General tutorial needed for Making Addons

Jonathon 594

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I need to know:

1. how to get a *.3ds file to a *.msh File

2. how to configure the aircraft into orbiter

3. i use Gmax the convert it to 3ds
but how do i put animations in, i can animate things in gmax i...
say i want to make flaps how would i do it so orbiter would register the animation.
 
For #1, get this: [ame="http://www.orbithangar.com/searchid.php?ID=632"]MeshMaker 2.1[/ame] and use in conjunction with this: http://orbiter.mustard-fr.com/addons/3ds2msh.php

For #2 you should get Vinka's Spacecraft3.dll from here: http://users.swing.be/vinka/ and read the documentation. Your question #3 is also most easily done with this addon. Vinka's Spacecraft3.dll is a wonderful interface to achieve what you're looking to do without having to do C++ coding.

Cheers
 
aditional question:
How can i put the Delta Gliders 3D panel On the DGIV
 
aditional question:
How can i put the Delta Gliders 3D panel On the DGIV

Hi

The answer is you really can't but there is a project in the sdk for the delta glider. The delta glider project has about 4000 lines of C++ code. I think that the code is a real master piece of work. If you really are interested in working on a ship you should read a couple of c++ primer books and dive in to the delta glider code. I lived in the delta glider code for about 6 months and learned how every thing worked. You have to invest a lot of time learning up front but when you are finished you will know how to program.

Russ
 
Quite complex but ill try
Indeed it is simple if you compare with other SDKs or even if you attempt to code using some programming language APIs like Windows API or DirectX API.

In time you will find it is very simple. It is just text, writing a word and then a series of data.

aditional question:
How can i put the Delta Gliders 3D panel On the DGIV

Each vessel must have a panel coded for itself. Therefore you can't use a VC or panel for a different vessel.
 
ok i finaly know what i need to know

i can gat a msh from GMax what i need to kow ishow to animate in inside gmax...... t as in the controls how but wher tot each animation..........
and fiunaly how to write a config file for it
 
i can gat a msh from GMax what i need to kow ishow to animate in inside gmax...... t as in the controls how but wher tot each animation..........
and fiunaly how to write a config file for it

Hi, Jonathon

Spacecraft3 will do the job for you here are some things you need to know.
The way animations work in orbiter is that each part is moved with C++ code. We don't animate in the model software like most games do. This was a big issues until Vinka developed the spacecraft add on. He is now up to verison3 and it works well. Spacecraft3 uses an ini file to set all the variables that are need to move all the parts.


Name all the parts of your model that have to move something you will understand. Spacecraft3 uses group numbers for the parts. The best way to get the group numbers is to run the meshc program on your model. Meshc was made to read the mesh file and then make a meshres.h file to be uset with c++ in a dll. The nice thing about meshc it will make a list for you with all the parts and the group numbers.

Meshc can be found in Orbitersdk\utils.
This is in the orbiter sdk and can be found in the orbiter download page.

http://orbit.medphys.ucl.ac.uk/download.html
look for
2006-P1 Edition - Software development kit (v.060929)

Ok now a note on rotation points for parts. We find the rotation point of all parts in local model space. All parts have a center point in the same place to start with. This center point is in the center of the model. The center point can be moved in spacecraft3 with a 3 field variable.

ROT_PNT (left/right ,Up/down, forward/backward)

spacecraft3 is found here.
http://users.swing.be/vinka/


Have fun



 
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