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r_wheelwell fs9 fsx animation equivalent ?

PostPosted: Thu Nov 03, 2011 9:37 pm
by Woodylepic
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 ?

Re: r_wheelwell fs9 fsx animation equivalent ?

PostPosted: Fri Nov 04, 2011 4:14 pm
by Xpand
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..

Re: r_wheelwell fs9 fsx animation equivalent ?

PostPosted: Fri Nov 04, 2011 5:02 pm
by alrot
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

Re: r_wheelwell fs9 fsx animation equivalent ?

PostPosted: Fri Nov 04, 2011 5:21 pm
by alrot
Ok

Re: r_wheelwell fs9 fsx animation equivalent ?

PostPosted: Fri Nov 04, 2011 5:43 pm
by Xpand
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++]

Re: r_wheelwell fs9 fsx animation equivalent ?

PostPosted: Fri Nov 04, 2011 10:08 pm
by Woodylepic
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

Re: r_wheelwell fs9 fsx animation equivalent ?

PostPosted: Sat Nov 05, 2011 4:09 am
by garryrussell
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

Re: r_wheelwell fs9 fsx animation equivalent ?

PostPosted: Sat Nov 05, 2011 8:50 am
by alrot
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  :-?

Re: r_wheelwell fs9 fsx animation equivalent ?

PostPosted: Sat Nov 05, 2011 9:17 am
by Hagar
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.

Re: r_wheelwell fs9 fsx animation equivalent ?

PostPosted: Sat Nov 05, 2011 7:00 pm
by Xpand
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.

Re: r_wheelwell fs9 fsx animation equivalent ?

PostPosted: Sat Nov 05, 2011 9:34 pm
by Woodylepic
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


Re: r_wheelwell fs9 fsx animation equivalent ?

PostPosted: Thu Nov 10, 2011 12:24 pm
by Fr. Bill
[quote]thanks Garry , what I can't understand why these commands aren't in the

Re: r_wheelwell fs9 fsx animation equivalent ?

PostPosted: Thu Nov 10, 2011 12:49 pm
by alrot
[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.