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Hawk UK

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Everything posted by Hawk UK

  1. I've created an Airwolf model(For pictures see link below) with Maya 2016, but I'm having big problems getting it exported and integrated into X-Plane via the new xplane exporter in blender. I'm looking for experienced X-plane developers who could possibly help get this model integrated and working in X-Plane. This project will be aimed at the payware market and I would be willing to come to an arrangment with anyone who can help fully complete this project to market. If anyone is interested then please PM(message) me. Thank you. https://www.flickr.com/photos/123824368@N08/albums/72157666966896969
  2. That's good to know, but Aerosoft must have been given a beta version to use/test as this is still not available for purchase at the time of the above post. But for sure it looks like a brilliant piece of kit for scenery dev's. Can't wait to give it a try myself!
  3. Hi Guys. Anyone interested in scenery dev should find this very interesting. Just found this on YouTube: StepToSky's X-Plane scenery Exporter for 3Ds Max http://youtu.be/k99153IbSmM It's still apparently a WIP, but when it's finalized and released, this will save a lot of work/hassle. Regards, Hawk.
  4. Thanks TK..... I'll give it a try and see how things go.
  5. Thanks for the quick response here Tom. You have answered everything I wanted to know in a clear and concise way. I'm sure I'll be able to take this information and make good use of it. Thanks Tom! Just one point I want to make sure I understand correctly, and this is probably going to sound a little daft, but you said, "The OBJ format is in meters"...... So if a hanger in real world is 100 meters long and I model that as 100 meters in length in Maya, then when I get it into Xplane it will render at the correct size? I just want to make sure that there is no scale factor needed to apply to any modelling to obtain the correct render size in XPlane.
  6. Thanks Redfisher. I realise that to outline the process in detail would require a large tutorial, or as you said, an exhaustive discussion, but if you know the process required to do this, then maybe you would be so kind to briefly outline the procedure for me? Don't worry that I would find it hard to understand as I'm quite competent and would be able to work it out. I have a theory of how to do it: By creating(with Maya/3DS Max) the runway/taxiways as objects and place them in WED that way and line them up with the original WED created runway/taxiways, and then make the original WED created runways/taxiways invisible? But then would the drape function work with an object? I don't think so. PS: Does anyone know the scale that Xplane models are worked in? Is it real world scale? Meters/Feet?
  7. Hi Guys! I'd like to use Maya to create an airport as I find it a lot more simpler to model and create the UV texture maps/textures than useing WED for the modeling of the runways and taxiways. One question: Is it possible to model and texture the runways/taxiways in a 3D program like Maya or 3DS Max, and then somehow import them into WED for the build process to use in X plane 10? Any suggestions or advice would be greatly appreciated. Thanks. Regards, Hawk.
  8. Hi Chris, Redfisher...... It's okay, I got the heads up from Ben Supnik on the XGrinder..... Quote: "The "OBJ" format listed in Xgrinder/ObjConverter is (confusingly) X-Plane's OBJ format - Xgrinder can convert X-PLane OBJ 7 to X-Plane OBJ8. It does not convert wavefront OBJ files. The grinder should in theory convert simple 3DS files" He also hinted that if .3DS files are failing to convert, that it could be due to XGrinders age and might need updating. Yes your right, Chris... That is supposed to be what happens, But no converted files were showing up in the said same directory. I now know that I was trying to convert a .obj file which XGrinder cannot do; Xgrinder can only convert from .obj7 to .obj8 in the .obj files; Other conversions as above, and the DDS conversions as you stated.... I'm Using Windows 7 Ultimate X64.
  9. Hi guys. XGrinder won't convert my .obj or .3ds files anymore; I can't understand it because it was working like a dream a couple of weeks ago, now it says it has converted them but the converted files just don't appear in the designated folders xgrinder indicates, and when I try a file search they are knowhere to be found??? I've also tried re-installing the xplane tools suit but still no joy..... Grrrr!!! This is SO frustrating!!! Any help would be greatly appreciated. Thanks! Regards, Hawk.
  10. Thanks for that, Redfisher..... As there is very little up to date info(Or should I say totally disorganised info) wether it be manuals or how-to's, I'm relying on the experienced dev's and my own research to know exactly what X-Plane 10 is capable of.... I thought this was the case, but just wanted to make sure. Thanks again.
  11. Thanks for the reply, Redfisher. But I'm talking about using the 'Partical' system to generate grass, and was wondering if X-Plane 10 has a partical generator integrated into it's graphic engine or not?
  12. Hi, Redfisher.... Yes, indeed I am thinking mainly about the rendering of realistic grass, other than having to use textures..... Or the combination of the two techniques to keep the load down a little.
  13. I'm currently in the process of learning just what X-Plane 10 is capable of from a developers point of view..... Can anyone tell me wether X-plane is capable of rendering "Hair/Fur", or are we limited to "Texture" based detail only during the rendering process? Any advice or opinions would be greatly appreciated. Thanks. Regards, Hawk.
  14. Thanks for the info, Kieran! I think I'll probably have to settle for an Intel i7 by the sound of things..... Just wish someone with an AMD Bulldozer could leave a word on it's performance with XP10.... Anyone??
  15. From what I've heard, it's gonna be X-Plane 10 64bit beta next That's a point! Is the 64bit version gonna be a downloadable update for those of us who have already bought X-Plane 10?? I hope so!
  16. Just wondering if with XP10 now able to utilize as many CPU's/Cores as you have available, does this mean that XP10 would now run faster/efficient on the AMD FX Bulldog 8 core cpu than an Intel i7 Quad/Six core cpu? Assuming that both systems would utilize 16GB of RAM with lets say a top graphics card with minimum of 2GB VRAM. Interesting question... Hoping some of you guys/girls can shed some technical light on this subject? Hawk.
  17. Kaphias. I stand corrected..... Your absolutely right! I do apologise.... with the link residing in the Xp site I just assumed it was an Official Forum, when in fact they do specify it is a community link..... Again, my apologies.
  18. Absolutely I'm sure..... Go here: http://forums.x-plane.org/index.php?showtopic=62086 for the official X-Plane forum news. I received their newsletter telling me the good news. Hawk.
  19. Not in my browser it doesn't. the vatsim.net link here redirects me to http://www.vatsim.com/ )
  20. For those who haven't realised yet; "X-Plane 10.10 Final" is now available for download/update Hawk
  21. Just thought I'd let you know that your vatsim.net link directs us to vatsim.com which doesn't exist. Hawk
  22. I realise everyone has their point of view and also of what features they would like implementing into XP; I'm not disputing this or trying to say they should not have those opinions. My point of view is as a developer who would like to see XP10 develop into the best PC flight sim on the market(if it's not already ). As a developer I would like to see highly professional airports/airbases/planes/scenery, etc, etc..... of which there are very few examples compared to all packages available; Those few exceptions are fantastic examples of what can be acheived with XP 10, and this can only get better as time goes by. But would you buy a top quality paint set that came without top quality paint brushes? I think you'd be disappointed, yes? And this is all I'm saying about XP(Planemaker/WED Tools), is that they should include the ability to at least import standard professional dev tool file formats, ie: .fbx, etc, etc, and then convert them into the file format XP10 requires in the final build. And this should have been done as part of the initial development process of XP10 together with all the beta technical writing updates(for the manuals/tutorials) and beta dev tool updates before XP10 beta was released(This is what I call being professional). This would allow for a very productive and efficient dev process for professional developers and amatures alike. And if LR need to charge a little more for XP10 to enable them to do this, then so be it. Good flight sims are a niche market item and those people will always be willing to pay a little more for a good product. As far as relying on third party community developers for plugins - The problem with that process is that we could be waiting six months or more for the plugin which then is quite often unstable and does not support all features or support the latest version of the software your using.... Again we're left up in the air wondering if and when a plugin will become available, if at all. Don't get me wrong; Community plugin developers are absolutely fantastic people.... I'm just pointing out the big disadvantages of waiting for a quality community created plugin to become available, if at all. PS: If your going to quote me, then please quote the whole entry, don't parse my forum entries.... Parsing single/part sentences out of a paragraph is for gutter press journalists.... It takes what people say out of context and readers can easily come to the wrong conclusion about what people are actually talking about. Thanks Hawk.
  23. Ben, I think you'll find that to implement autodesk .fbx import/export into commercial software is licenced. Also I beleave that there is also restrictions on implementing FBX into freeware/open source software, ie: Export only(As I beleave is the case with Blenders .fbx capabilities). OlaHaldor. That may well be a good idea; Though from LR's response to forum requests for import export facilities on the "X-plane.org" forums(I'll have to find the discussion again), their attitude is that the community should create the plugins for the software they use(A very unhelpful and unprofessional attitude in my opinion). But for sure, if we all wrote an email to LR requesting this facility to be included then maybe the pressure would eventually reach a tipping point and make LR realise just how much their customers want this. As I've said, I would certainly be willing to pay a little extra to cover any implementation costs involved.
  24. Thanks for the link, Ben. I know this page well:) Hawk.
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