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VC possible without FSDS? (Read 272 times)
Nov 10th, 2005 at 2:07pm

JABO-DEV   Offline
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  Is it possible ( or advisable) to make a full virtual cockpit using GMAX alone? Every tutorial I've found is for FSDS and I didn't know if this was the reason I can't project the gauges in my VC's. thanks
 

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Reply #1 - Nov 10th, 2005 at 4:06pm

Felix/FFDS   Offline
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??  Actually, most tutorials I've seen are for gWax....


In each case, however, the principle is the SAME.  The MAIN DIFFERENCE between FSDS and gwax is that in gWax, you link ALL your VC parts to a small cube, properly oriented and placed at the mode'l's 0,0,0 point, AND named "interior".

Similarly, for the exterior parts, all are linked to the dummy "exterior".

Just in case, check the tutorials section at the FFDS libraries for Bill Laeming's tutorial.
 

Felix/FFDS...
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Reply #2 - Nov 10th, 2005 at 6:12pm

Katahu   Offline
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Some advice:

Some Gmax tutorials tell you to make two seperate "Grouped" models [one exterior and the other interior]. This method is much simpler and easier to understand [well, to me that is - it might work for you].

I suggest learning and using the group-method of the export process before you go into the more in-depth link-method of the process.

As the saying goes: learn to crawl before you walk.
 
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Reply #3 - Nov 11th, 2005 at 5:18pm

JABO-DEV   Offline
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Thanks guys that's good news,
      now to figure out where I've gone wrong
 

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Reply #4 - Nov 11th, 2005 at 8:02pm

Felix/FFDS   Offline
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Quote:
Thanks guys that's good news,
      now to figure out where I've gone wrong



Ooo Ooo I know the answer!   You're using gWax!!!

 

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Reply #5 - Nov 12th, 2005 at 5:15pm

Travis   Offline
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Quote:
Ooo Ooo I know the answer!   You're using gWax!!!



No need to make fun of poor, defenseless, unsupported programs!

Roll Eyes Wink
 

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Reply #6 - Nov 12th, 2005 at 6:15pm

Gnome   Offline
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Well, yeah, why would anyone want to use GMAX?
I mean, who wants glass-smooth curves, razor sharp trailing edges and framerate-friendly aircraft?  Wink

I use the second method too.  Group the entire model, call it exterior, clone it, call the clone interior (ungroup the interior model and rename all the important bits so that they still work i.e. wheels, props, control surfaces etc. then re-group it and rename).  Just remember to move the pivot points back to 0.0.0 as grouping will mess this up.


Kevin Bryan
Unreal Aviation
 
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