Jump to content

Panel Confusion and 3D cockpits


JazAero
 Share

Recommended Posts

I would appreciate if anyone could help me

 

I have a spectacular model of an A4 Skyhawk in various configurations. It has been over a year in the making.

 

I can create just about anything in 3-D and I can animate just about anything in AC 3-D. But here's my quandary my cockpit is a true 3-D cockpit with steam gauges driven by data refs, and have no problems so far. The issue is when I tried to map one of the digital displays such as a radar I run into the cannot have multiple textures in a single object error in AC 3-D even though as I understand it the cockpit can have two textures. This is the only area that I lack expertise in. I have been doing this for many many years but only for myself I would like to offer this A4 Skyhawk as a payware project because I feel it is that good and worthy of the time spent. I cannot use blender and I do not wish to relearn when I've invested so much time in 3-DS Max and AC 3-D. My Facebook page is Jazaero and I have many screenshots posted their and on Laminars Facebook page.

 

I have a background in aviation as a jet engine mechanic I actually worked on A4 Skyhawk's F-4 phantoms in jet school and E2C Hawkeyes In the Navy, I'm also a private pilot (no longer current) and a radio control modeler of over 45 years I also have 30 years of computer background. Excuse me for posting what amounts to a resume but I just wanted to let you guys know I'm not some kid looking for a free handout. I cannot afford to pay a programmer as I am retired. I am willing to offer a percentage of sales to the right programmer/cockpit designer. This aircraft has some unique features such as a fully modeled scale operating jet engine, internal structures, correctly animated leading-edge slats all hydraulics, and landing gear animations, basically if it moves on the jet it moves on the model, and all done without a single line of custom code, the model itself is high poly count meant for use on high-end systems. But is designed also in a modular fashion so if you wanted to run it on aa less capable system you would simply omit some of the eye candy from inside the planemaker menu. We've gone to great lengths to make sure it flies like the real thing. (Any A4 pilots out there? Would like to take it for a spin and offer feedback?)

 

Thank you for allowing me to post this long-winded plea for help.

 

JazAero

Link to comment
Share on other sites

  • I just wanted to add that I watched Danklauses videos but unfortunately the one video that was supposed to cover this topic mapping panel instrument textures onto 3-D cockpit geometry was the only one he never completed. Which was very frustrating to say the least, unless I missed it. And to anyone who views the screenshots I welcome your feedback.

  •  

     

    Thanks for listening

     

  • JazAero

Link to comment
Share on other sites

From what you explain I can tell you that every 3d object that has to be mapped to the 3d panel texture (the image that planemaker uses for moving gauges, annunciators, etc) DO HAVE to be exported under the same obj file. The cockpit object can have a single texture or maybe more if you need it. You can split the cockpit into several obj or you can do it with a single one. PANEL object can only have a single obj/texture. You have to difference between cockpit and panel objects. I'm no expert, but I think this is correct.

Looking forward to what you come with! Good luck!

Link to comment
Share on other sites

I understand what you're saying

I guess my confusion comes because I think of objects as 3-D geometry that I create in 3-DS Max. It seems X-plane uses a different naming convention if you will. For instance I see the cockpit as a collection of 3-D objects. Normally I would map the texture onto my 3-D geometry and be done with it. Cockpit objects it appears do things differently and this is where things fall apart for me I just can't seem to get the hang of the actual nuts and bolts of panel textures used in cockpits draped over 3-D geometry. I have all my cockpit 3-D geometry already created including 3-D gauges needles etc. which move or should I say follow the data refs and this was for the mostr part the easy part. I then use a single texture if you will that I map to the entire cockpit.

 

I was under the assumption I could use a second texture in the cockpit over the digital displays for which the geometry has already been created. ACD3D then flags an error saying only 1 texture per object but X-plane says 2 are allowed for cockpit objects. Perhaps I suspect Ac3d does not really recognize a "cockpit object"??

 

The thing of it is,  that once I solve this issue I can crank out some amazing aircraft given my background and available resources. My brother and I started JazAero originally to market a unique homebuilt design that I concieved and devoloped over 5 years and was completelyl designed and tested in X-plane. I am revamping that model to current standards for a freeware release once this project is completed. As a retiree I can devote the time that other devs simply don't have due to their day jobs, family, etc...

 

I've been flight simming for almost 30+ years. Even before bruce Artwicks first sim. I thought it's time I finally step out of the shadows and make some contributions now that I have the time to do so.

Link to comment
Share on other sites


I was under the assumption I could use a second texture in the cockpit over the digital displays for which the geometry has already been created. ACD3D then flags an error saying only 1 texture per object but X-plane says 2 are allowed for cockpit objects. Perhaps I suspect Ac3d does not really recognize a "cockpit object"??

 

You have to make two separate objects one would be (look at the wiki):

- Depending on your approach regarding cockpit object: A4_cockpit.obj or A4_cockpit_INN.obj. This obj makes use of the panel texture (A4_cockpit.png or Panel_Fighter.png) and the display you need should be here (both 3d mesh and uv map). This file goes in the aircraft folder (A4_cockpit.png also does, Panel_Fighter.png goes in the /3d_cockpit/-Panels- folder).

 

The other one:

- You can give it whatever name you like.obj. This object should contain the rest of the 3d meshes and its uv maps. This file goes in the /objects folder of the aircraft with its corresponding "texture".png

 

Sorry for my english, I explain it the better I can, hope you understand. Look at the wiki and also at other aircrafts and their folder structure, textures, 3d panel at Planemaker, etc. In other words look at how they're done.

Link to comment
Share on other sites

You have to make two separate objects one would be (look at the wiki):

- Depending on your approach regarding cockpit object: A4_cockpit.obj or A4_cockpit_INN.obj. This obj makes use of the panel texture (A4_cockpit.png or Panel_Fighter.png) and the display you need should be here (both 3d mesh and uv map). This file goes in the aircraft folder (A4_cockpit.png also does, Panel_Fighter.png goes in the /3d_cockpit/-Panels- folder).

 

The other one:

- You can give it whatever name you like.obj. This object should contain the rest of the 3d meshes and its uv maps. This file goes in the /objects folder of the aircraft with its corresponding "texture".png

 

Sorry for my english, I explain it the better I can, hope you understand. Look at the wiki and also at other aircrafts and their folder structure, textures, 3d panel at Planemaker, etc. In other words look at how they're done.

Thank you

 

I understand what you're saying

 

my cockpit object which includes all 3-D geometry including instruments, seats, handles, knobs etc. is called A4SkyhawkII_cockpit.obj. It resides in the aircraft folder A4 Skyhawkproject II at the root level. The "cockpit texture" A4Cockpit.png is in the same folder. I guess where I get confused is the idea that a cockpit object can use 2 textures one for instruments and one for everything else. All I am trying to do is get the instrument texture Located in the folder A4 Skyhawkproject II\cockpit_3d\-PANELS- to actually show up. AC 3-D doesn't seem to recognize the ability to use two textures in a cockpit object.

And as a result will not let me map the second texture

 

Also which wiki are you referring to?

Link to comment
Share on other sites

Thank you I had actually read all that. I wasn't sure if that was the wiki you were referring to or if there was something new out there. Unfortunately it just makes matters worse. What X-plane calls a 3-D panel is not is not actually 3-D at all. What I call a 3-D panel assumes actual three-dimensional geometry with the texture mapped onto it. So my problem is not a panel issues so much as it is a texture mapping issue which AC 3-D is the culprit. I will try and post some pictures to illustrate what I'm trying to explain. I know this can be done I see it done all the time but not in any of the stock aircraft. What X-plane appears to do is map their panel texture onto a flat mesh as part of the inside of a cube that is not what I am trying to do it all or maybe I'm just doing this all wrong. I know this is going to turn out to be something ridiculously simple and I will look silly for not having thought of it things like this have a way of turning out that way.

 

When I opened up the Cessna panel AC 3-D actually shows two textures listed for that panel. When I tried to re-create that AC 3-D will not allow me to add that second texture. So as I suspect this is a problem with AC 3-D and I do not know how to use blender [sigh] back to the drawing board.

Edited by JazAero
Link to comment
Share on other sites

Addendum

I think I see now what's happening AC 3-D could care less how many textures are in that object. It is the export script which was written for an earlier version of X-plane that is flagging an error message. When I loaded the object file from the Cessna cockpit into AC 3-D it showed two textures listed which is as it should have, however when I try to re-export it, it flagged an error stating only one texture was allowed. So it appears that what this comes down to is requiring an updated export script for AC 3-D. Perhaps someone can pass this on to the script author and at the very least disable that checking routine for cockpit objects. It appears I have no choice but to try and learn blender which is going to set me back weeks if not months.

 

Thanks everyone for your replies

 

Jim

JazAero

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
 Share

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...