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Button and switch mapping (Read 658 times)
Jun 28th, 2009 at 10:21pm

brettt777   Offline
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How are animated buttons and switches mapped? If a certain button or switch in a cockpit has a function that is normaly assigned to a the joystick, or maybe a custom function that isn't a normal FSX function like changing an MFD display, how is it assigned? Is there a file somewhere that tells it what to do or is it something in the model itself?
 
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Reply #1 - Jun 28th, 2009 at 10:32pm

Travis   Offline
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I'm guessing you mean switches such as the starter, generator and battery buttons in the VCs?  Those are assigned in the modeling process.
 

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Reply #2 - Jun 28th, 2009 at 10:55pm

brettt777   Offline
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Yeah something like that. So it's done in the model. Is there a way to edit/add to these functions? See, I actualy got permission to use some avionics from one aircraft in another one, if I could figure out how to do it. I have it partialy figured out but not completely.
 
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Reply #3 - Jun 29th, 2009 at 12:03am

Travis   Offline
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Well, that's a tricky question.  What aircraft are you modding, and what are you trying to add?
 

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Reply #4 - Jun 29th, 2009 at 2:29pm

Fr. Bill   Offline
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Unless you have the source model file (.gmax or .fsc), you can NOT "change stuff." Period.
 

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 - Jun 30th, 2009 at 12:43pm

Travis   Offline
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Well, Bill, I was thinking about that:

On my Angel, I mapped several 2D gauges to 3D parts.  The parts weren't assigned anything in the model except as bits of the $panel locations.  So in theory, someone could come along and remap them to something else, provided that thy did so in the panel.cfg file.

Although, Brett:

It is impossible to edit the VC switch functions, or add them, if you don't have the files Bill mentioned.

But if you don't mind having 2D images representing those functions on the VC panel, it might be possible.
 

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Reply #6 - Jun 30th, 2009 at 10:13pm

brettt777   Offline
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Travis wrote on Jun 29th, 2009 at 12:03am:
Well, that's a tricky question.  What aircraft are you modding, and what are you trying to add?


Editing the original isn't even what I want to do. Never mind that. Okay suppose I got permission from someone to use their avionics in another airplane (which I did. It's the original Accel Pack FA-18. I talked to a guy over at FS developer and he said I use their stuff) and I put said avionics in another airplane and it works, sort of. But because this other airplane doesn't have the ultra cool 3D buttons that were mapped in the modeling process like the original airplane, I have very little control...in fact, none. The plane I want to mod is an old F-5F that I believe was originaly an FS9 plane...not even sure where I got it. I have modded the VC with some success. Would it be possible to map some of the functions of these avionics to say, a joystick or keyboard button? Maybe that FSUIPC4 program would allow that? Maybe...? Please...?
 
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Reply #7 - Jun 30th, 2009 at 11:19pm

Travis   Offline
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The only way that FSUIPC would help with that would be with the paid version (~$30 US).

But most functions for stuff in the cockpit have an ability to be mapped to either keyboard or joystick.  You just have to go to Options-->Controls-->Assignments and find the correct command, then map it to either the keystroke you want, or the joystick button you want.
 

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Reply #8 - Jul 1st, 2009 at 11:29pm

brettt777   Offline
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Travis wrote on Jun 30th, 2009 at 11:19pm:
The only way that FSUIPC would help with that would be with the paid version (~$30 US).

But most functions for stuff in the cockpit have an ability to be mapped to either keyboard or joystick.  You just have to go to Options-->Controls-->Assignments and find the correct command, then map it to either the keystroke you want, or the joystick button you want.

Most but not all...Most of the MFD commands that this avionics use appear to be very specific and unique to this system.
 
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Reply #9 - Jul 2nd, 2009 at 11:19am

Travis   Offline
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Ah!  You never mentioned that it was an MFD.  Yeah, that's gonna be hard to do.

But what part of the MFD are you trying to map to a button?
 

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Reply #10 - Jul 2nd, 2009 at 9:30pm

brettt777   Offline
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Just normal MFD functions, like changing it from the ADI to the engine display or the FCR.
 
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Reply #11 - Jul 3rd, 2009 at 1:56pm

Travis   Offline
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Well, those aren't going to be mappable to any buttons.  They aren't commands associated with anything in FS.  They're commands that are specific to that MFD.

But why would you need them to be mapped?  Aren't those little white buttons around the side of the MFD enough?
 

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Reply #12 - Jul 3rd, 2009 at 3:03pm

Fr. Bill   Offline
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Travis wrote on Jul 3rd, 2009 at 1:56pm:
Well, those aren't going to be mappable to any buttons.  They aren't commands associated with anything in FS.  They're commands that are specific to that MFD.

But why would you need them to be mapped?  Aren't those little white buttons around the side of the MFD enough?


No. Remember that this FA-18 model has no 2d panel at all. The "buttons" around the PFD, MFD, EICAS, etc. are part of the 3d model, and the "mouse points" are defined in the Modeldef.xml file.

The OP has been told several times how to find the L:variable names used by simply looking through the Acceleration SDKs "Modeldef.xml" file, or by simply loading the FA-18_Interior.mdl file in Notepad.exe and searching for the L:var names, and the corresponding EventIDs.

For example, the first button defined is this:
Code:
  <PartInfo>
    <Name>ddi_l_btn_00</Name>
    <AnimLength>50</AnimLength>
    <Animation>
	<Parameter>
	  <Code>
	    (L:ddi_l_btn_00,number) 50 *
	  </Code>
	  <Lag>250</Lag>
	</Parameter>
    </Animation>
    <MouseRect>
	<Cursor>Hand</Cursor>
	<MouseFlags>LeftSingle</MouseFlags>
	<EventID>0x00011100</EventID>
    </MouseRect>
  </PartInfo>
 



The two important bits of information needed are the <Name> and <EventID> lines:

<Name>ddi_l_btn_00</Name>
<EventID>0x00011100</EventID>

The first tells us the XML "name" for the button, so that we have something to help us identify the EventID's purpose.

The second tells us the name for the EventID that must be sent to the sim, which is then passed to the controlling .dll, which in turn sets the value of the L:var so the 3d button on the model will respond.

This is all that is required to create an invisible XML gauge to control the buttons surrounding the FA-18s glass displays.
 

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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