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Aircraft editor.

PostPosted: Wed Jan 18, 2006 8:55 pm
by gijake
I am really really new at this whole "making your own aircrafts"thing.  I have a 3D model and I need to know how I turn that into an AC in fs9.  any help would be apreciated.

Re: Aircraft editor.

PostPosted: Thu Jan 19, 2006 2:34 am
by Marlin
gijake you might want to post this in the design threads.

Re: Aircraft editor.

PostPosted: Thu Jan 19, 2006 8:39 am
by garymbuska
GMAX is one way to do this though not recomended for anyone who has never used a 3D drawing before. While it is a great program it is not very user friendly if this is the first 3D program you have used.
 If you put in disk 4 of the game and look under extras you will find GMAX you will have to register it and down load the needed gamepacks but they are all free. There are a couple of books you can find at any good bookstore that are a great help. If you are interested by all means make sure you do the tutorials first unless you are experienced in this kind of program other wise you will not know how to use this somewhat complex program. 8)

Re: Aircraft editor.

PostPosted: Thu Jan 19, 2006 9:44 am
by Milton
gijake,

A completed and flyable FS Aircraft requires:
1.

Re: Aircraft editor.

PostPosted: Fri Jan 20, 2006 12:38 am
by H
Just a little added info:
If you incorporate a sound folder you must be sure it is viable or it may not be accessed as a flyable plane (I can't definately speak for FS9 but, in everything prior, it won't). For something simple, provide a panel.cfg with the entry,
"[fltsim]
alias=*aircraft*\*sound*"
Of course, the quotation marks and asterisks (usually) aren't part of the actual entries. *aircraft* will be the name of the aircraft folder in which you actually have usable, or "working" sound files and *sound* refers to that plane's sound folder in which they are located. To be honest, I have a seperate *phonics* folder in which I have individualized sound folders -- that's right folks, the sound folders don't have to be named sound for aliasing (not, at least, in CFS1 or CFS2)! In my case, the program rather considers phonics as an aircraft folder and it accesses the appropriate sound (by whatever name) folder as instructed; you must also be sure that each "working" sound folder has its own sound.cfg.
If you supply textures and any are in an incorrect format, the model will display but with that texture's section untextured (usually in a base color specified in the model).

Re: Aircraft editor.

PostPosted: Fri Jan 20, 2006 12:48 am
by Katahu
To sum up all of the above recommendations, I'll only say six words:

Get some aspirin for the headaches. ;D