![]() ![]() I do hope once the XPlane developers gets over with the Vulkan port and the other things in their list they will prioritize our suggestions and requests back. ![]() It will work to 'show' the GTN, and our code intercepts the mouse in the 3D space too, but any manipulator left over in the whole-cockpit manipulator file gets precedence and intercepts the mouse before our plugin gets the chance to be notified about it. The 3D model representation may even be split in different obj files attached to the aircraft file, but the difficulty is the cockpit manipulators are all encoded in a single file regardless and it is not sufficient to just swap a 3D obj on the cockpit. In effect, the 3D model representation and the 3D model interactions are encoded in different files. Nevertheless, the buttons and knobs 'click spots' and manipulators which are encoded in a separate obj file which purpose is mostly just this. Thank you for sharing your progress with this! This looks nice!Īs for the screen 'cut off', do you refer to the 'duplicated' left part of the the GTN screen showing up to the left? This most likely is only related to how the panel.png UV projection gets mapped to your GTN screen polygon but I'm not the expert with this.Īs for the buttons/knobs, this unfortunately is what makes X-Plane a little hard to mod and why I always say X-Plane has no 'gauges', but it is conceptually wrapping the cockpit, the panel and the gauge as a single entity. I'm open to any advice direction to look-I literally figured out the 3D models on my own after 2 days of digging. Then the game goes nuts when I load plane. I see some knobs/buttons in cockpit.obj file but if I modify that (remove them) and try to export in AC3D it tells me 263 things have no textures. In Carenado I found that the I3.obj had the cockpit gauges and that is where I was able to completely remove the GNS 430 3D and put in GTN 650 3D. I still have knobs/buttons from GNS 430 if I move my mouse around vicinity of those original areas. The screen gets cut off it's almost like it's still wrapping on the GNS 430 although it's gone from OBJ file as well as the Planemaker 3D cockpit (looked for GNS 430 panel and removed both.)Ģ. Thanks again for responding so quickly.I am new to the whole XP deal - and to be upfront this is for my own personal use and I probably won't release it unless Carenado says it's OK.Īt this time I am not worried about knobs or buttons working - I just want to get model in place and go from there.Īfter two days of messing with it I was able to get 3D models of GTN 650 in however I have two problems I can't figure out.ġ. Hopefully this was a sufficient enough amount of information to help solve this problem. When i generate my Mat and normal map, and then apply them, it just adds the mat on each polygon but it would be the entire image and not just the piece thats supposed to be there. I'm having trouble getting my baked texture image to properly wrap my model. When importing my model, It show up perfectly. ( I heard its better to have a res divisible by 8)ĥ. I set my texture to be baked as a PNG and set the res to 2048x2048. Then, I selected my group of objects (null) and went to object and then Bake Objectģ. I made my model in Cinema 4d R14 and made my own textures.Ģ. These are the steps I used when trying to import my model and texture to Leadwerks.ġ. Here is a picture of the model im trying to use.(WONT LET ME USE A PHOTOBUCKET EXTENSION) (WONT LET ME USE A PHOTOBUCKET EXTENSION) Here is the PNG that was given to me when i baked the object. OR perhaps some UV seeting in FBX export from Cinema 4D ?Ĭertainly. Perhaps Cinema 4D FBX format not so good version as other software also ? IF you have multiple textures per object you must create multiple materials, than in model editor, dropt the material to the subobject you want. ![]() Can you post a pictures or your 3D and bitmap files ?
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