• There seems to be an up tick in Political commentary in recent months. Those of us who are long time members of the site we know that Political and Religious content has been banned for years. Nothing has changed. Please leave all political and religiours commentary out of the fourms.

    If you recently joined the forums you were not presented with this restriction in the terms of service. This was due to a conversion error when we went from vBulletin to Xenforo. We have updated our terms of service to reflect these corrections.

    Please note any post refering to a politicion will be considered political even if it is intended to be humor. Our experience is these topics have a way of dividing the forums and causing deep resentment amoung members. It is a poison to the community. We apprciate compliance with the rules.

    The Staff of SOH

  • Server side Maintenance is done. We still have an update to the forum software to run but that one will have to wait for a better time.

Model Converter X Question and Help

Any idea about the rotor or prop animation? I have found nothing that seems right. 

Hi,
I found the following instructions in a thread over on FSDeveloper
http://www.fsdeveloper.com/forum/th...-model-conversion-an-experiment.427512/page-6

I haven't had a chance to play with it yet myself so don't know how clear/easy/painful it might be.

1. Import your fs9 plane into MCX, delete everything except the prop. Export as prop0still.X​
2. Export again as prop0slow.X​
3. Import your fs9 plane again into MCX but get the prop disc to show by entering high numbers in the condition variables. Delete everything except the prop. Export as prop0blur.X​

4. Import a simple FSX native single prop plane into MCX. Delete everything except the prop. Export FSX mdl.​
5. There should be 3 animations for the prop. Delete the slow and the blurred prop. Export as FSXprop0still.X.​
6. Import the mdl from step 4. Delete still and blurred prop. Export as FSXprop0slow.X.​
7. Import the mdl from step 4. Delete still and slow prop. Export as FSXprop0blur.X.​

8. The fsx X files will contain the magic visibility conditions needed for your fs9 prop. Open the 2 "still" X files in notepad and copy over the PartData code from between​
'Frame frm_partX {'​
and​
'FrameTransformMatrix {'​
Don't change the filename.​
9. Import the edited prop0still.X into MCX, make sure it's assigned the prop0still animation, export as FSX mdl.​
10. Repeat for slow and blurred prop.​
11. In MCX delete the prop from your previously converted plane. Merge in the 3 new mdls, export. Done.​

It's critical that you insert the relevant visibility condition into each version of the prop.​

Gavin
 
1. Import your fs9 plane into MCX, delete everything except the prop. Export as prop0still.X​
2. Export again as prop0slow.X​
3. Import your fs9 plane again into MCX but get the prop disc to show by entering high numbers in the condition variables. Delete everything except the prop. Export as prop0blur.X​

4. Import a simple FSX native single prop plane into MCX. Delete everything except the prop. Export FSX mdl.​
5. There should be 3 animations for the prop. Delete the slow and the blurred prop. Export as FSXprop0still.X.​
6. Import the mdl from step 4. Delete still and blurred prop. Export as FSXprop0slow.X.​
7. Import the mdl from step 4. Delete still and slow prop. Export as FSXprop0blur.X.​

8. The fsx X files will contain the magic visibility conditions needed for your fs9 prop. Open the 2 "still" X files in notepad and copy over the PartData code from between​
'Frame frm_partX {'​
and​
'FrameTransformMatrix {'​
Don't change the filename.​
9. Import the edited prop0still.X into MCX, make sure it's assigned the prop0still animation, export as FSX mdl.​
10. Repeat for slow and blurred prop.​
11. In MCX delete the prop from your previously converted plane. Merge in the 3 new mdls, export. Done.​

It's critical that you insert the relevant visibility condition into each version of the prop.

It should no longer be necessary to edit .X files, save as MDL instead.
Then add the visibility conditions with MCX
http://www.scenerydesign.org/2015/10/hierarchy-viewer-becomes-hierarchy-editor/

However, I haven't yet tested this myself.
 
It should no longer be necessary to edit .X files, save as MDL instead.
Then add the visibility conditions with MCX
http://www.scenerydesign.org/2015/10/hierarchy-viewer-becomes-hierarchy-editor/

However, I haven't yet tested this myself.

But I did... :untroubled: and it works as you said Essex.

So there is no need to do any .x tweak. It was a cool way around until Arno made the improvement in MCX and definitively helped me a lot to learn, but today is not needed.

However props are not as straight as it looks like, because you need the same part 2-3 times (depends on how accurate you want it) to show the props at least on a static (still) mode or rotating (blurred) mode. The set of parts need different animations and different visibility conditions.

I'll try to put it in a way that make sense and I'll posted. (It works like a charm by the way, well worth the fuss)

Antonio
 
As promised. Please let me know if the guide is clear enough or how can be improved.

Antonio
 

Attachments

  • Adding propeller animation with MCX HT.doc
    266.5 KB · Views: 11
As promised. Please let me know if the guide is clear enough or how can be improved.

Antonio

Hi,
Just read thru this and it looks very clear
Except 2 minor queries.

1) your instructions say
29. Find the discs.
30. Change the “visibility condition” to N1_0_blurred in all of the parts.​
Why is the visibility condition N1_0_blurred rather than prop_blurred?

2) Do you need to change the GUID for each of prop models that get exported or do you just change the GUID once for the whole model after it has been completed (Assuming you even want to change the GUID, I tend to change them just so there is no problem comparison testing the FS9 version and the FSX version)

Thanks
Gavin
 
N1_0_blured I think it may have to do with the level of throttle that will be involved, but I'm just guessing. That is what I found in other models, instead of using prop_0_blured. To be honest I had tried prop_0_blured in the past with very limited success, so when I found this other option, and worked from the beginning, I stuck with it. Welcome more experimenting and reporting of course.

At the beginning, I used to change the GUIDs until I noticed that did not make any difference therefore I don't change the GUID anymore. I do not have fs9 installed, so I always check on FSX or P3D, and I always keep one and only one model at a time, so no conflicts. I fact all my models are now converted, I just fine tune them with new tips.

However, my quickest check is on AI Aircraft editor, before I go to the simulator.

Now we are talking, two questions:

1 Has anybody customized an animation to ensure flaps are deploy at engine start up in props? I have some for jets, but the do not work for props, I guess because some references of the code that are not present on props.

2 Has anybody learnt how to add the light halo that reflects on the ground? After conversion, that is lost. I know is an effect but I have not manged to get it attached again.

Cheers

a
 
N1_0_blured

[...]

2 Has anybody learnt how to add the light halo that reflects on the ground? After conversion, that is lost. I know is an effect but I have not manged to get it attached again.

Cheers
a

You can attach any effect to a 3d model in MCX. It's a bit of a pain though. When you define a new one, it sits in the center of the model at 0,0,0 and might not be visible. It is represented by a little red cube with a direction indicator. By entering meter values in the xyz (or xzy, not sure) coordinate fields, you can move the attachpoint around until it sits in the right spot.

HTH,
Mark
 
Thank you Mark

I explored that route in the past (a bit of development has been done in the tool since then, so I don't know if anything has improved) and got no success. I'll try it again.

By the way, someone in this thread mention about objects attached being a sort of a pain... well I recently managed with the help of quite a few in FSDeveloper to write a visibility condition that take objects away right before pushback (like blocks for instance):


**** I can't paste code without loosing bits... but the link above takes you to the thread
<name>custom_part_vis_blocks</name>
<visibility>


<code>
(A:GROUND VELOCITY,knots) 0 !=
(A:LIGHT BEACON,bool) or
if{ 0 } els{ 1 }
</code>

</visibility>


This will evaluate the entire visibility code with a zero ("false") (meaning the part won't be seen) when ground velocity is not zero or the beacon light is on. If none of these conditions are true (if one or the other condition is not true), therefore the plane is not moving and the beacon light is off, the visibility will be set to "1" ("true") so the part will be visible.

Remember, it is a visibility condition, not an animation. Has to be added to the Modeldef and the applied with MCX to the part we want disappearing.
 
Thank you Mark

I explored that route in the past (a bit of development has been done in the tool since then, so I don't know if anything has improved) and got no success. I'll try it again.

By the way, someone in this thread mention about objects attached being a sort of a pain... well I recently managed with the help of quite a few in FSDeveloper to write a visibility condition that take objects away right before pushback (like blocks for instance):


**** I can't paste code without loosing bits... but the link above takes you to the thread
<name>custom_part_vis_blocks</name>
<visibility>


<code>
(A:GROUND VELOCITY,knots) 0 !=
(A:LIGHT BEACON,bool) or
if{ 0 } els{ 1 }
</code>

</visibility>


This will evaluate the entire visibility code with a zero ("false") (meaning the part won't be seen) when ground velocity is not zero or the beacon light is on. If none of these conditions are true (if one or the other condition is not true), therefore the plane is not moving and the beacon light is off, the visibility will be set to "1" ("true") so the part will be visible.

Remember, it is a visibility condition, not an animation. Has to be added to the Modeldef and the applied with MCX to the part we want disappearing.

This is great, I was thinking about trying something similar by testing whether engine0 was on or off but you have saved me all that frustration :)
Thanks

Gavin
 
Very good success with the lights, got them working beautifully for the first time :smile:.

A bit of home work to get them done in al the models though.

Now the last bit is how to make the model use only the right part of the night texture, i.e the landing reflection ligh on the fuselage, only used when the landing light are on...?

Cheers

a
 
Night textures depend on the right parameters. Set the emissive mode to "blend" in MCX and provide a real dark night _LM texture. I use a value of around 98% darkening black PS Layer.

HTH
Mark
 
Mark, thank you, but I'm afraid it didn't work. Here is a pic of the issue:

The aircraft is asleep but the night texture is showed in full. I would like that the reflection of the landing lights on the fuselage were only visible when the landing lights are on and so on.

Cheers

Antonio
 

Attachments

  • Night texture problem.jpg
    Night texture problem.jpg
    20.6 KB · Views: 21
As far as my understanding goes:

That would require a separate texture that is mapped onto the part of the aircraft that should have that illuminated look.
I'm afraid that this is part of the 3d model, and if it's not there, the _LM way is the only way to go.


Cheers,
Mark
 
I am getting frustrated, I've tried so many things now that I can't remember... I think this is for one of those gurus in painting to unblock my path... until then, watch the space. I'm seeking for help in several forums already, but if someone has a clear definitive step by step process, please share!:untroubled:
 
Landing Lights on AI Aircraft?

HI,
I have been banging my head against this for the last few days. Has anyone managed to get landing lights working correctly on FSX conversions?

I have been playing with the HTAI Learjet 24 and 31. Managed to get all the animations working (including the turbofans by using the same technique as for props) but can't get my head around the landing lights.

When I import the FS9 model i set the g_light_states to 5 (tried it with 4 as well and got the same results). This generates the attach points. I can see them in the model viewer and can see the landing gear attach point moving with the gear.

Export the model and them bring it back into MDLX.
Now I go back into the Attached Object Editor and assign the fx_landing effect to each of the lights.
Then go into Hierarchy Editor and assign a visibility condition. I have tried Custom_light_landing_vis_gear and general_light with no success.

I am probably missing something simple but can't see what it is.

Any thoughts?

thanks
Gavin
 
Good to see this taking off.
Re: landinglights- it's trial and error, sometimes. I have a couple projects where the LL's aren't doing their thing, I don't know why. All I can suggest is keep at it.
The stores visibility conditions give fits, too. Some times it works, other times...it's an inexact science.
The fishing was great, the weather was fine, quiet nights on the boat conducive to all kinds of fun, and even a bit of time for fiddling with modelling.
Good news! Got propellers beaten, at last. View attachment 37434 View attachment 37435View attachment 37436
It does take some modelling for discs, hubs and spinners, not quite a straight ahead proposition, but it's not difficult.
I've still to do some boat maintenance, get unloaded and squared away before I can sit down, do some testing and fine tuning, and write up a couple last demo's.
The basic process is to use the n1-0 conditions- N1-0 still for the model prop, N1-0 slow and N1-0 blurred for the rotating disc- I'll package up a set of discs, hubs and other bits that'll be useful. Eventually, this stuff will get released- due diligence, you know.
 
Lazarus

Have you managed to read my guide attached to one of my previous posts? I have described a detailed process about propellers and discs. I have a more comprehensive tutorial but it is base in one of a TFS model, for which I have no permission from the author to modify, so I did not want to make it public. On both guides I describe the animations and visibility conditions that should be used, at least based on my experience. Having said that, it is pretty much as you said. I wonder if we can work all together in making a full total pdf tutorial covering the entire conversion...??

Gavin

I have no problems with the landing lights anymore, you can see here a few pics that I uploaded during the weekend.

I'll review the process and I'll post some assistance. In the interim you may want to play with the orientation of the axes. When I started, I also couldn't see the lights, it happens to be that the axes, for a reason that I don't know, are not always the same: sometimes you need to rotate them... change their orientation...

Cheers

a
 
I have no problems with the landing lights anymore, you can see here a few pics that I uploaded during the weekend.

I'll review the process and I'll post some assistance. In the interim you may want to play with the orientation of the axes. When I started, I also couldn't see the lights, it happens to be that the axes, for a reason that I don't know, are not always the same: sometimes you need to rotate them... change their orientation...

a

Thanks for this,
Been on the road for work (hate when real world interferes with my flight sim time) but am back so will start with playing around with the light orientation (just left them at the default 0, 0, 0)

thanks
Gavin
 
Probably worth to note that I do not import them from the FS9. I create them from scratch on the newly converted FSX model. Actually I also take the chance to check all the lights.

Worth to mention that the new cfg editor in MCX is a great tool for lights and contact points.


As I said I'll try to put something together during the weekend, in the mean time, bear in mind the following :


Always use Add "effect"

Under effect name I use the following (both in the FSX Effects folder): fx_landing for the reflection/splash on the ground, and fsx_navwhi for the litght spot on the aircraft (the one that simulates the actual light on the aircraft).

That is for the lights; once added/created you need to go to the material editor and add the visibility condition for the new Objects Attached: light_landing_vis will bring the effect up on the RWY and light_taxi_vis from the platform to the RWY.

If you want any of the new created Attached Objects (let's say the central gear splash light) to be visible during taxi and take off, you need to create two different Attached Objects, both with the same Position parameters and EffectName but different AttchePointName and then in the material editor you also have to change the visibility condition of course .

I have coded a variation of the landing visibility condition to use with the centre gear because the objects attached do not stick to a specific part (i.e the landing gear) so when the landing gear retracts, the spot light will disappear with the new visibility condition; with the old one it would remain as a bright spot a foot form the fuselage hanging on the void until whatever altitude they disappear, which is not really realistic. I'll put the code when I put all together.

I hope this makes sense and helps, the results are so rewarding!

Cheers

a
 
Back
Top