Jump to content

About This File

ACF Mesh Tools
for Linux, Windows and MacOsX

ACF Mesh Tools allows you to edit and modify the plane's meshes from the ACF file.
Be aware: those tools are not made to edit the OBJ8 files as they work only with the ACF file format.


Let's take as example the default Laminar's Cessna 172, a great model very well done (aestetically and internally).
We know that in Plane Maker the fuselage is made out of cross-sections:

...and those cross-sections creates a mesh:

Those meshes, made out of cross-sections, are the ones that PlaneMaker uses as model for the plane and X-Plane uses for its physics calculations.
Before v.8 that meshes were used as visual and physics model. Now, in most cases, this meshes are hidded from view and X-Planes uses a dedicated file, in OBJ8 proprietary format, for the visual rendering.

Using the tool 'acf_mesh_extract', the meshes inside the ACF are saved in a standard Wavefront OBJ file, that can be edited with Blender or with any other software that supports the format.

Once converted, the mesh can be modified:

Then the edited mesh is converted back in ACF format, using 'acf_mesh_insert', and the resulting ACF file can be loaded in Plane Maker:1801930091_Screenshot2020-10-25at03_45.312549x1569.jpg.f1a6f8078ef46e11e969b258492782c8.jpg



Everything shown here was entirely done automatically with a conversion script. Except moving the points to alter the shape, no additional task has been done in Blender.
I'm using Blender, but this method can be used with any 3D software.


This is a quick reshaping that I've done on the fuselage of B-377 Stratoscruser made by Kauffmann.

I've found that the hidden fuselage doesn't match the shape of the plane model, the visual one, as we can see in Plane Maker and in the version imported in Blender:

(the wireframe in black, the unselected one, is the OBJ8 mesh for this plane; the selected object is the fuselage mesh from the ACF file)

After a quick reshaping, I've managed to make che ACF mesh match the shape of the OBJ8; then and I've reimported it back in the ACF file:

Loading the resulting ACF file in PlaneMaker we see that the cross-sections have changed from this:

to this:



In the zip file you'll get:


Launch those commands without options to get an help page.

acf_mesh_extract extracts all the meshes from the ACF file and converts them in a single (wavefront) OBJ file with multiple objects. You can import this file in any 3D software that supports the format, and alter the meshes as you wish.

  • You can not delete or add points nor change in any way the topology; you are just limited to move points.
  • You'll find that some objects, like the engine's nacelles,  are not in their final position; that is because PM positions them with a translation value. You can not move those objects to their final positions, otherwise when you'll reimport them back in the ACF file, it won't work;
  • You are allowed to delete objects that you don't need.
  • Some objects, although they can be modified and reimported in the ACF file, once this one is opened in Plane Maker are reset to their original shape; this applies to those parts, such the wings, that are made out of airfoils.
  • You can not alter the UV informations of the vertices, as they are used to store the ACF's topology informations and they are needed later to reinsert the meshes back in the original file.
  • Make sure that your 3D sofware exports the UV informations, without altering them.

acf_mesh_insert allows to reinsert the modified meshes back in the original ACF file. It can be used only with meshes converted with 'acf_mesh_extract'.

  • You can not overwrite the original ACF file; this command will save the output in a different file. Your original ACF file is always preserved.
  • Inserting the meshes does not alter in any way the informations of other parts present in the file.
  • You don't need to reinsert all the meshes; you can insert only the ones you have modified.



This tools are under active development and their functionalities may change in the future.
The primary development platform is Linux.

Special thanks to @xraydelta1 for compiling the Mac version.

Feedbacks, reports, suggestions or ideas are strongly welcomed: feel free to send me a message with your thoughts.

X-Pilot's forum is the primary and sole forum for support, announcements and new releases.


Edited by CaptainSpaulding
Added MacOsX version

What's New in Version 1.20b   See changelog


Added MacOsX version, compiled by @xraydelta1.

  • Like 6

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Create New...