FSDS and Attachpoint stuff

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FSDS and Attachpoint stuff

Postby Felix/FFDS » Thu Oct 18, 2007 7:53 pm

Until FSDS 3.5.1 it was practically impossible to create true hard surfaces and attach lights to animated parts, etc.

This is my Stits Playboy (yes, that old FS2000 model reprocessed for FS-X)_ sporting an attached landing light  on the right spat (and it moves with the landing gear compression!)

Image

Here's the Air Creation ultra-light on my squished 6-sided die.  It now sports a concrete hard surface onto which I rolled the AC.

Image


All made with FSDS 3.5.1 and tagging things correctly.


As to the how:



It is my solemn duty
to obfuscate and
confuse.

Posts: 3442
 Re: Landing lights
Reply #4 - Yesterday at 7:59pm  Quote  Modify  Split  Remove  With the help and guidance of both Louis and Fr. Bill,....  

create a small (or large, it shouldn't matter since the "attach point" generates no geometry) point for the effect to attach to.  

In this case, I placed a small triangle just ahead of the part, and tagged "attachpt_landing_1" (note that per the FS-X SDK this NEEDS a unique name so that if you want a second landing light, you can name it "attachpt_landing_2" and add another blurb)  

Then the following attachpoint xml blurb is added to a PartDataDefs.txt file in your main FSDS 3.5 folder:  

attachpt_landing_1  


THERE MUST BE AT LEAST ONE ANIMATION IN YOUR MODEL. My first attempt, on a basic cylnder and attached light were not working. Note that the visibility condition is "general light" which is a part in the modeldef.xml file, therefore, if there is no animation, an *.xanim file is not there for xtomdl.exe to parse through the modeldef.xml file and you get a "fixed" light that doesn't respond to the "L" and "CTRL-L" keyboard commands.  

To get the light "spread" I went whole hog and assigned the attachpt_landing_1 part a material that had all channels (sorry for the gmaxspeak) 255 and a specular of 40. With just the default material, you get a tiny point light.  

I "aimed"  the light with the Y axis. I rotated the part in x so as to point the Y axis opposite - to the rear of the plane -  


IF you want a second landing light, it appears that you have to create a new attachpoint tag (attachpt_landing_2) and add a modified blurb to the PartDataDefs.txt file.  

You would also have to add to the modeldef.xml file the appropriate visibility condition if it isn't already there, such as a taxi light  

(The following is courtesy of Fr. Bill:  

Add to the PartDataDefs.txt file:  
attachpt_taxi_1  

To the modeldef.xml file:  

 

 
taxi_light  
100  
 
 
 
LIGHT TAXI  
bool  
 
 
 
 
---------------------------------------  

OF course I repeat my thanks to Louis and Fr. Bill, you don't think I can make all of this up myself, eh?

---------------------------------------

the PartDataDefs.txt file is a straight text file placed in the main FSDS35 folder and will hold the attach point XML blurbs that FSDS will parse into the x file, and then process with xtomdl.  

You should be able to add a scenery type xml blurb (Create the platform polygon, add the blurb to tell it its concrete or whatever) and have a hard surface. etc.  I haven't tried the scenery aspect of it yet.  
All thanks to Fr. Bill and Louis Sinclair who clarified the how to....
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Re: FSDS and Attachpoint stuff

Postby Felix/FFDS » Thu Oct 18, 2007 8:04 pm

... and since I was running out of characters,

the concrete "pad" is actually the three top polygons of the overall object, properly tagged.

I cloned the object, deleted all but the three "top" polygons (which form the hard surface)

I renamed the part:   "platform_CONCRETE_0"

and added the following to the PartDataDefs.txt file:

platform_CONCRETE_0      


I compiled to bgl directly and fired up FS-X.


NOW...  Each separate attach point in your model HAS TO HAVE a separate and unique attachpt_xxxxx name.  So your next CONCRETE platform could be:

platform_CONCRETE_1      

Now, as you start creating your "library" of attachpoint names, you can add them to your PartNames.txt file:

[FSX Attachpoint Tags]
platform_CONCRETE_0
platform_CONCRETE_1
attachpt_landing_1
attachpt_taxi_1


etc.,   and that way, they will be there for your next project.
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Re: FSDS and Attachpoint stuff

Postby DonAlfonsoRoKil » Fri Oct 19, 2007 4:18 am

I haven't read all, but it's good this is one more realistic thing we can make again... ;)

rev
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Re: FSDS and Attachpoint stuff

Postby gary20 » Mon Dec 24, 2007 4:12 am

[quote]... and since I was running out of characters,

the concrete "pad" is actually the three top polygons of the overall object, properly tagged.

I cloned the object, deleted all but the three "top" polygons (which form the hard surface)

I renamed the part:
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Re: FSDS and Attachpoint stuff

Postby Felix/FFDS » Wed Dec 26, 2007 10:51 am

Let me see if I can re-word it for a cleaner - step-by-step.

I've been out of the loop for a few days  (no hangover, but probably five pounds heavier!) and have to try to get some quiet time
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Re: FSDS and Attachpoint stuff

Postby gary20 » Wed Dec 26, 2007 11:45 am

[quote]Let me see if I can re-word it for a cleaner - step-by-step.

I've been out of the loop for a few days
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Re: FSDS and Attachpoint stuff

Postby gary20 » Sat Dec 29, 2007 12:46 am

[quote][quote]Let me see if I can re-word it for a cleaner - step-by-step.

I've been out of the loop for a few days
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