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What is a 'Root Node' (Read 845 times)
Apr 6
th
, 2009 at 9:16am
Wing Nut
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... and why do they hate me so much?
Anybody?
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Reply #1 -
Apr 6
th
, 2009 at 12:30pm
Fr. Bill
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Answered at FS Developer.
Briefly, to recapitulate...
The "root node" is like the root of any disk... it is the lowest level folder...
All aircraft models must have either "exterior" or "interior" as the top, or "root" node name. All other objects in the scene are Linked to that node.
Code:
exterior engine fuselage wings etc.
Bill
Gauge Programming - 3d Modeling Eaglesoft Development Group
Intel Core 2 Quad Q6600-4GB DDR2 Crucial PC6400-800 GB SATA-ATI Radeon HD2400 Pro 256MB DX10
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speak for any company, real or imagined...
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Reply #2 -
Apr 6
th
, 2009 at 12:53pm
Alejandro Rojas L.
Ex Member
I Love Simviation.
Nah, I never Use the Verify in exportLOD tool,I don't even rename names like "Right Wing or R_Wing, L-Flaps_01 Nah nah.(This is not FS9-SDK anymore). I leave as it is Lines,Object Box chamferbox etc, All I do is LINK what needs to be link , create the animation and make it work fine in FSX ..
But I guess that's me I'm a little bit a mess
By the way you haven't set the friendly name ,won't export like this ,Hit Create "it will make the Gui code" and then hit edit and put a name like "Kevin" or anyname the name of the model..
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Reply #3 -
Apr 6
th
, 2009 at 1:41pm
HarvesteR
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Basically you have to set a link hierarchy for all your parts... to define which are attached to which (as in, ailerons attached to wings, and other parent/child relations such as that)
Cheers
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Reply #4 -
Apr 7
th
, 2009 at 1:48pm
Fr. Bill
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I used to have a life;
now I have GMax!
Hammond, IN
Gender:
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Alejandro Rhodes wrote
on Apr 6
th
, 2009 at 12:53pm:
Nah, I never Use the Verify in exportLOD tool,I don't even rename names like "Right Wing or R_Wing, L-Flaps_01 Nah nah.(This is not FS9-SDK anymore). I leave as it is Lines,Object Box chamferbox etc, All I do is LINK what needs to be link , create the animation and make it work fine in FSX ..
Please, Alex...
I'm trying to teach folks how to build an FSX model that
can be easily "downconverted" to FS9
...
Yes, you can cross the street anywhere you want; just don't be surprised if you get hit by the bus!
Pedestrian crosswalks are there for a reason. Likewise, following the SDK conventions for "part names" per the FS9 SDK even while building for FSX is just a
smart thing
to do.
Bill
Gauge Programming - 3d Modeling Eaglesoft Development Group
Intel Core 2 Quad Q6600-4GB DDR2 Crucial PC6400-800 GB SATA-ATI Radeon HD2400 Pro 256MB DX10
NOTE: Unless explicitly stated in the post, everything written by my hand is
MY
opinion. I do
NOT
speak for any company, real or imagined...
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Reply #5 -
Apr 7
th
, 2009 at 5:09pm
Alejandro Rojas L.
Ex Member
I Love Simviation.
Fr. Bill wrote
on Apr 7
th
, 2009 at 1:48pm:
Alejandro Rhodes wrote
on Apr 6
th
, 2009 at 12:53pm:
Nah, I never Use the Verify in exportLOD tool,I don't even rename names like "Right Wing or R_Wing, L-Flaps_01 Nah nah.(This is not FS9-SDK anymore). I leave as it is Lines,Object Box chamferbox etc, All I do is LINK what needs to be link , create the animation and make it work fine in FSX ..
Please, Alex...
I'm trying to teach folks how to build an FSX model that
can be easily "downconverted" to FS9
...
Yes, you can cross the street anywhere you want; just don't be surprised if you get hit by the bus!
Pedestrian crosswalks are there for a reason. Likewise, following the SDK conventions for "part names" per the FS9 SDK even while building for FSX is just a
smart thing
to do.
Yeah,
I'm a person without discipline and order , and I'm planing to release a bit later after fsx release the two citations in FS9-sdk ,Of course I have a bigger problem about the gauges
I'll post something about it
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Reply #6 -
Apr 7
th
, 2009 at 9:20pm
Wing Nut
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At any rate, I think I have it now.
Another 50 or 60 more problems and I may7 have this thing licked...
Now about those Missing FSX Shaders...
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Reply #7 -
Apr 8
th
, 2009 at 12:25am
HarvesteR
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F/A-18 HARV Almost
has my name on it!
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i would link that fuselage part to a dummy (call it
exterior
), so the dummy is the top node... this way, you can put the dummy at position 0, 0, 0 and move the aircraft about if you need to
makes for greater flexibility
Cheers
NEW PC SPECS: Intel Core i7 920 - 6GB Corsair DDR3 PC12800 RAM- Intel DX58SO Mobo - Geforce GTX 460 768MB GDDR5 - 3x LG1952h LCDs through Matrox's TH2Go - 640GB Seagate Barracuda 7200Rpm - 200GB Maxtor 7200Rpm - Microsoft Sidewinder X6 Keyboard - 5.1 Surround and a Saitek X52 Pro and Pro Flight Rudder Pedals -- Running Windows 7 Ultimate x64
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Reply #8 -
Apr 8
th
, 2009 at 10:47am
Fr. Bill
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Colonel
I used to have a life;
now I have GMax!
Hammond, IN
Gender:
Posts: 962
HarvesteR wrote
on Apr 8
th
, 2009 at 12:25am:
i would link that fuselage part to a dummy (call it
exterior
), so the dummy is the top node... this way, you can put the dummy at position 0, 0, 0 and move the aircraft about if you need to
Well, since it's required for FS9 models, I would too just as a matter of habit...
Bill
Gauge Programming - 3d Modeling Eaglesoft Development Group
Intel Core 2 Quad Q6600-4GB DDR2 Crucial PC6400-800 GB SATA-ATI Radeon HD2400 Pro 256MB DX10
NOTE: Unless explicitly stated in the post, everything written by my hand is
MY
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NOT
speak for any company, real or imagined...
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Reply #9 -
Apr 11
th
, 2009 at 4:41pm
Wing Nut
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Can you explain more how to set up a dummy part?
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Reply #10 -
Apr 12
th
, 2009 at 11:31am
Fr. Bill
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I used to have a life;
now I have GMax!
Hammond, IN
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Wing Nut wrote
on Apr 11
th
, 2009 at 4:41pm:
Can you explain more how to set up a dummy part?
There are two methods, Kevin.
1. Use the Max/GMax "Helper/Dummy" to create a Dummy object and place it at 0,0,0 in the scene. Name the part as required.
2. Create a tiny planar object at 0,0,0 and name it as required. I typically will rotate the part so it's face is down, to there's absolutely no chance it will ever be seen.
Understand that any animated parts atttached to a true Dummy (a la #1 above) will lose all animations when compiled. For this reason I stick to pseudo-dummy objects a la method #2.
For convenience, I have a defalut hierarchy set of 'pseudo-dummy' objects which I can Merge into any new project. Any additional 'pseudo-dummy' object needed can be cloned from them quickly.
Bill
Gauge Programming - 3d Modeling Eaglesoft Development Group
Intel Core 2 Quad Q6600-4GB DDR2 Crucial PC6400-800 GB SATA-ATI Radeon HD2400 Pro 256MB DX10
NOTE: Unless explicitly stated in the post, everything written by my hand is
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Reply #11 -
Apr 12
th
, 2009 at 7:22pm
Felix/FFDS
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Fr. Bill wrote
on Apr 12
th
, 2009 at 11:31am:
Wing Nut wrote
on Apr 11
th
, 2009 at 4:41pm:
Can you explain more how to set up a dummy part?
2. Create a tiny planar object at 0,0,0 and name it as required. I typically will rotate the part so it's face is down, to there's absolutely no chance it will ever be seen.
For this purposes, then will it suffice for the dummy object to have only two points (therefore no polygon to even be remotely visible) or MUST it have at least one 3-point face?
(Note - Rhetorical question, for discussion, since I have the habit of making a very small hidden "cube" as any dummy object I may need)
Felix/
FFDS
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Reply #12 -
Apr 13
th
, 2009 at 11:56am
Fr. Bill
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I used to have a life;
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The simplest geometric object allowed is a triangle, which by definition has three points...
Bill
Gauge Programming - 3d Modeling Eaglesoft Development Group
Intel Core 2 Quad Q6600-4GB DDR2 Crucial PC6400-800 GB SATA-ATI Radeon HD2400 Pro 256MB DX10
NOTE: Unless explicitly stated in the post, everything written by my hand is
MY
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NOT
speak for any company, real or imagined...
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Reply #13 -
Apr 13
th
, 2009 at 7:12pm
Wing Nut
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So I actually name the part 'Dummy' then? I did that the named the fuselage 'exterior' and the cockpit tub (wich is at the top of that hierarchy) as 'interior'
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Reply #14 -
Apr 13
th
, 2009 at 10:53pm
Felix/FFDS
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Wing Nut wrote
on Apr 13
th
, 2009 at 7:12pm:
So I actually name the part 'Dummy' then? I did that the named the fuselage 'exterior' and the cockpit tub (wich is at the top of that hierarchy) as 'interior'
No the "dummy" part is the function. You would name it "exterior" or "interior" (when modelling for FS9).
When modelling for FS-X, since you create and compile a separate model/scene, you can keep the convention, but otherwise .... name for convenience.
Felix/
FFDS
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