My New Toys...

I guess I owe an apology here. Archiesoft (Ivan), I meant nothing offensive directed towards you in a personal manner. My perception in relation to my comment was justifiable considering the lack of information I knew. It appeared to me that you doing something beneficial for the Fsim community on my first response. But after response of another member, it appeared you were doing something not right (as by their response) There again, I responded accordingly (I thought). I'll chalk my response up partial intoxication, and lack of the surroundings her and what goes on

I hope you can accept my appology

OleBoy
 
I've been watching this "drama" with the dispassion that comes from having lived it oh, so many times. OleBoy's posting (above) hopefully has ended this unfortunate -- and unnecessary -- altercation. Perhaps the lesson we should take from this event is that things are not always as they first appear. If something seems amiss (or if you feel miffed) seek further clarification before firing the 16-inchers. Once "fired", they cannot be recalled; the damage is done.

Let's keep this place a respite from all the stress and crap that goes on in the rest of our lives.
- h52
 
I guess I owe an apology here. Archiesoft (Ivan), I meant nothing offensive directed towards you in a personal manner. My perception in relation to my comment was justifiable considering the lack of information I knew. It appeared to me that you doing something beneficial for the Fsim community on my first response. But after response of another member, it appeared you were doing something not right (as by their response) There again, I responded accordingly (I thought). I'll chalk my response up partial intoxication, and lack of the surroundings her and what goes on

I hope you can accept my appology

OleBoy

Oleboy,
sometime I think that is evil to converted somebody's original model, so I still find the way to keep original author's rights as possible
anyway,
don't keep this event in mind.
Ivan
 




.
.
.

FSX P-40B Test Fly in FS2004
Converting aircraft from FSX to FS9...
.
1.MDLCV4
FSX.MDL-->FSX.FSC+FSX.XML+FS9.XML
.
2.Delete FSX.FSC's [Non Normalized normal encountered] polygons for MakeMDL
.
3.FSDSV3+MakeMDL
FSX.FSC+FS9.XML-->FSX9.MDL
.
4.Test Fly in FS9
.
5.Modify the FS9.XML and FS9 keyframe for FS9.FSC
.
6.FSDSV3+.MakeMDL
FS9.FSC+FS9.XML-->FS9.MDL
.
7.FSX.XML
<Animation name="l_aileron_percent_key" guid="BAD53E9A-1958-4B22-90FE-23513D121DB3" length="100" type="Sim" typeParam2="l_aileron_percent_key" typeParam="AutoPlay" />
<Animation name="r_aileron_percent_key" guid="77DB62BE-36D4-4C03-BEA7-C4CC2A224D9D" length="100" type="Sim" typeParam2="r_aileron_percent_key" typeParam="AutoPlay" />
<Animation name="l_flap_percent_key" guid="DB029E5C-1A48-42D5-8290-EF098DFABB4F" length="100" type="Sim" typeParam2="l_flap_percent_key" typeParam="AutoPlay" />
<Animation name="r_flap_percent_key" guid="3849E47F-9088-4699-8959-EC0C54DF8015" length="100" type="Sim" typeParam2="r_flap_percent_key" typeParam="AutoPlay" />
<Animation name="elevator_percent_key" guid="69FCED03-9A10-49A7-AA82-2B79AB5B63E0" length="100" type="Sim" typeParam2="elevator_percent_key" typeParam="AutoPlay" />
<Animation name="rudder_percent_key" guid="5433B2A0-0FD9-4192-8F7D-0BA36BF7191D" length="100" type="Sim" typeParam2="rudder_percent_key" typeParam="AutoPlay" />
.
<Animation name="trimtab_l_aileron_key_pct" guid="7905EF85-3602-4B8F-B41A-29724B737217" length="100" type="Sim" typeParam2="trimtab_l_aileron_key_pct" typeParam="AutoPlay" />
<Animation name="trimtab_elevator_key_pct" guid="55DBE340-8AE1-4196-BA55-F18D8BFBE485" length="100" type="Sim" typeParam2="trimtab_elevator_key_pct" typeParam="AutoPlay" />
<Animation name="trimtab_rudder_key_pct" guid="853A6E97-948F-4B69-A291-937E9D3B3CE7" length="100" type="Sim" typeParam2="trimtab_rudder_key_pct" typeParam="AutoPlay" />
.
<Animation name="c_gear" guid="E2E339A6-FCBF-43A9-A780-3473E03AB54B" length="200" type="Sim" typeParam2="c_gear" typeParam="AutoPlay" />
<Animation name="c_tire_still_key" guid="2788AC1A-4F88-402D-88FC-01A979CE48F8" length="100" type="Sim" typeParam2="c_tire_still_key" typeParam="AutoPlay" />
<Animation name="c_tire_blurred_key" guid="4E1CC3E5-5933-445D-80E0-B0DD693125F0" length="0" type="Sim" typeParam2="c_tire_blurred_key" typeParam="AutoPlay" />
<Animation name="l_gear" guid="E6A307E6-D0D8-4CA0-8A8E-77B7EA22FFB9" length="200" type="Sim" typeParam2="l_gear" typeParam="AutoPlay" />
<Animation name="l_tire_still_key" guid="33249EA2-F0E7-4E3F-9498-754697CF50BB" length="100" type="Sim" typeParam2="l_tire_still_key" typeParam="AutoPlay" />
<Animation name="l_tire_blurred_key" guid="2C52A54A-9902-487A-A355-D00874CE7D0F" length="100" type="Sim" typeParam2="l_tire_blurred_key" typeParam="AutoPlay" />
<Animation name="r_gear" guid="77C00B94-DDA1-450A-B725-1E2B4ADF6BC8" length="200" type="Sim" typeParam2="r_gear" typeParam="AutoPlay" />
<Animation name="r_tire_blurred_key" guid="AA67F522-28C5-4D09-A246-2823D34A686B" length="100" type="Sim" typeParam2="r_tire_blurred_key" typeParam="AutoPlay" />
<Animation name="r_tire_still_key" guid="6114E2CA-5FB8-4D20-A880-56945094247F" length="100" type="Sim" typeParam2="r_tire_still_key" typeParam="AutoPlay" />
.
<Animation name="lever_prop_pitch0" guid="E3C04A3E-F28B-4C92-BBF3-DCA3759251F4" length="100" type="Sim" typeParam2="lever_prop_pitch0" typeParam="AutoPlay" />
<Animation name="prop0_still" guid="1CA952E2-9E61-4905-B1CA-46A2C07B8BDF" length="100" type="Sim" typeParam2="prop0_still" typeParam="AutoPlay" />
<Animation name="prop0_slow" guid="B964023E-998F-40BF-9875-19F21C3B8031" length="100" type="Sim" typeParam2="prop0_slow" typeParam="AutoPlay" />
<Animation name="prop0_blurred" guid="A30D1108-0E02-4E78-A41A-4C072A815E90" length="100" type="Sim" typeParam2="prop0_blurred" typeParam="AutoPlay" />
.
<Animation name="f_canopy" guid="AD1B3466-C52F-4885-9EDE-3DDC15A1587A" length="100" type="Sim" typeParam2="f_canopy" typeParam="AutoPlay" />
<Animation name="cowl_flaps0" guid="5C5D3DDD-6C40-4965-B7DF-E8BD26603787" length="100" type="Sim" typeParam2="cowl_flaps0" typeParam="AutoPlay" />
.
<Animation name="keyframe_decf4ebc2a" guid="DE674DFC-CF92-4ED7-BC56-2A8404AE77B5" length="50" type="Sim" typeParam2="keyframe_decf4ebc2a" typeParam="AutoPlay" />
<Animation name="keyframe_cac34f9797" guid="CA46BD74-C3AF-4F8E-979B-97948A5F3307" length="100" type="Sim" typeParam2="keyframe_cac34f9797" typeParam="AutoPlay" />
<Animation name="keyframe_8a4749a571" guid="8AE479F0-47A9-49DC-A5F1-71F85D0F480C" length="50" type="Sim" typeParam2="keyframe_8a4749a571" typeParam="AutoPlay" />
<Animation name="keyframe_34a543ad9f" guid="34756266-A558-43D5-AD1C-9FF4CA4F776D" length="50" type="Sim" typeParam2="keyframe_34a543ad9f" typeParam="AutoPlay" />
<Animation name="keyframe_97b64db4bd" guid="974DFC08-B6D1-4D9E-B469-BD28DA4B95BC" length="50" type="Sim" typeParam2="keyframe_97b64db4bd" typeParam="AutoPlay" />
<Animation name="keyframe_cd01418806" guid="CD38D253-0101-4144-88BD-060AB6A8685B" length="100" type="Sim" typeParam2="keyframe_cd01418806" typeParam="AutoPlay" />
.
.
.
 
You absolute star Ivan!

Are these pics of the on-going developement or finished product?

Is it possible to get rid of props? or is this something for scasm and/or an alpha channel in the texs?

Again great work....:applause:


Cheers Shessi
 
You absolute star Ivan!

Are these pics of the on-going developement or finished product?

Is it possible to get rid of props? or is this something for scasm and/or an alpha channel in the texs?

Again great work....:applause:


Cheers Shessi

not finished product, on step 4.Test Fly in FS9...:jump:
 
Archisoft,

Does this get 'mesh complexity' (close under-4MM) vertice proximity down to FSX grade in FS9? (Do the tiny switches and things autoweld and crumple or are they left intact and view properly in FS9)?



This could be the miracle I have been praying for...



Bill
 
Lol! I was reading this thread thinking my gosh!..Bill would be interested in this... Maybe there's potential in you and Ivan collaborating.

LPXO
 
Lol! I was reading this thread thinking my gosh!..Bill would be interested in this... Maybe there's potential in you and Ivan collaborating.

LPXO

Oh man! You know it. We could have high precision FSX created models in FS9....!

woo hoooooo!



On a side note. I loved that P-40, bought it, but I fly in FS9, so I never really flew it alot.

This will make it a mainstay in FS9...

:faint:
 
Looks great to me. Only I don't have the SW P-40. I've one question tho that may seem dumb. Ivan, can you go the other way... FS9 to FSX with your MDLC as a port-over.? There are a/c for FS9 I'd love to see and use, that aren't able to work in FSX.
 
Archisoft,

Does this get 'mesh complexity' (close under-4MM) vertice proximity down to FSX grade in FS9? (Do the tiny switches and things autoweld and crumple or are they left intact and view properly in FS9)?



This could be the miracle I have been praying for...



Bill
1.P40B_FS9.FSC(FSDSV3 source code )(exterior model only)
....Parts: 91
....Vertices:17074
....Polygons:26303
.
2.P40B_FS9.MDL(compiled with FSDSV3/MakeMDL)
....vertex:30089<<<<FS max vertex=65535
.
3.P40BI.FS9.FSC(interior model)
.not finished...
.
4.exterior.mdl+interior.mdl maybe>>65535 vertex
.so we should uses CFS2 style LOD scasm code...
.
5.I think all the switches will functional with the FS9.XML(converted FSX.XML and get from the FSX.mdl)
.
.
6.some huge exterior model like aerosoft Falcon X that I also will try it...whether could fly in FS9
F-16A_AS...



.
.
.
 
How you manage to keep track of all them poly lines is beyond my comprehension. :faint:

Looks awesome Ivan!! :ernae:
 
Looks great to me. Only I don't have the SW P-40. I've one question tho that may seem dumb. Ivan, can you go the other way... FS9 to FSX with your MDLC as a port-over.? There are a/c for FS9 I'd love to see and use, that aren't able to work in FSX.
this is good idear but is a hard way to do...
1.FSX TO FS9
in FSX all animation part should be with FSX keyfrane_name and keyframe setting, in FS9 animation part could uses stock_name or keyframe_name
(like FLAP you could uses flap[stock] or flap_key[keyframe] for MakeMDL)
so when I finished the FSDSV35 source code (FSX.FSC+FSX.XML), also
I should reset and disable these part's(like as c_tire_still, prop_still...) keyframe setting
these FSX keyframe part canot be compiled with MakeMDL...
.
like as prop_still is a keyframe part in FSX, so some modeler not allow the part_axis_rule
prop_still --> rotated in z-axis
c_tire_slow-->rotated in x_axis
so I sould fix the part's axis for MakeMdl
.
.
2.FS9 to FSX
I think most FS9 aircraft could fly in FSX...
.
 
How you manage to keep track of all them poly lines is beyond my comprehension. :faint:

Looks awesome Ivan!! :ernae:
the aerossoft F-16C.FSC is not [welded]...
when I converted from the FSX.MDL and get the FSX.FSC...
these polygons maybe uses the same vertex
1...2..5..6
.
3..4..7..8
polygon 1-->uses vertex 1,2,3,4
polygon 2-->uses vertex 5,6,7,8
BEFORE welding--> you will find the track betwin 2.5-->4.7
AFTER welding-->the track 2.5-->4.7 will deleted and become
1...2..6
.
3..4..8
polygon 1-->uses vertex 1,2,3,4
polygon 2-->uses vertex 2,6,4,8
.
.
I have create a program called FSDSWeld.exe for FSP and FSC...
.
like as the aerosoft F-16 welding vertex will spend about 12Hr...
.
.
 
Just want to point out one thing! It it easy to import Models to FSDS, but, the big Problem is to export it to a new MDL since it looses all the texture reverences and also some keyframes. Everything is messed up! So, as Ivan saied, it is good for a study and not more ;) To put all the keyframes an textures back would take even more time then doing it new.

Regards
Isra
 
Ok, so I see then that we still have to run the model again through MakeMDL and that will auto-weld the close proximity Vertices that are 4MM or less in distance from each other.


Archisoft. I wish you could figure a way to keep parts from auto-welding. For us developers of FS9 models, we have had to fight with this for ages.

One way around it, Wozza found if you inflate the 'interior' model a certain percent, then change the Hex code to scale it down a certain percent, then it will actually show all the parts without auto-welding having gone through on it. But its alot of work scaling all the animated parts up, then clearing their scale issues, especially when you have a ton of parts linke to scaled, animated parts. This can get into some rough issues.. But its possible.

If only there was a simple setting in the compiler code that could turn that off.

Note, the Exterior model doesnt auto-weld. Only the interior. Now why, if the Vertice distances autoweld in the interior, when a person is up close to parts, and not on the exterior model? lol...

Crazy.. :banghead:



Bill
 
Ok, so I see then that we still have to run the model again through MakeMDL and that will auto-weld the close proximity Vertices that are 4MM or less in distance from each other.


Archisoft. I wish you could figure a way to keep parts from auto-welding. For us developers of FS9 models, we have had to fight with this for ages.

One way around it, Wozza found if you inflate the 'interior' model a certain percent, then change the Hex code to scale it down a certain percent, then it will actually show all the parts without auto-welding having gone through on it. But its alot of work scaling all the animated parts up, then clearing their scale issues, especially when you have a ton of parts linke to scaled, animated parts. This can get into some rough issues.. But its possible.

If only there was a simple setting in the compiler code that could turn that off.

Note, the Exterior model doesnt auto-weld. Only the interior. Now why, if the Vertice distances autoweld in the interior, when a person is up close to parts, and not on the exterior model? lol...

Crazy.. :banghead:



Bill

Bill,
Yes, I have created a program for FSDS...
.
FSDSWeld Fullname Dist
.
Fullname: FSC/ FSP auto-detect file type
Dist: default is 1e-6, for 4mm Dist = 0.004
.
.
the way with pascal coding...
.
procedure Weld_FSDS_PART(Path:string);
var
FspF,Tm1F,Tm2F :file;
Tm1Path,Tm2Path:string;
FSP :FSDS_PART;
I :word;
polyface :fsds_polygon_rec;
begin
Tm1Path:=FExt(WeldFilStr,Tm1ExtStr,1);
Tm2Path:=FExt(WeldFilStr,Tm2ExtStr,1);
{ FspPath }
Assign(FspF,Path);
Reset(FspF,1);
{ Header }
Get_FSDS_PART_key(FspF,FSP);
Get_FSDS_PART_header(FspF,FSP);
{ Vertex }
Get_FSDS_PART_vertex(FspF,FSP);
BlockRead(FspF,FSP.polygon_count,SizeOf(FSP.polygon_count));
WriteLn(Path);
Out_welded_vertex(FSP);
Make_welded_vertex(FSP);
if welded_vertex_count(FSP)>0 then with FSP do begin
{ Tm1Path }
Assign(Tm1F,Tm1Path);
Rewrite(Tm1F,1);
Put_FSDS_PART_key(Tm1F,FSP);
Put_FSDS_PART_header(Tm1F,FSP);
{ Polygon }
if polygon_count>0 then begin
Out_welded_polygon(FSP);
{ Tm2Path }
Assign(Tm2F,Tm2Path);
Rewrite(Tm2F,1);
for I:=1 to polygon_count do begin
Out_welded_index(I);
FillChar(polyface,SizeOf(fsds_polygon_rec),0);
Get_polygon_rec(FspF,polyface);
{ Index }
Renew_polygon_index(FSP,polyface);
Put_polygon_rec(Tm2F,polyface);
Free_polygon_rec(polyface);
end;
Close(Tm2F);
WriteLn;
end; { if polygon_count }
{ Vertex }
Out_welded_vertex_count(FSP);
Renew_FSDS_PART_vertex(FSP);
Free_welded_vertex_index;
Put_FSDS_PART_vertex(Tm1F,FSP);
Free_FSDS_PART_vertex(FSP);
BlockWrite(Tm1F,polygon_count,SizeOf(polygon_count));
Close(Tm1F);
{ Link }
FileAdd(Tm2Path,Tm1Path);
FileAppend(Tm1F,Tm1Path);
{ Parttext }
Get_FSDS_PART_parttext(FspF,FSP);
Put_FSDS_PART_parttext(Tm1F,FSP);
Free_FSDS_PART_parttext(FSP);
{ Tail }
Get_FSDS_PART_tail(FspF,FSP);
Put_FSDS_PART_tail(Tm1F,FSP);
Free_FSDS_PART_tail(FSP);
Close(Tm1F);
Close(FspF);
FileCopy(Tm1Path,Path);
end { if welded_vertex_count }
else begin
Clear_FSDS_PART_vertex(FSP);
Free_welded_vertex_index;
Free_FSDS_PART_vertex(FSP);
Close(FspF);
end;
end; { Weld_FSDS_PART }
.
.
hope help to you
 
Back
Top