David wrote:
>Wolfram mentioned that GMAX-exported models don't work with PLIB
>anyway.
Yes, you can not load the gmax generated MDLs. You can try to use
Quake models as intermdediary file or maybe with Middleman
http://takeoff.to/landing
you could get an *.x file. I have not had time to try e
On Saturday 16 March 2002 11:12 am, you wrote:
> Marcio Shimoda writes:
> > Does anybody have a tutorial describing how to create the ac
> > models?
>
> Yes, here is one.
>
> http://www22.brinkster.com/wtailgunner/tut/.%5Csample.html
>
> I've got Blender too but haven't tried using it yet for an
Marcio Shimoda writes:
> Does anybody have a tutorial describing how to create the ac
> models?
Yes, here is one.
http://www22.brinkster.com/wtailgunner/tut/.%5Csample.html
I've got Blender too but haven't tried using it yet for anything "real" yet.
It is possible to convert work back and
Marcio Shimoda writes:
> Does anybody have a tutorial describing how to create the ac
> models?
You can create ac models with, AC3D (commercial), Blender (commercial
but free [and now unsupported]), PPE (open source), or Innovation3D
(open source); you'll need to pick your modeller than find t
> Fortunately, that doesn't matter. We specify animations externally
> using an XML config file; see
>
> http://www.flightgear.org/Docs/fgfs-model-howto.html
>
> for details. As long as ssgLoadMDL preserves object names inside the
> model, we should be able to animate it.
>
Does anybody ha
Per Liedman writes:
> MDL is not a format used for modellers, it's more like
> a "compiled" binary format used for MSFS. This means that
> it *does not* contain object names. Hence, ssgLoadMDL does
> not "preserve" object names, since there are no names to
> preserve. :-)
>
> Having s
David Megginsson wrote:
> Marcio Shimoda writes:
>
> > Well, this is a problem
> > The current version of ssgLoadMDL just loads the all
the information in mdl
> > file. It doesn't know what is loading, if is a wheel
or other moving part.
>
> Fortunately, that doesn't matter. We specify
Marcio Shimoda writes:
> Well, this is a problem
> The current version of ssgLoadMDL just loads the all the information in mdl
> file. It doesn't know what is loading, if is a wheel or other moving part.
Fortunately, that doesn't matter. We specify animations externally
using an XML conf
David wrote:
>I get confused about what MDL formats plib does and does not support.
We can import almost any MSFS *.MDL model - if it has not been
generated by gmax. I created a simply cylinder with gmax and tried to
import it into PLIB and failed. I also tried the one gmax generated
airplane I
David Megginson writes:
> Danie Heath writes:
>
> > Just a question. If I create a 3-d model in GMAX, convert it into a .MDL
> > file for FS2K2, is there a way to get it (as well as detail things like
> > rotating wheels, moving control surfaces) into Flightgear ?
>
> Yes.
Or no, acc
Danie Heath writes:
> Just a question. If I create a 3-d model in GMAX, convert it into a .MDL
> file for FS2K2, is there a way to get it (as well as detail things like
> rotating wheels, moving control surfaces) into Flightgear ?
Yes. There's a bit of magic involved in getting the animatio
No. You could *try* to use tempest to export it as quake model and
then convert that, but AFAIK no one has tried that yet.
If you create the airplane with FSDS, then it works.
Bye bye,
Wolfram.
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Hi all,
Just a question. If I create a 3-d model in GMAX, convert it into a .MDL
file for FS2K2, is there a way to get it (as well as detail things like
rotating wheels, moving control surfaces) into Flightgear ?
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