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Found 5 results

  1. ACF Mesh tools View 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. HOW ACF MESH TOOLS WORKS 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: 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. A PRACTICAL EXAMPLE 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: THE TOOLS In the zip file you'll get: acf_mesh_extract acf_mesh_insert 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. DEVELOPMENT 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. PLEASE DO NOT REDISTRIBUTE THIS TOOLS THROUGH OTHERS FORUMS OR PLATFORMS Submitter CaptainSpaulding Submitted 10/30/2020 Category Plugins and Utilities  
  2. Version 1.20b

    188 downloads

    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. HOW ACF MESH TOOLS WORKS 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: 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. A PRACTICAL EXAMPLE 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: THE TOOLS In the zip file you'll get: acf_mesh_extract acf_mesh_insert 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. DEVELOPMENT 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. PLEASE DO NOT REDISTRIBUTE THIS TOOLS THROUGH OTHERS FORUMS OR PLATFORMS
  3. Hi there, I am a senior in aerospace engineering working on building a model of an aircraft my team and I are designing so that we can test fly it Xplane to get a feel for the stability and get a Cooper Harper measurement on it. I originally had my model in SolidWorks where I then exported as a .stl file to AC3D. From there I installed the Xplane plug in so that I might export the model as an object 8 object. My question is how do I bring this into planemaker? I have the steam version on Xplane 11 but I cannot figure out how to move it into planemaker. Thanks, Bret
  4. Hello X-Plane experts and pilots alike! I just finished building an Airspeed Indicator from scratch using just generics and Gimp. My new Airspeed Indicator is for my Commander 114/115TC home cockpit project. My AI has a true airspeed scale that needs to be adjusted, however I can't find a DataRef for the adjustment. The attachment is below. Can someone point me to a DataRef that can be used to turn/adjust the scale? Thanks in advance.
  5. OK back again. Working my way through the API trying to understand what's possible with Gizmo. This time I'm on to the graphics API and open GL drawing. I've got a couple of questions. My main question relates to how to align png images placed in planemaker with Gizmo code generated open gl drawing elements. What I can currently do is have some gl generated text and number elements drawn with font.drawString nicely align in the desired locations within a planemaker png while the screen size window is less than or equal to the panel.png resolution (1920x1080 in this case). I do this by reading the acf file for the png location (yes, I've also been playing with the IO APi too) and formatting the open gl co-ordinates such that the gizmo drawn elements are using the same reference point. The formatting is simple maths to allow for the fact that planemaker and open gl co-ordinates do not directly reference the same point on the screen. What i'm struggling with is when I extend the x-plane window beyond either the 1920, 1080 or both x-plane scales and shifts the panel such that my open gl draws are now no longer aligned with the desired location of the planemaker png. I have tried some simple maths solutions using combinations of screen size and panel size information which improve a little but they don't solve the problem for all window sizes. I have a dual monitor ( 2 x 1920x1200) set-up that i used for this testing. I really would like to get gizmo playing nice with my existing planemaker generated panels. Any idea's on how to make this work? My second question relates to function calls from OnDraw_Gauges(). I tried to call a function that draws a png to the screen from OnDraw_Gauges(), but the png just would not show. However as soon as I put a gfx.drawString into the function the png draws fine (see code below). What's happening here? Also when should I use OnDraw_Gauges() and/or OnDraw_BeforeGauges(). ------file1dofile("file2.lua")function OnDraw_Gauges() draw_imageA()end------file2function draw_imageA() gfx.setColor(0,0,0,1) gfx.drawString("." , 944, 116 ) --call from OnDrawGauges() to draw_imageA() will not draw image without this png_file = "/image_path/Bezel.png" draw_png( 942, 114, 550, 145, 1, png_file ) --draw and place Bezel endfunction draw_png(x, y, width, height, zoom, file) png_texture = gfx.newTexture() local width = width * zoom local height = height * zoom gl.PushMatrix() gl.Translate (x, y, 0 ) gfx.loadPng(png_texture, file ) gfx.useTexture(png_texture) gfx.setColor(1,1,1,1) gl.Begin('QUADS') gl.TexCoord( 0, 0 ); gl.Vertex( 0, 0, 0 ); gl.TexCoord( 0, 1 ); gl.Vertex( 0, height, 0 ); gl.TexCoord( 1, 1 ); gl.Vertex( width, height, 0 ); gl.TexCoord( 1, 0 ); gl.Vertex( width, 0, 0 ); gl.End() gl.PopMatrix()end
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