![]() ![]() im reckoning that since its models import into blender very easily, i can then send mesh from blender to 3ds max for editing and refinement and finally, into fsx! I havent yet checked whether 3dsmax imports the planemaker format directly, or whether there is a plugin. My main interest in Xplane is the planemaker modelling software that comes with it. obviously, the textures issue would need addressing through photoshop or gimp before exporting i'd imagine. That would be my pathway for moving models between the two simulators. dds plugins for both photoshop ("Nvidia Texture Tools") and gimp(found in the "gimp plugin registry" ) allowing them to edit textures directly from the fsx directory files without the need to use DXTBmp. fortunately, it is also very easy to go between blender and 3dsmax.Īnd we already know that there are. Im only new to modelling but i have found that it is very easy to go from blender to xplane.and likewise it is easy to go from 3dsmax to fsx. Questions about SimConnect can be posted in the SimConnect forum.Īny other question that is not specific to an aspect of development or tool can be posted in the General chat forum.īy following these guidelines we make sure that the forums remain easy to read for everybody and also that the right people can find your post to answer it.Questions about terrain design can be posted in the FS2020 terrain design forum.Once airport development tools have been updated for FS2020 you can post tool speciifc questions in the subforums of those tools as well of course. Questions about airport design can be posted in the FS2020 airport design forum.Questions about aircraft design can be posted in the Aircraft design forum.Either post them in the subforum of the modelling tool you use or in the general forum if they are general. Questions about making 3D assets can be posted in the 3D asset design forum.Tag FS2020 specific questions with the MSFS2020 tag.So therefore we would like to ask you all to use the following guidelines when posting your questions: But having all questions about FS2020 in one forum becomes a bit messy. Version 1.3 is currently available on the Scenery Tools page.Which the release of FS2020 we see an explosition of activity on the forun and of course we are very happy to see this. Note that World Editor allows users to edit both airport and DSF overlay data. These are useful for anything that needs to be modeled. If you have a digital download product key and have been using the X-Plane 11 beta, you can update to the latest scenery recut by downloading the latest installer. DSF overlays, which let you use your own art assets to model anything you want at a lower level. X-Plane Installer versions 4.02r2 and later include an Update scenery option for users with digital download product keys.An apt.dat file, which describes basic airport structure.X-Plane uses a mix of the following in its scenery: For more on the differences between MSFS and X-Plane scenery, see the Scenery System for MSFS Developers article. Note that using overlays like this is not the most efficient way to build scenery due to large differences between the way the two sims build scenery, though, this is the easiest way to import. Microsoft Flight Simulator scenery packages can be converted to X-Plane overlay scenery using Jonathan Harris’ FS2XPlane with varying degrees of success. Importing scenery and airport data is often more difficult If instead your models are built in AC3D, you can use the official X-Plane AC3D plug-in (for Mac, Windows, and Linux, version 6.1 and later) to read and write X-Plane. obj files.įor instance, if you use Blender for your models, you can use Jonathan Harris’ XPlane2Blender (prior version 3.20) scripts to import and export X-Plane. obj files are not the same as Alias|Wavefront. In the case of 3-D models, there are a number of existing converters from public formats to our OBJ8 format. If the scenery is already in X-Plane’s format, adding it is as simple as unzipping any folders (if needed), and copying the scenery files within to the Custom Scenery folder in the X-Plane directory folder. At first you could think that there’s not much difference between this screenshot compilation again. If your data exists in a proprietary format, you’ll need to build a toolchain to do the conversion, either directly to the final X-Plane formats or to intermediate public formats that we support. On the left side you see the default X-Plane 12 scenery while on the right hand side the ALPS UHD XP12. ![]() Methods for importing an existing scenery database into X-Plane depend largely on what you have for source resources. ![]()
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