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Can someone explain the relationship between all the new file types and how they relate to each other and what they are used for/do in an aircraft project?
TLDR: What I am looking for is more information on how the js/css/html/coherent panel.xml and panel.cfg work together, and I've looked at the good work of others in other threads about this. (like https://www.fsdeveloper.com/forum/threads/getting-started-with-fs2020-html-gauges.449513/).
I've gathered this info, but a little knowledge is dangerous.
In ancient times there was Modeldef.xml and GMAX/Blender/3DSMAX and exporters that combined the modeldef.xml code and meshes/animations into an MDL file. (just to be simplistic here.) You could also create gauges in C++ for more complex actions and create gau (dll) files that your MDL could access/use via .cfg files.
Now MSFS can still utilize modeldef.xml in a similar fashion, but now it gets a little more complicated with js/css/html and xml and possibly WASM(C++).
I'd like to concentrate on blender (3DSMAX is out of my budget) and the Blender2MSFS utility.
You create a blender file that represents your model, an exterior model and and interior model. You add animations for the exterior like elevator/rudder/ailerons/flaps /gear etc.
You must now name your animations the same name as ASOBO has done in their template files (with the ID suffix taken into account if needed) , in order to use their template files for the "modelbehaviours" (you can use older modeldef.xml as I understand it, but I want to know about the newer tech).
This seems pretty straight forward. and the xml should match the nodes.
Now looking at the interior/cockpit files, a similar naming for the instruments and their animations. However instruments will be required to send events and interact with the user.
and the xml file for the interior.
After this the interaction of the user to the instruments is handled by what. I see panel.cfg, panel.xml.
Panel.cfg points to say NavSystems/AS1000/PFD/AS1000_PFD.html.
It looks like the graphics are drawn using css/js/html. I understand javascript (js) and css html. The new thing to me is the Coherent_GT framework. This is a framework that supports JavaScript to be used in "games" for UI etc.
Edit: (this statement is an error it supports OpenGL, DX9, DX11 and DX12) But when I look at the site this is 2016 tech andonly supports DX11. The newer Coherent Gameface/Prysym supports DX12 and newer tech. ( so future upgrade needed when MSFS changes to DX12.)
What I am looking for is more information on how the js/css/html/coherent panel.xml and panel.cfg work together, and I've looked at the good work of others in other threads about this. (like https://www.fsdeveloper.com/forum/threads/getting-started-with-fs2020-html-gauges.449513/). It looks as though the only real thing js/css/html is for is graphic intensive type display. Then what is wasm GDI+ C++ for? I guess just even more complex things and interactions.
TLDR: What I am looking for is more information on how the js/css/html/coherent panel.xml and panel.cfg work together, and I've looked at the good work of others in other threads about this. (like https://www.fsdeveloper.com/forum/threads/getting-started-with-fs2020-html-gauges.449513/).
I've gathered this info, but a little knowledge is dangerous.
In ancient times there was Modeldef.xml and GMAX/Blender/3DSMAX and exporters that combined the modeldef.xml code and meshes/animations into an MDL file. (just to be simplistic here.) You could also create gauges in C++ for more complex actions and create gau (dll) files that your MDL could access/use via .cfg files.
Now MSFS can still utilize modeldef.xml in a similar fashion, but now it gets a little more complicated with js/css/html and xml and possibly WASM(C++).
I'd like to concentrate on blender (3DSMAX is out of my budget) and the Blender2MSFS utility.
You create a blender file that represents your model, an exterior model and and interior model. You add animations for the exterior like elevator/rudder/ailerons/flaps /gear etc.
You must now name your animations the same name as ASOBO has done in their template files (with the ID suffix taken into account if needed) , in order to use their template files for the "modelbehaviours" (you can use older modeldef.xml as I understand it, but I want to know about the newer tech).
This seems pretty straight forward. and the xml should match the nodes.
Now looking at the interior/cockpit files, a similar naming for the instruments and their animations. However instruments will be required to send events and interact with the user.
and the xml file for the interior.
After this the interaction of the user to the instruments is handled by what. I see panel.cfg, panel.xml.
Panel.cfg points to say NavSystems/AS1000/PFD/AS1000_PFD.html.
It looks like the graphics are drawn using css/js/html. I understand javascript (js) and css html. The new thing to me is the Coherent_GT framework. This is a framework that supports JavaScript to be used in "games" for UI etc.
Edit: (this statement is an error it supports OpenGL, DX9, DX11 and DX12) But when I look at the site this is 2016 tech and
Coherent GT: Main Page
coherent-labs.com
Coherent Labs - Advanced Game UI Solutions
Create stunning and high-performance game user interfaces with Coherent Labs. Explore our products Gameface and Prysm.
coherent-labs.com
What I am looking for is more information on how the js/css/html/coherent panel.xml and panel.cfg work together, and I've looked at the good work of others in other threads about this. (like https://www.fsdeveloper.com/forum/threads/getting-started-with-fs2020-html-gauges.449513/). It looks as though the only real thing js/css/html is for is graphic intensive type display. Then what is wasm GDI+ C++ for? I guess just even more complex things and interactions.
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