Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 02/11/2013 in all areas

  1. A little video to help you pass the time. We're rapidly approaching a beta testing date, which will shortly follow with a release! Cheers! Click here to watch the video!
    3 points
  2. Here I put a video of a DC-3 taking off from water and landing at the airport of Lugano (Switzerland): Sorry for flying errors. I hope you like
    1 point
  3. I'd just love the see the shuttle launch off the back of 747 as it catches the wire, then have someone glide the shuttle over to the next carrier and land there. It's like the triple jump of X-Plane
    1 point
  4. i actually hit the deck at about 100kts
    1 point
  5. Should put that in as a feature request. BTW as per your prev suggestion - I have "shiny runways" kinda working now. It's not a perfect solution - needs some help from Ben, but I have sunlight reflections now working in a hacked up way.
    1 point
  6. Just watched the video...my ears. Ow.
    1 point
  7. I think he means that the flight model that x-plane is supposed to be exporting as an object has no geometry in it at all. In planemaker, you can elect to "hide" plane-maker geometry and when this geometry is hidden, it will not export out as an OBJ with the export OBJ command. When authors make custom objects for aircraft, they generally elect to hide all the flight model geometry entirely therefore there is nothing to export. If this is the case, then go to the menu "expert > invisible parts" and in the lower left corner, elect to show all parts. After that, THEN execute the export OBJ command and you should have geometry export out at that time....and as mj12345 points out, this will NOT be the 3D objects used by the original author, but rather the flight model geometry. If you want to import the 3D objects, then you simply import those directly into blender. One caveat to blender importing of objects though is that it is pretty limited and it can choke on the import for a variety of reasons. The most common when importing exported flight models from Plane-maker is that the exported OBJ will reference its texture inside the aircraft folder but because the exported OBJ gets written to the X-Plane root folder, the texture path will be messed up and the blender importer will throw an error saying the texture doesn't exist. In this case, you open the exported OBJ file and delete the path after the word, TEXTURE at the top of the file...leaving it empty. When importing cockpit objects also...I think the importer chokes on manipulator commands and those commands have to be stripped out of the OBJ file before importing....and manipulators are found in the cockpit object only though so if you're not importing the cockpit, you won't encounter this situation during import. Importing "regular" old 3D objects as found in aircrafts "objects" folder usually works. Tom K Oh...and blender also imports x-plane 3D objects relative to the 3D cursor location, so make sure the 3D cursor is at point 0, 0, 0 before import or your imports will be misaligned when you export them back out.
    1 point
  8. Now that I have gotten the lighting to a point where I like how it looks i went out and fixed the bug on the elevator
    1 point
  9. A common affliction among the most highly intelligent elite in our society. You know, that thing they say about the light bulb shining brightest just before it burns out...
    1 point
  10. +1 on Mental Breakdown we think.
    1 point
×
×
  • Create New...