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Is it possible ...

GHD

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england
.. to disable animation of undercarriages and have them remain retracted at all times?

This would allow amphibious aircraft to be used as AI operating from water.
 
Modelconvertex is the answer, you delete animations, and in the slider you fix the position of the animation. I mean you could leave the airplane with the doors open or whichever the animation could be, in this case the landing gear :wizard:, but I guess any else animation will be lost, nothing is perfect.right now I am thinking one could lose the propeller animation, could be ? in this case
I think SAMM could do the task, in the option menu you can choose those features.
 
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George, I trust you've tried checking Gear Up. If so, the only alternative with SAMM is to adjust the relevant aircraft parameter(s) from the Listings and Tools dialog.

Don
 
It almost worked, but the model sits about a meter higher than the flyable version.





I suppose I could use MCX to lower it.
 
It was about 1.5m too high. I used MCX to lower it:



Unfortunately I will need to convert it again since the engines are not running.

Thanks again Don for a great tool :D
 
SAMM can do that as well - and adjust the static pitch. Use the Static Position button.

Happy New Year
Don
 
Thanks Don,

The thing about using MCX is that one can see the movement on the screen before accepting the final value.
 
Happy New Year Don,

I tried another conversion with "Engines running" and it does not include the prop textures.



Out of the original textures:

cowl_l.bmp
cowl_t.bmp
float_l.bmp
float_t.bmp
fuslg_l.bmp
fuslg_t.bmp
hull_l.bmp
hull_t.bmp
propdisk_t.bmp
prop_l.bmp
prop_t.bmp
spin_l.bmp
spin_t.bmp
stab_l.bmp
STAB_T.bmp
struts_l.bmp
struts_t.bmp
tail_l.bmp
tail_t.bmp
wing_l.bmp
wing_t.bmp

It uses only:

ai2_consolidated_pby_raf\cowl_t.bmp
ai2_consolidated_pby_raf\float_t.bmp
ai2_consolidated_pby_raf\fuslg_t.bmp
ai2_consolidated_pby_raf\hull_t.bmp
ai2_consolidated_pby_raf\spin_t.bmp
ai2_consolidated_pby_raf\stab_t.bmp
ai2_consolidated_pby_raf\struts_t.bmp
ai2_consolidated_pby_raf\tail_t.bmp
ai2_consolidated_pby_raf\wing_t.bmp

I think it should have included propdisk_t.bmp




What can I do?
 
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Happy New Years right back at you (and all other readers).

I think it should have included propdisk_t.bmp
So do I.

I've just checked the stock C172 and it's prop texture is used when engines are running - which suggests the problem is specific to your model.

You might try using all, or a custom set of options. For the latter, you'd have to examine the listing of the base model to see which particular parameter enables the segment of code that utilises the material that refers to the prop texture. (I know, "the knee bone is connected to the ankle bone; the ankle bone ... ") So try all first, but you may get some things you don't want.

If that doesn't "do the trick", then please send me the aircraft (or a link to it) and I'll take a look.

Don
 
George, please disregard my previous message. I've just taken a closer look at the resulting C-172 and discovered it did not use the prop texture after all; it just has a very low alpha which made it appear that way.

I'll get back to you.

Don
 
George, so you can "play" while I work fixing the problem, once you specify wheels up and engine running, open the texture editor, scroll down to the PROP_DISK textures and check the "Use" box for textures 60. Then save.

Once you re-place the model, you should see the prop textures.

Incidentally, I only tried the Canso, but it's static elevation was right without any correction on my part.

I'll post a fix ASAP.

Don
 
Incidentally, I only tried the Canso, but it's static elevation was right without any correction on my part.

It's probably ok for static placement, but I am using it as an AI model.

I'll try your suggestion.
 
George, so you can "play" while I work fixing the problem, once you specify wheels up and engine running, open the texture editor, scroll down to the PROP_DISK textures and check the "Use" box for textures 60. Then save.

Once you re-place the model, you should see the prop textures.

I did that but the texture still isn't used.





ai2_consolidated_pby_cwh\cowl_t.bmp
ai2_consolidated_pby_cwh\float_t.bmp
ai2_consolidated_pby_cwh\fuslg_t.bmp
ai2_consolidated_pby_cwh\hull_t.bmp
ai2_consolidated_pby_cwh\spin_t.bmp
ai2_consolidated_pby_cwh\stab_t.bmp
ai2_consolidated_pby_cwh\struts_t.bmp
ai2_consolidated_pby_cwh\tail_t.bmp
ai2_consolidated_pby_cwh\wing_t.bmp
 
Did you Save Edits after checking that box?

Anyway, I've now localised the problem. Don't know how I'm going to fix it yet, but I do know what's wrong. (It's something I "broke" last summer when I reworked the texture handling.)

I should have a fix out later today.

Don
 
but the dialog remained open, I needed to close it manually
Yes, that's intentional, since you may wish to edit more than one texture.

All I can say is that worked for me. But, since I'm working on a permanent fix, I'd rather not spend any more time on the workaround. You'll just have to find something else to do for the next hour or so. :rolleyes:

Don
 
Thanks Don,

We now have prop textures :D

However, when I replaced the original mdl with the converted one, the aircraft was not visible in FSX. Presumably this is because SAMM creates a scenery moldel. :confused:

I imported it into MCX and exported as an FSX mdl and it is now visible in FSX.

The only problem I now have is that the prop disk is solid, I will need to play with the alpha channel.
 
However, when I replaced the original mdl with the converted one, the aircraft was not visible in FSX. Presumably this is because SAMM creates a scenery moldel.

I imported it into MCX and exported as an FSX mdl and it is now visible in FSX.
George, not clear what you are trying to do. The sole purpose of SAMM is to convert flyable/AI aircraft models to FS9 static scenery. FSX should display these models just the same as FS9 - save for transparency - and MCX should fix that for you.

Don
 
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