But still, Blender could be used for modeling, then AC3D for conversion to TGI? Maybe IPACS or one of us could figure out a direct export to TGI from is the TGI format proprietary? I don't know if both 3D modelers have the same capabilities.ĮDIT: OOps, I forgot - we do need AC3D right now so we can export to the Aerofly FS2 TGI format which then is converted for final use by the SDK content converter. I have a dialog with the Dev of the plugin going right now for some changes to the plugin (maybe you could help test and improve it)Ĭould you please supply the FSX/P3D(BGL) plugin?įor that matter, Arno Gerretsen's ModelConverterX - a tool that most FSX/P3D developers will be familiar with - can read/write/convert files to the AC3D format as well. I downloaded the AC3D exporter for Blender and am trying it out now. ![]() This could be a promising avenue for porting content to FS2.This tool may only be used for private purposes and may in no way be used for extracting models which may directly or indirectly be used for commercial gain or promotion of any commercial product i.a games, films, media, or artwork.Į.g. ED's models and intellectual property remain their own, this changes nothing about that.Īfter starting playing DCS in VR I wanted to measure exact panel sizes on the SU-25T in order to be able to build a replica autopilot panel, so I started poking the. This is a HIGHLY EXPERIMENTAL, completely UNOFFICIAL attempt at building a. There is currently very basic import/export functionality, handling basic position/rotation keyframes and single texture diffuse mapping. Lots of things don't work this includes, nonexhaustively bones/skinning, in-file LOD, collision shells, scale animations and exporting anything that uses a parent/child hierarchy. While it doesn't have a lot of features, what it does let you do, is make simple models to test in the game without having to own an (old) version of 3DS.Īs an example, here is an in-game screenshot of something you hopefully don't see on the runway every day: Modelviewer reads the exported models fine, and with the core functionality the game reads the models fine without complaint. (for those not in the know, 'Suzanne' the monkey is Blender's version of the classic teapot - a reasonably complex test object that it includes with all of the other primitive creation). ![]() BLENDER EXPORT TO AC3D MODĪn ultra-simple mod that adds this as a 10m high monkey head ('Suzanne' under 'Structures' in the mission editor), as both a simple JSGME-ready mod example, and a proof-of-concept using Blender models can be found attached. In its current state it's probably mostly of interest to hybrid developer/modellers who know a little bit about using blender internals or programming 3d - as with everything else about it, there are certainly no guarantees as to the fragility of model/material settings that it will handle without just failing to export, so I present it merely as a proof-of-concept rather than a complete modelling solution, for people who can't access or afford 3DS max 2014. Like Blender, it's open source, and is available on Github:Īnd more details can be found in the projects README and spec files. I'm not very experienced working on models for DCS - so I'm not sure whether there would be any interest in this at all. And other than working on the hierarchical animations (using tests/Monke圜annon.blend as a self-generated example) I have no idea what any future wishes/priorities might be - remembering that this isn't for hard-core game-feature-pushing models.īut I hope it proves of interest to somebody. ![]() So, minor update I've added the ability to designate geometry as collision shells. The world objects are no longer restricted to static, uncollideable geometry. Collision shells can now be exported with the model.Īs an example, I've attached a screenshot of what now happens if you try to drive through the giant monkey head on the runway (It also shows properly in versions of modelviewer that are capable of rendering collision shells).Specularity should be properly mapped so not everything is automatically super shiny.Įdm files in 1.5 (at least at the moment).There's also been a lot of background work towards the hierarchical animations, but that isn't working properly yet. I'm not sure the exact lua code, but with collision shells it should be possible to have e.g.
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