Seems like there's a real opportunity here, Bill. I've been researching freeware and payware aircraft for XP, and have been highly unimpressed by what I found. The bar, it seems, is low, low, low - at least graphically. These guys are drooling over planes that are barely up to FS8 standards. They need someone like you to school 'em a little. :ernae:
Bill,
I believe you are gonna have a problem with gMax models.
The process for putting a plane in XP (this is top level) is to either create in in Plane Maker & then fly away or you can create a plane in another program (this is for the physical model only) & import it into Blender & then export it as an acf.
I made a rubber band powered glider as a test subject with full anims in Max & was able to export it as a 3ds & then import into blender & then export it for XP.
Then you have to go into plane maker & create the aircraft anyway but make the model invisible. The purpose of this as far as I can determine & admittedly I havent dug as deep as I should is that XP uses the physical model from plane maker to determine the flying characteristics of the aircraft.
I believe that I read somewhere it is possible to create a doc that is similar to our airfile but havent tried it yet.
So to answer your question, so long as you can convert your mesh into a file that Blender recognizes you are golden.
There were some funky file extensions that it supports as well as the more common 3ds & obj.
Hope this helps or at least doenst confuse you more LOL
And they need your scenery man! Imagine Plum Island in XP9! :d
Hey Boomer,
I got this first hand from the gentleman that recently uploaded a new payware Mitsubishi high detail Mu-2 biz turboprop.
You 'can' make a fake exterior model and use a 'aerodynamics' invisible model with it. Thus you can make a brick that flys like a Cessna 172 now, (like in FS).
You 'can' also adjust the planes handling so it isnt twitchy, has better this and that performances, handling, etc. I cant remember though where that file is.
This guy was really up on 'everything' concerning XP9 and making planes for it.
I know its going to be something like how people make planes for FS with tools like LightWave or Blendor, etc.. Export to this format, then open with that, and export to that format, then open with this and compile to MDL....
Just need to figure out that exact pathway...
Bill
I know its going to be something like how people make planes for FS with tools like LightWave or Blendor, etc.. Export to this format, then open with that, and export to that format, then open with this and compile to MDL....
Well I pray that you guys convert your projects/works to XP9!!!!... looking forward to see it! That would be awesome! :amen:
Eli
Bill, the single biggest stumbling block for any wannabe X-Plane developer convert will be...
...panel and gauges.
You see, all gauges in X-Plane are compiled C & OpenGL plugins...
So, your options are to either code all your gauges as custom plugins, or use the very simple "generic gauges" that're available. Even then you will likely have to compile them yourself using something like MSVC++ .NET 2003, 2005 or 2008, or one of the open source compilers such as Borland or MinGW.
Understand also that there is one, and only one 2d panel. There are no popup subpanels. Multi-monitor support is non-existent.
As far as getting any help, you may well encounter this often:
Bill, XML script wouldn't even work in FS if ACES hadn't written an XML->C parsing engine. All XML script "gauges" are converted to C "on the fly" so to speak.