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› Very strange VC compilation..
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Very strange VC compilation.. (Read 458 times)
Oct 2
nd
, 2006 at 8:08am
Brett_Henderson
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I'm trying my first VC (Piper Mojave, coming soon to website near you).. and have this odd problem.
After combining the main model and the VC model through "manage models" and compiling... The VC model has all of it's animated parts kinda gathered at the center of the model.. It's like FSDS decides to group them.
The compiled model in FS9 looks/works fine.. but when I reopen the project.. click "manage models" and bring up the VC model for editing.. well.. it's pretty tough to edit a model that's been re-arranged by FSDS
Am I missing something obvious here ?
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Reply #1 -
Oct 2
nd
, 2006 at 8:34am
AuMaV
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Hi Brett
Im not sure why your combining models,or even how your doing it you said"After combining the main model and the VC model through "manage models" I have no Idea why or how your doing this
Just leave the models in their respective windows so long as the manage models has the correct tag for model type (main model and Aircraft vertual cockpit ) it will compile fine
I think the reason all the animated parts are in the center of the model is because of the part naming in the external model and the VC are combinig and the parent chiild relationship is being broken.By keeping the models in their own window (work space) will prevent this
cheers
Wozza
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Reply #2 -
Oct 2
nd
, 2006 at 8:47am
Brett_Henderson
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By combining them.. I meant adding them both via "manage models". They're both still in their own workspace (i.e. I have to use "manage models" to switch between them)..
I'm not going to lose too much sleep over this. The compiled model is just fine. It's no big deal to remove the re-arranged VC.. re-add the non-re-arrange VC after editing.
I'll just chalk it up to one of them MANY things you just accept
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Reply #3 -
Oct 2
nd
, 2006 at 9:51am
AuMaV
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Hmmm not sure what the problem is
when switching between windows use SHftM and/or CtrlM
its easier
When I compile a model from the VC model I will get a all animated parts to the center of screen when it compiles (because it switchs to the main model before compiling and the sceen duznt have time to redraw itself) but normally a few seconds after the compile is finished it reverts back to normal maybe thats what your seeing?
Wozza
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Reply #4 -
Oct 2
nd
, 2006 at 10:37am
Brett_Henderson
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You're probably right.. or I'm not explaining myself well.
If I went and opened up the project, right now; it starts with the main model in the work area.
If I then pull down "manage models" and select the VC model.. it switches to just that model in the work area.. BUT, with all the animated parts kinda grouped in the center.
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Reply #5 -
Oct 2
nd
, 2006 at 11:17am
AuMaV
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Hi
Ive never seen that before
I did once have a wierd one,what happened was I was in animation mode and exited fsds and it saved with all the animations extended,It compiled fine and worked ok in fs9 I fixed it by selecting each animated part,went into animation mode cycled through the keyframes,then saved. I have no idea what would cause all the animations to revert to 0,0,0 coords but still compile fine,Im sure somebody must have this happen and prob just a very simple ooops
Wozza
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Reply #6 -
Oct 2
nd
, 2006 at 11:22am
Brett_Henderson
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Thanks for trying to help me sort it out
I'm not going to sweat it any longer..
Editing the VC outside of the main project isn't that big a deal at this point. As long as it keeps compiling accurately.. I'm just gonna play dumb and happy
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Reply #7 -
Oct 2
nd
, 2006 at 11:27am
AuMaV
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Np sorry wasnt much help ...any chance of a screenie of the set up and prob? might help
Wozza
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Reply #8 -
Oct 2
nd
, 2006 at 12:47pm
Brett_Henderson
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For what it's worth... take a look..
Pre-compilation VC
Post-compilation VC
Main model
What I HAVE notice now is... all the repostioned parts are children of the animated parts. The animated parts stay put.. EXCEPT the yokes.. which are both children and animated.. geez
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Reply #9 -
Oct 2
nd
, 2006 at 1:46pm
AuMaV
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Hi Again
So your saying that the first picture is what it looks like when you first load it into fsds3
2nd picture is what it looks like after you have compiled?
I noticed that the textures are also missing in the 2nd so Im wonding if your system might be choaking on the the compile and having a slow time redrawing the scene
what happens if you hit shft M a few times after the compile ?
Wozza
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Reply #10 -
Oct 2
nd
, 2006 at 2:46pm
Brett_Henderson
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I suppose system choking is a possibility:
Athlon64 3700 (o-clocked 20%)
1024MB Corsair DDR3200
Nvidia 7800GT256
But I don't think so..
Now.. here's the weirdest thing of all (and you did mention it.. I just wasn't paying attention).. Even though shift+M is supposed to be just a short-cut.. as opposed to the pull-dowm(which even tells you shift+m is a short-cut).. it must DO something different.. because if I toggle models (shift+M) right after compiling (like you suggested).. all the parts stay put. But if I toggle the models via the pull-down, my problem happens again..
(I wonder how this shows up on the FSDS programmers flow-chart
)
Thanks SO much for your help. It's gonna save me a lot of time as I tweak the visual models..
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Reply #11 -
Oct 2
nd
, 2006 at 2:57pm
AuMaV
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Hehehe
Yep your right I just tried it here and all the child parts end up dead center and the textures vanish , Ive never in the 5 years of using fsds used the manage models except to resort them or rename them,not sure if its a featue or a bug
Just use sfht M to move forward and ctrl M to move rearward through the models and dont do it again LOL
cheers
Wozza
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Reply #12 -
Oct 2
nd
, 2006 at 9:58pm
Felix/FFDS
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You mean you can actually move between models using the menu? Zounds! I never heard of anyone doing that!
Felix/
FFDS
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Reply #13 -
Oct 3
rd
, 2006 at 10:10am
Jakemaster
Ex Member
Quote:
You mean you can actually move between models using the menu? Zounds! I never heard of anyone doing that!
I know this has nothing to do with the topic at hand, but the last time I heard Zounds was when I read Oedipus last year....
Sorry I cant be of any help, I have no 3D modelling knowledge, but to get sort of on topic great to see you working on a VC! I really liked your 210, even though it doesnt have a VC, but with your modelling skills this is sure to be a favorite of mine and many others! I just love Piper twins...
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Reply #14 -
Oct 3
rd
, 2006 at 3:21pm
Brett_Henderson
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EVERY OUTER MARKER SHOULD
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Thanks
...
It's coming along nicely.. I'n into the final tweaks on the model and dynamics.. Last hurdle is to get the VC panel and gauges worked out.
Can I avail you as a Beta Tester ?
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Reply #15 -
Oct 3
rd
, 2006 at 3:52pm
Jakemaster
Ex Member
Quote:
Thanks
...
It's coming along nicely.. I'n into the final tweaks on the model and dynamics.. Last hurdle is to get the VC panel and gauges worked out.
Can I avail you as a Beta Tester ?
I can always be availed as a Beta Tester
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