That's encouraging. And thanks for the steer to GMax. R ----- Original Message ----- From: "Ampere K. Hardraade" <[EMAIL PROTECTED]> To: "FlightGear developers discussions" <[email protected]> Sent: Wednesday, January 05, 2005 3:09 AM Subject: Re: [Flightgear-devel] 3d panels - newbie
> On January 4, 2005 04:39 pm, Dave Martin wrote: > > It is best to work with the native format of the model. > > > > Updating a model using a different modeller may make it uneditable for the > > other current contributors. > > > > However, for all I know, the Hunter / Seahawk may have been made in > > software other than 3DS and then exported. - In which case it would be best > > to get the original source files. > > > > Dave Martin > > Or not, depending on the situation. > > For example, if the aircraft doesn't have a virtual cockpit and you intend to > add a virtual cockpit to it, your model can be in any format you want. You > can integrate it with the main model afterward using XML. > > On the other hand, if, for example, you are intend to replace an already > existed virtual cockpit of a certain aircraft with your own, there are two > ways to go about it: > 1. You want to edit the model in its native format, as David has pointed out. > 2. Make the cockpit or whatever object(s) you want to replace hidden, and > load your own model; all using XML. > > > > Right now, Innis and I are collaborating on an aircraft. Since we both use > different 3D modelling software, different parts of the model are in > different formats. We get around this problem by using XML to put the > various components together. > > Ampere > > _______________________________________________ > Flightgear-devel mailing list > [email protected] > http://mail.flightgear.org/mailman/listinfo/flightgear-devel > 2f585eeea02e2c79d7b1d8c4963bae2d > _______________________________________________ Flightgear-devel mailing list [email protected] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
