Re: [Flightgear-devel] 3d panels - newbie

2005-01-05 Thread Richard Hornby
That's encouraging. And thanks for the steer to GMax.

R
- Original Message -
From: "Ampere K. Hardraade" <[EMAIL PROTECTED]>
To: "FlightGear developers discussions" 
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
>
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Re: [Flightgear-devel] 3d panels - newbie

2005-01-04 Thread Ampere K. Hardraade
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

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Re: [Flightgear-devel] 3d panels - newbie

2005-01-04 Thread Ampere K. Hardraade
On January 4, 2005 03:46 pm, Richard Hornby wrote:
> So I guess I would have to use the editor appropriate to the original
> aircraft.  If a 3ds model, is there a basic editor which could take a 3ds
> file, import, do the stuff, and re-export?  I do NOT have the time to
> learn, or the cash to splash, on 3ds itself!
>
> Cheers,
>
> R
You can use GMax.  It can import and export 3ds files, and you don't need to 
pay any money.
http://www4.discreet.com/gmax/

Ampere

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Re: [Flightgear-devel] 3d panels - newbie

2005-01-04 Thread Dave Martin
On Tuesday 04 Jan 2005 23:04, Vivian Meazza wrote:

>
> Hmmm  the Hunter and Seahawk were drawn in AC3D, and the files are .ac.
> At least, they were when I drew them.
>

Quite right - my mistake :o)

Dave Martin

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RE: [Flightgear-devel] 3d panels - newbie

2005-01-04 Thread Vivian Meazza
Dave Martin wrote:

... snip ...

> 
> 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.
> 
..snip ... 

> > >
> > > The C172p is a .ac format file while the hunter IIRC is a 3ds file.
> > >

Hmmm  the Hunter and Seahawk were drawn in AC3D, and the files are .ac.
At least, they were when I drew them.

I find AC3D a most satisfactory drawing program, although others disagree.
If you use Version 4.0 or newer, be aware that it uses a 'crease' token
which the current release of plib will not accept: you will need to remove
them. Plib-cvs accepts the 'crease' token, so we look forward to the next
release of plib.

Regards

Vivian  



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Re: [Flightgear-devel] 3d panels - newbie

2005-01-04 Thread Dave Martin
On Tuesday 04 Jan 2005 21:47, Richard Hornby wrote:
> OK - thanks.  And by the way, your panel looks good! I see that AC3D will
> import and export 3ds, and there is a 14 day free trial, so I guess I will
> do that for now.
>
> Thanks again,
>
> R  :-)

Just be mindfull of potentially forking work already done in a different 
format (says I with guilt).

Just because a model appears in any given format does not mean that is 
definitely the original format.

If you intend to work on an already existing model (barring just adding 
instruments which can be called via the xml files) you'd be best asking here 
what the native format is and how best to go about using it.

Dave Martin

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Re: [Flightgear-devel] 3d panels - newbie

2005-01-04 Thread Richard Hornby
OK - thanks.  And by the way, your panel looks good! I see that AC3D will
import and export 3ds, and there is a 14 day free trial, so I guess I will
do that for now.

Thanks again,

R  :-)


- Original Message -
From: "Dave Martin" <[EMAIL PROTECTED]>
To: "FlightGear developers discussions" 
Sent: Tuesday, January 04, 2005 9:39 PM
Subject: Re: [Flightgear-devel] 3d panels - newbie


> 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
>
> On Tuesday 04 Jan 2005 20:46, Richard Hornby wrote:
> > So I guess I would have to use the editor appropriate to the original
> > aircraft.  If a 3ds model, is there a basic editor which could take a
3ds
> > file, import, do the stuff, and re-export?  I do NOT have the time to
> > learn, or the cash to splash, on 3ds itself!
> >
> > Cheers,
> >
> > R
> >
> > - Original Message -
> > From: "Dave Martin" <[EMAIL PROTECTED]>
> > To: "FlightGear developers discussions"

> > Sent: Tuesday, January 04, 2005 8:22 PM
> > Subject: Re: [Flightgear-devel] 3d panels - newbie
> >
> > > On Tuesday 04 Jan 2005 19:09, Richard Hornby wrote:
> > > > Is there a guide to building 3d panels to go with existing FG a/c?
> > > >
> > > > I have studied the file structures of  both the Hawker Hunter (pls
> > > > bring back the Skyhawk in 0.9.8!) and the C172 and they seem quite
> > > > different.
> >
> > Is
> >
> > > > there more than one way of doing this?
> > >
> > > The C172p is a .ac format file while the hunter IIRC is a 3ds file.
> > >
> > > > And do I need any additional sw besides a hex editor, XML editor and
> > > > the GIMP?
> > >
> > > Ideally you need a 3d modelling app too. Anything from the FOSS
Blender
> > > to
> >
> > the
> >
> > > quick and easy AC3d to behemoths like 3DS will work.
> > >
> > > I'm working on one at the moment, possibly for the lightplanes.
(mostly
> >
> > built
> >
> > > with AC3D / GIMP etc).
> > >
> > > Screenshot of my panel mocked-up
> > > http://www.cyfinity.com/fgfs/3dkitmockupfinal.jpg
> > >
> > > Dave Martin
> > >
> > >
> > > ___
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> > > Flightgear-devel@flightgear.org
> > > http://mail.flightgear.org/mailman/listinfo/flightgear-devel
> > > 2f585eeea02e2c79d7b1d8c4963bae2d
> >
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>
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Re: [Flightgear-devel] 3d panels - newbie

2005-01-04 Thread Dave Martin
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

On Tuesday 04 Jan 2005 20:46, Richard Hornby wrote:
> So I guess I would have to use the editor appropriate to the original
> aircraft.  If a 3ds model, is there a basic editor which could take a 3ds
> file, import, do the stuff, and re-export?  I do NOT have the time to
> learn, or the cash to splash, on 3ds itself!
>
> Cheers,
>
> R
>
> - Original Message -
> From: "Dave Martin" <[EMAIL PROTECTED]>
> To: "FlightGear developers discussions" 
> Sent: Tuesday, January 04, 2005 8:22 PM
> Subject: Re: [Flightgear-devel] 3d panels - newbie
>
> > On Tuesday 04 Jan 2005 19:09, Richard Hornby wrote:
> > > Is there a guide to building 3d panels to go with existing FG a/c?
> > >
> > > I have studied the file structures of  both the Hawker Hunter (pls
> > > bring back the Skyhawk in 0.9.8!) and the C172 and they seem quite
> > > different.
>
> Is
>
> > > there more than one way of doing this?
> >
> > The C172p is a .ac format file while the hunter IIRC is a 3ds file.
> >
> > > And do I need any additional sw besides a hex editor, XML editor and
> > > the GIMP?
> >
> > Ideally you need a 3d modelling app too. Anything from the FOSS Blender
> > to
>
> the
>
> > quick and easy AC3d to behemoths like 3DS will work.
> >
> > I'm working on one at the moment, possibly for the lightplanes. (mostly
>
> built
>
> > with AC3D / GIMP etc).
> >
> > Screenshot of my panel mocked-up
> > http://www.cyfinity.com/fgfs/3dkitmockupfinal.jpg
> >
> > Dave Martin
> >
> >
> > ___
> > Flightgear-devel mailing list
> > Flightgear-devel@flightgear.org
> > http://mail.flightgear.org/mailman/listinfo/flightgear-devel
> > 2f585eeea02e2c79d7b1d8c4963bae2d
>
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Re: [Flightgear-devel] 3d panels - newbie

2005-01-04 Thread Richard Hornby
So I guess I would have to use the editor appropriate to the original
aircraft.  If a 3ds model, is there a basic editor which could take a 3ds
file, import, do the stuff, and re-export?  I do NOT have the time to learn,
or the cash to splash, on 3ds itself!

Cheers,

R

- Original Message -
From: "Dave Martin" <[EMAIL PROTECTED]>
To: "FlightGear developers discussions" 
Sent: Tuesday, January 04, 2005 8:22 PM
Subject: Re: [Flightgear-devel] 3d panels - newbie


> On Tuesday 04 Jan 2005 19:09, Richard Hornby wrote:
> > Is there a guide to building 3d panels to go with existing FG a/c?
> >
> > I have studied the file structures of  both the Hawker Hunter (pls bring
> > back the Skyhawk in 0.9.8!) and the C172 and they seem quite different.
Is
> > there more than one way of doing this?
>
> The C172p is a .ac format file while the hunter IIRC is a 3ds file.
>
> > And do I need any additional sw besides a hex editor, XML editor and the
> > GIMP?
>
> Ideally you need a 3d modelling app too. Anything from the FOSS Blender to
the
> quick and easy AC3d to behemoths like 3DS will work.
>
> I'm working on one at the moment, possibly for the lightplanes. (mostly
built
> with AC3D / GIMP etc).
>
> Screenshot of my panel mocked-up
> http://www.cyfinity.com/fgfs/3dkitmockupfinal.jpg
>
> Dave Martin
>
>
> ___
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> Flightgear-devel@flightgear.org
> http://mail.flightgear.org/mailman/listinfo/flightgear-devel
> 2f585eeea02e2c79d7b1d8c4963bae2d
>



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Re: [Flightgear-devel] 3d panels - newbie

2005-01-04 Thread Dave Martin
On Tuesday 04 Jan 2005 19:09, Richard Hornby wrote:
> Is there a guide to building 3d panels to go with existing FG a/c?
>
> I have studied the file structures of  both the Hawker Hunter (pls bring
> back the Skyhawk in 0.9.8!) and the C172 and they seem quite different.  Is
> there more than one way of doing this?

The C172p is a .ac format file while the hunter IIRC is a 3ds file.

> And do I need any additional sw besides a hex editor, XML editor and the
> GIMP?

Ideally you need a 3d modelling app too. Anything from the FOSS Blender to the 
quick and easy AC3d to behemoths like 3DS will work.

I'm working on one at the moment, possibly for the lightplanes. (mostly built 
with AC3D / GIMP etc).

Screenshot of my panel mocked-up 
http://www.cyfinity.com/fgfs/3dkitmockupfinal.jpg

Dave Martin


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