r_wheelwell fs9 fsx animation equivalent ?

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r_wheelwell fs9 fsx animation equivalent ?

Postby Woodylepic » Thu Nov 03, 2011 9:37 pm

Hi hall
I'm reworking and  oldy projet "Levasseur Pl8" to Gmax native fsx, and I get some probleme whit my landing gear  :-?

In fs9 the landing gear desapear (like Me-163) after take off whit the animation " r_wheelwell " but in fsx there no r_wheelwell some body have an idea on what I have to do to get my Levasseur gear to fall and desapear like fs9 do in gmax, thank you ?
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Re: r_wheelwell fs9 fsx animation equivalent ?

Postby Xpand » Fri Nov 04, 2011 4:14 pm

The visibility parts are in the attach tool.
Run that and check the visibility box. A roll down window will appear at the bottom of the attach tool window. Scroll down until you get to r_wheelwell and click attach to selected geometry. And that is all..
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Re: r_wheelwell fs9 fsx animation equivalent ?

Postby alrot » Fri Nov 04, 2011 5:02 pm

The visibility parts are in the attach tool.
Run that and check the visibility box. A roll down window will appear at the bottom of the attach tool window. Scroll down until you get to r_wheelwell and click attach to selected geometry. And that is all..


Hey Xpand
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Re: r_wheelwell fs9 fsx animation equivalent ?

Postby alrot » Fri Nov 04, 2011 5:21 pm

Ok
Last edited by alrot on Fri Nov 04, 2011 5:23 pm, edited 1 time in total.
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Re: r_wheelwell fs9 fsx animation equivalent ?

Postby Xpand » Fri Nov 04, 2011 5:43 pm

Wow, you're right. I had a custom code for that. Sorry.
Well, in FS9 there was indeed the c_/l_/r_wheelwell name. But that doesn't seem to exist on FSX, as well as the spoilerwells...

Use this code:
Paste it onto the modeldef.xml file on your Environment kit/Modeling SDK/bin directory. (backup the original, rename it modeldef.original.xml or something)
[code c++]
Last edited by Xpand on Fri Nov 04, 2011 5:53 pm, edited 1 time in total.
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Re: r_wheelwell fs9 fsx animation equivalent ?

Postby Woodylepic » Fri Nov 04, 2011 10:08 pm

Ok thank Xpand, for the C++ code.

I will try this and give you sone news soon,

So no more invisible gear tag for the Levasseur Pl8 in FSX sdk
Last edited by Woodylepic on Fri Nov 04, 2011 10:21 pm, edited 1 time in total.
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Re: r_wheelwell fs9 fsx animation equivalent ?

Postby garryrussell » Sat Nov 05, 2011 4:09 am

Alex
The l_wheelwell, r_wheelwell, c_wheelwell part names are in FS.9 but don't appear to be in FS.X

When the gear is fully retracted those parts disappear

I link my undercarriage to them so all the gear disappears after retract to save the sim drawing parts that are hidden...in the case of my CL-44 that's thousands of polys
Last edited by garryrussell on Sat Nov 05, 2011 7:08 am, edited 1 time in total.
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Re: r_wheelwell fs9 fsx animation equivalent ?

Postby alrot » Sat Nov 05, 2011 8:50 am

Alex
The l_wheelwell, r_wheelwell, c_wheelwell part names are in FS.9 but don't appear to be in FS.X

When the gear is fully retracted those parts disappear

I link my undercarriage to them so all the gear disappears after retract to save the sim drawing parts that are hidden...in the case of my CL-44 that's thousands of polys



thanks Garry , what I can't understand why these commands aren't in the  MakeMDL.parts.xml from the makemdl9

  Would you believe I spend almost the whole night trying to export something from gmax and 3d max in FS9-sdk ,I almost completely forgot everything about FS9-SDK  :o jezz ,seriously I'm getting very old ,or getting Alzheimer  :-?
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Re: r_wheelwell fs9 fsx animation equivalent ?

Postby Hagar » Sat Nov 05, 2011 9:17 am

Failing all else I'm wondering if you could configure the landing gear as a droppable object - like the bombs & drop tanks used in the weapons packs for military aircraft.

A limitation on the ones I've tried is that they only work in saved Situations or Flights.
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Re: r_wheelwell fs9 fsx animation equivalent ?

Postby Xpand » Sat Nov 05, 2011 7:00 pm

Nope, my S-46N Blackfish has dropable fuel tanks and they are part of the main model. I just added a custom animation and visibility code for it. Like the one I showed above. Why won't you use it? When there's none available just make your own, that's my way of seeing stuff.
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Re: r_wheelwell fs9 fsx animation equivalent ?

Postby Woodylepic » Sat Nov 05, 2011 9:34 pm

Ok I have made a visibility attach point in gmax whit a link to the "gear_vis" in the modeldef.xml, then add this line to my modeldef xml

Last edited by Woodylepic on Sat Nov 05, 2011 10:37 pm, edited 1 time in total.
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Re: r_wheelwell fs9 fsx animation equivalent ?

Postby Fr. Bill » Thu Nov 10, 2011 12:24 pm

[quote]thanks Garry , what I can't understand why these commands aren't in the
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Re: r_wheelwell fs9 fsx animation equivalent ?

Postby alrot » Thu Nov 10, 2011 12:49 pm

[quote]

Alex, in FS9 those were "default visibility" conditions hard-coded into the FS9.exe file. For FSX everything must be scripted in the Modeldef.xml file.
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