me?
Thanks
Gius

P.S. I'm making some new Gsl buildings for the ETO and i don't want to infringe the DP limit...
 
Objects made using the FS2002 makemdl.exe will work in CFS2. What you can do is use Model Converter X to open any aircraft and hope it loaded. If it loads Export it as "FSX Object X files (*.x)"

The X File format has been the same since FS2002 so why Model Converter X list it as "FSX Object X files (*.x)" I have no idea. The X file will work fine with the FS2002 and FS2004 makemdl.exe just fine.

Now Start the FS2002 makemdl.exe and load the X file and set the Model Type to Scenery. In the Scenery tab will be the Lon, Lat, Heading, View Distance and Complextiy. Do the needed inputs and hit start. You sould find a new bgl made in the same folder as the FS2002 makemdl.exe. This bgl will work fine in CFS2.

Making APIs would take more work as you would need to make use of Model Converter X, gMax and have the FS2002 SDK's FSModelExp.dle or Model Converter X, gMax and have the FS2004 SDK. My exploding object set up for FS2002 or FS2004.

I have made APIs for GroundMaker that I have used in CFS2. The APIs call for objects by the GUID number. You would get GUID numbers from when you made the object using my exploding object set up for FS2002 or FS2004.
 
Allen is correct,
but it is not as hard as one may think
Model converterX , Pay attention to the textures, convert in converterX to a .3ds file
upload the 3ds into the freeware Gmax, be sure to have the co-ordinates on hand, down
load as a .bgl..........Done
(You may have to convert the textures using a paint program)

I have used it several times on my Vietnam War scenery project:
http://www.thefreeflightsite.com/Vietnam_Projects.htm

Gmax ect... can be found here:
http://www.thefreeflightsite.com/Design.htm

Good luck,

Dave
 
It's not hard but takes time if you want to make APIs. You have to go from MCX to gMax, than back to the FS2002 MakeMDL.exe. The prob is FS2002 FSModelExp.dle needed for gMax is only found in the FS2002 Deluxe version but you can get by going the long way using the FS2004 SDK set up that is free.

The long way is MCX to gMax and edit if needed, export using FS2004 aircraft model, Open model with MCX and export as MS X file in to Explo_Objs_Using_FS2004&MCX folder as myobj.x and myobj-d.x than follow the steps to make a destroy-able object. This will make a object with a name ID and GUID ID number that can be used with APIs.

It may be qucker to just import the model into MCX and dump it out as a X file and use the FS2002 MakeMDL.exe to place the object. The FS2002 MakeMDL.exe is free it is just the FSModelExp.dle needed for gMax to save FS2002 .mdls and .bgls that isn't.
 
how to...

Hi Allen and Dave,
how, using MCX, set the the wheels down and the flaps extended and, moreover, how to set the static palne sitting on the ground?
As far as the apis, i can use FsRegen to make apis from Gmax...
Thanks,
Gius
 
I forgot that you want aircraft...

This mean you will have to dump the model as a .3ds from MCX and import it into gMax. Once in you will have to smoonth the whole model and reset the textures. Reseting the textures can be a bit of a main if the model has many texture that start with the same name. .3ds is will only hold texture names for the first 8 letter/numbers if your lucky other times it will become quite a mess and will take some guess work to get texture loaded in the right slot of Material Navigator.

With that you will have to set the aircraft how you want it by moving parts like landing gear down and then move the whole model it self so that it looks like it is on the ground.
 
How about the reverse Allen? How difficult is it to convert an API to a .bgl? There are already a large number of CFS1 static aircraft APIs that were made from CFS2 models. Can they be converted to scenery .bgls in CFS2?
 
My small understanding is that a API is nothing but a SCASM source files with some thing left blink for programs like Airport, FSSD and Groundmaker to use. You use Airport, FSSD and Groundmaker to plug in the missing bits like Lon, Lat, Heading, etc. Than they will take API and the data you input and make a BGL.

APIs can have polygon and texture data to build the object or can call for the object by it GUID number or name. I'm going to guess that any APIs that use any of the CFS1 static aircraft will call for the object by its GUID number so loading any APIs or bgl of them will not work with MCX as it don't know how to find objects by GUID number or name. (CFS1 static aircraft: B17G BF109E BF109G C47 FW190A JU88A ME163 ME262A P47D P51D SPITFIRE_MKI)

I have all of the CFS1 static aircraft that where in the CFS1 library.bgl as gMax files. The are poor looking but I have them.
 
ANY know how put static aircraft in fly deck of carriers like this?.I remember it was easy but I do not remember how. I put the aircraft like a IA and IA never start in the fly deck of the carriers.I remember a misssion with a japan carrier with stock kates over the flydeck, and its kates are static but has breaking parts and was a very nice experience of destruction.


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Hi Max,

I think the B24 guy described it in the readme?

IIRC you need to create a runway at the same height as the carrier runway, in the same location as the carrier. Make longer then the carrier deck. This runway will not move with the carrier, but it is a hard platform you can stand the AI aircraft on. If you plot the carrier to move very slowly along the length of the runway & choose "Do not evade", with a bit of juggling you can create the illusion of planes on a static (or very slowly moving) carrier deck.

OK for creating convincing screenshots, but not really usable in convincing missions IMHO
 
Hi Max,
Carrier Multi-Aircraft Take Off Tutorial. This process will place a virtual runway over the flight deck of the aircraft carrier, and allow wingmen or groups of AI aircraft, to populate or take off, from the carrier deck.

To make things easy, I created a new airbase in the airbase.dat file, (located in the CFS2\INFO folder.).

1. Create entry in airbase.dat file.

(You can have more then one just increase xxx numbers and change name)

Here is Data for the Airbases.dat file. Fill in the XXX with the next numbers in sequence and do not delete the little square eof marker.

[runway.xxx]
id=xxxx
name=Fake runway one
heading=40
allegiance=0
units_across=1
base_lat=N6* 8.70'
base_lon=E135* 4.68'
base_alt=+64
takeoff_start_pos=28,0
takeoff_stop_pos=1600,200
landing_start_pos=5000,350
landing_touchdown_pos=5,0
landing_stop_pos=150,0

2. Build mission with yourself taking off from carrier.(Start with two wingmen)
(Make sure starting speed of carrier is zero.)

(Try to make the starting heading of the Carrier either North, South, East ,or West.)

This will make things easier when you decide to advance from here.

3. Fly mission, PAUSE, then Hit Shift-Z, and write down starting info. IE- lat, lon, alt, heading.

4. Exit mission Builder.

5. Edit the new "Fake runway one" airbase entry that you placed in the "airbase.dat" file. (use data from step 3)

6. Restart mission builder and load mission.

7. Change takeoff from "Name of Carrier" to "Fake runway one" airbase.

8. Save and Exit

Note: If the carrier speed is greater than 20 knts. your wingmen will start their takeoff roll as soon as you start your engine.

A note about static AC. Open the Aircraft config. file and increase the weight and MOI. This will help keep the AC on the deck.


B24Guy
 
THANKS ,The B24 Guy and UncleTgt.

The way is not easy, yeah it is very cool but to play fast and make missions all the time is very hard.We need an easier way to do it.

I do not understand why CFS2 has a minimum height of 500ft, if you could go down to the height of the flydeck with a very small weight meaby it not impac with the carrier.
With a playeable ships is posible that the ship not impact with the wáter and so remains floating meaby the damage is deletted but this ships no impact with the carriers.

I have no idea how to manage setting the water level that comes to boats, It is possible to invent an invisible level to float in the same way in the air?.This would serve to descend to stay up to carriers and not destroyed in the attempt.
 
Take the stock carrier. import it into MCX. Export as 3DS. Take the Stock F4F and do the same. bear in mind that you will have to work with tha animations to get it to look right.

Import the models into Gmax. do all of the required editing to the F4F and carrier. Merge the models in GMax. Place the F4F on the ship as you would like. You can use the Tick18 animation tag on the prop. Then export the whole model. You will then Have a Carrier with ACs. Can be used for take offs or scenery.

Might be frame rate heavy but if you add the LODs it might not be bad. Will look Kool.

Max,
You can go lower then 500 ft by hand editing the alt in the mission.
 
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