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    Discussion Mesh making with Blender

    First, I duplicated the issue you are seeing using Blender 4.0. I have no idea why its behaving as it is. The way you have done your chains creates an enormous mesh however. I don't know why that would be the problem. Above is using simple cylinders with an X Y mirror modifier that has not...
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    Discussion Mesh making with Blender

    I use Gimp, which has a built in .DDS export function. I've played with the texture paint in Blender, but those tools are pretty limited compared to something like Gimp or Photoshop. I also don't know if you can paint directly onto a .DDS file, so you may need to convert. Although I think...
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    Discussion Mesh making with Blender

    Yes, please continue to post your questions, and answers when you find them. That is helpful to others.
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    Question Creating add-ons in C++

    After installing Visual Studio Community Edition, I recommend opening the ShuttlePB sample solution in the ...OrbiterSDK/samples/ShuttlePB folder. That is a very simple add on. Once you get that building and running you will have a good base for building addons.
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    Project Blender Mesh Tools add-on

    You have a lot of duplicate geometry. Use the 'merge by distance' command. In edit mode press 'M' and select 'By Distance'. Or F3 search 'merge by distance'. I suspect the OBJ exporter is removing that for you. I've debated adding that to the mesh builder as well, I may look at that again...
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    Discussion Mesh making with Blender

    You could do that. I prefer to apply those transforms as I go. Especially when you get into texturing and UV unwrapping, its good to have everything where you think it should be. Modifiers: I never use sub surface modifier for low poly work. I do use the mirror modifier all of the time. In...
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    Project Blender Mesh Tools add-on

    It is a bit confusing. The transforms are not applied when the mesh is created, so the transform itself is still there. That can effect some things in Blender like UV unwrapping and mapping. There are times when you do want a transform to stay, for example you have a rotated part with 'child'...
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    Project Blender Mesh Tools add-on

    Accuracy is modelling every little seam and rivet on a wing. Too many polygons bogs down a game engine, which is why 'low poly' modelling is a thing. So its a trade off. Look at the top of your canopy. Even on the smoothed version you see the straight lines between the vertices. You can add...
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    Project Blender Mesh Tools add-on

    A couple of things. You don't need to apply modifiers before exporting. The mirror modifier especially is very useful and you can keep it in place. This is different from applying transforms, rotations etc. which you should do if you have been moving, resizing objects etc. Shade smooth does...
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    Project Blender Mesh Tools add-on

    Select the plane then go into edit mode. Select all 'A', then press F3 and type Recalculate Normals. That command will come up. That should fix the normals isue. The tutorial with the blender tools is pretty simple, don't know that it would cover that. Also handy, in the upper right is the...
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    Project Blender Mesh Tools add-on

    Opps. Yes, I'll fix that. It should say to download the orbiter-blender-2.zip file.
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    Project Blender Mesh Tools add-on

    In short, no. I'm looking at supporting 4.2. There are changes to how normals and shading are handled in Blender, and I've seen a good bit of discussion that 4.1 is problematic. The changes do cause the plugin to break on 4.1. So stick with 4.0 for now and I will be looking at 4.2 support...
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    Question ASCII-3 (Lua Script J-3 with mesh made with Notepad) Adventures and Questions

    Its a nuisance if you are building models by hand...nobody does that. :) I imagine there are rendering engines that can work as you describe. I believe Orbiter was heavily influenced by what DirectX supported, which is the vertices list and the triangle definitions using that list. For large...
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    Question ASCII-3 (Lua Script J-3 with mesh made with Notepad) Adventures and Questions

    Associating the normals with the vertices allows the renderer to 'shade' the triangle based on the different normals at its 'edges' (the vertices). Its how our low poly meshes look smooth.
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    C++ Question Which compiler with Visual Studio 2022?

    17: ISO C++17 Standard (/std:c++17)
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    SDK Question Virtual Cockpit best practices

    I think VC development is a lot of fun, but can be tricky. I'm not aware of any best practices, or ways to make it easier. DG is a good place to look, but that has been structured to generalize a lot of the functionality. If you don't need that it is overkill. Still, it is a working sample...
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    Project Blender Mesh Tools add-on

    Yes, PM me your file, I'll take a look. Does not appear to be related to these changes, but you never know. As for rolling back, you should be able to just remove the current version (the Remove button in preferences/add on/Orbiter Mesh Tools). Then select the Install... button at the top of...
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    Project Blender Mesh Tools add-on

    Latest This should clean up the naming issue for the C++ include files. I've done some cursory testing, so if you find issues let me know.
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    Project Blender Mesh Tools add-on

    Yea, there are times you cannot avoid the .0xx issue easily. I'll take a closer look at this and maybe at least provide a way to turn off the automatic conversion of . to _ if needed. Thanks for the input.
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