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P3D v3 Jetway creation help request.for j

Messages
122
Country
canada
Hi, well I almost finished my airport now is time for the hardest part Jetways and 3dsMax. Brrrr...
Ok anyhow, I have installed the SODE jetway SDK I think properly, but have no luck adding animations so far, never mind texturing it, well didn't get this far, first I need to solve animation issue before even thinking of texturing them.
Ok here is what I have done so far with little success.

In 3dsMax 2015 I simply open the supplied with SDK jetway MAX file and it opens just fine. I modify nothing!
Next step I run the Script and it seems to run ok and it adds the animation, but....

When I play the animation in3ds the front bridge goes straight through the round part with the hood (will post a picture when I get home). In other words the round part of jetway with hood does not move out with the bridge, it does rotate and the hood does go down as well but it stays in place so the bridge C (I think it's called) simply goes straight through..

Well ok so I decided I export the thing anyways just to see what happens in MCX,
When I exported it as 3ds file then into MCX there appears to be no animations what so ever with it.
I then used the Aces Tools exported it as MDL, while doing so I got a window pop up with various things that it said it was wrong with it, Few that come to mind Double Bone, Bones Broken, not enough LODs for object, lots of instances of scale being wrong etc... I maybe will post the window that pops up later to give better idea. Anyhow it did create MDL file anyways and I loaded it to MCX and there was a Jetway and I think what is called Bones, but these were beside the jetway when I played the animation they moved , but again they were not part of the jetway more like beside it or under meet it (again will add a pic later)
NOTE I have never done nothing to the originally imported file of jetway from SDK, maybe I should have I don't know ... Sorry I'm very new to 3ds and there is literally NOTHING (that I have found) as far as some tutorials for SODE regarding using it to develop scenery.

Maybe someone would be interested in making one on how to bring the gate from SDK state .max file to MDL ready for placement.

Now, I also tried quick and dirty way of simply editing the supplied DDS texture file So my gates are not the default green, blue, yellow lol, unfortunately that trick did not work, I can change a color lol, but that's about it. Adding any texture (image) in place of colors places them all over the bridge I have no way of reverse engineering UV mapping lol, even though I could texture it in 3ds know enough to do that, well I still have to successfully export it with animations, that's why I decided to start with the basic of making the MAX file a working MDL. In addition the default SDK gates are too high for my terminal when I placed them with XML file and SODE they work fine, no problem there except I had to put them 12 feet below AGL, (12 feet seems like off number but that's what I had to write in XML file ALtitude=-12#AGL something like that in the code I will double check when home) to make them align with the terminal walls, they appear to be maybe quarter way ( half of the post of the very first yellow round part "the leg is half way in the ground seems more like maybe 3-6 feet, but anyways that's what I had to use, they work just fine anyways)

hence again my need to learn to edit them, but again as with texturing I can do that but what's the point if I can't animate them lol, first thing is first :) .

Sorry for super long post just trying to explain the problem here, anyhow maybe one of you guys that has a hold on in wanna make a nice video tutorial, you'd be the first lol ;)

Any help greatly appreciated,

Andy
 
That is what it looks like in 3ds 2015 after running the script and just moving the animation frame bar to the end
3ds jetway.jpg


and then export it to 3ds and load into MCX, these things thre "bones I think" they move, not the jetway LOL

mcx jetway.jpg
 
this is my xml script, basically just used the part i need from SDK example, except change lat/long and altitude, as you see i needed them 12 feet below AGL

Code:
<SODE>   

  <!-- Data Probe serving its clients -->
  <SimObject Name="CYXU London">
  <Placement Lat="43.0299" Lon="-81.1472" Alt="915" Hdg="0.0"/>
  <Model SimTitle="12bPilot_SODE_Environmental_Data_Probe">
  <EnvironmentalDataProbe ClientList="Wind Sock;PAPI Lights;Landing Direction T;Winter Roof"/>
  </Model>
  </SimObject>
   
   
   <!-- STANDS : A double jetway and a single jetway defined in their individual stands (matching the AFCAD data!) -->
  <Stand AfcadICAO="CYXU" AfcadGateName="GATE" AfcadParkingNumber="4">
     <!-- Jetways -->
  <SimObject Name="Gate 04 Jetway">
  <Placement Lat="43.028714690" Lon="-81.148331711" Alt="-12#AGL" Hdg="300.7"/>
  <Model SimTitle="12bPilot_SODE_Custom_Jetway" StaticSimTitle="12bPilot_SODE_Custom_Jetway_Static">
  <Jetway InitialState="30;50;15;0"/>
  </Model>   
  </SimObject>   
  </Stand>
  <Stand AfcadICAO="CYXU" AfcadGateName="GATE" AfcadParkingNumber="5">
     <!-- Jetways -->
  <SimObject Name="Gate 05 Jetway">
  <Placement Lat="43.028852413" Lon="-81.148423497" Alt="-12#AGL" Hdg="242.4"/>
  <Model SimTitle="12bPilot_SODE_Custom_Jetway" StaticSimTitle="12bPilot_SODE_Custom_Jetway_Static">
  <Jetway InitialState="30;50;15;0"/>
  </Model>   
  </SimObject>   
  </Stand>
  <Stand AfcadICAO="CYXU" AfcadGateName="GATE" AfcadParkingNumber="6">
     <!-- Jetways -->
  <SimObject Name="Gate 06 Jetway">
  <Placement Lat="43.029079808" Lon="-81.148699353" Alt="-12#AGL" Hdg="220.4"/>
  <Model SimTitle="12bPilot_SODE_Custom_Jetway" StaticSimTitle="12bPilot_SODE_Custom_Jetway_Static">
  <Jetway InitialState="30;50;15;0"/>
  </Model>   
  </SimObject>   
  </Stand>
  <Stand AfcadICAO="CYXU" AfcadGateName="GATE" AfcadParkingNumber="7">
     <!-- Jetways -->
  <SimObject Name="Gate 07 Jetway">
  <Placement Lat="43.029167173" Lon="-81.148869874" Alt="-12#AGL" Hdg="175.4"/>
  <Model SimTitle="12bPilot_SODE_Custom_Jetway" StaticSimTitle="12bPilot_SODE_Custom_Jetway_Static">
  <Jetway InitialState="30;50;15;0"/>
  </Model>   
  </SimObject>   
  </Stand>
   
</SODE>

They work just fine except wheels and first post are somewhat underground (I really don't think they are 12 feet under ground, looks more like quarter of entire height of first yellow post, (half of the leg) it would make them very big originally 48 feet tall... well maybe, idk ) anyhow another reason i'd like to be able to edit them.
 
Hello,

That over-extension of the bridge into the head is a display anomaly within 3dsMax/gmax when using translation on bones. This always happends.
However, in FS, everything displays correctly, so nothing to worry about.

Did you check that the material is ticked as "skinned mesh"? Also, when exporting, did you tick "Export Skin" along with "Export Animations"? Export skin ensures that the skinned mesh follows the bone structure. Also, I haven't tried to open the 3ds file in ModelConverterX and don't know if the tool reads it correctly. I only open the exported mdl file in MCX to check it, and this works.

Once you are able to export a correctly animated jetway from the demo source file, you'll be able to construct your own. Just follow the principles outlined in the SDK, or ask here in the forum.
 
OK, Thank You Jeffrey !

That was big help !

I got it exported that's how I did it:

1. Added animation
2. Used Aces Tool to assign GUID and FriendlyName
3. Exported it from 3ds' menu, there is an export button in Aces Toolbar, but that gives me no options that you speak of, so from 3ds menu select export -> then save as an *.X file
get this:

export.jpg


I checked all the options and it did work !

I imported it to MCX made an MDL out of it, added all the necessary folders in SODE for my new object, which BTW I have modified so the legs are shorter and the wheels and the whole thing sits on the ground and works as it should. :) (few glitches to work on)

Few things I yet have to figure out is how to texture it cause mine turned out Black even though I applied some textures to it, but in the heat of the moment I did it AFTER making the animation.. so not sure, maybe I need to texture the thing first then add the animation... but that's half of the battle. MCX said it loaded textures but it was still BLACK...?

Another thing is now it would not dock to my aircraft telling me doors are too low, so I had to SLEW-UP a foot or two, that I am guessing has to do with the Dummy_Leg_limiter, since I shorten both front yellow leg and legs for wheels I should maybe lower that Dummy_Leg_limiter to allow for the Jetway to go lower, there was few other errors that SODE didn't want to hook up aircraft on the ground (all height related, probably the leg issue), but once a foot or two above the ground worked like a charm, something I will have to play with.

also wondering if maybe it be possible to texture and edit the main jetway max file from SDK in SU (sooooo much easier:p) then get it back to max and then do animations.. anyone done it.

well I will mess around with it later, but YEAH !!! half way there.

still open to any suggestions and hints ;)

Thanks
Andy
 
OK, Thank You Jeffrey !

Another thing is now it would not dock to my aircraft telling me doors are too low, so I had to SLEW-UP a foot or two, that I am guessing has to do with the Dummy_Leg_limiter, since I shorten both front yellow leg and legs for wheels I should maybe lower that Dummy_Leg_limiter to allow for the Jetway to go lower, there was few other errors that SODE didn't want to hook up aircraft on the ground (all height related, probably the leg issue), but once a foot or two above the ground worked like a charm, something I will have to play with.

Andy

I get the same message (doors are too low). I never got this error before with my jetways and I can't lower the dummy_leg_limiter. The plane used for testing is the FAIB 738 (AI model) and I have checked with MCX that the exit tag is correctly placed in the middle of the door. I will investigate a further more with other models.

Best regards
 
I have not been able to fix it yet, will play with it over the weekend.

Maybe it has something to do with some limits inside the script... although I greatly alerted (lowered) that leg with wheels, moved everything lower to the point it does not look good LOL, it does not get rid of "door too low" message. I have to SLEW aircraft up by a foot or so then it works.

I am saying maybe in the script... just because "lucky me" the gate I started on testing also said "rotation limit" was out of range.. something like that, it would not let me change it beyond 80 deg (in 3ds).. in the script there are lines there dealing with that, I changed it to -180/180 deg and now it will rotate all I want, just fine to dock to aircraft door (I needed 90 deg), all though it obviously doesn't look good if I was to choose 180 (pointless) but it does work as far as this problem that I have...
I cannot place the jetway anywhere else to work with parking position and still be attached to the building, but what I plan on doing is maybe make short fake "sleeve" on the jetway itself or maybe the building and that should lessen the angle require by the jetway to dock to aircraft.
Making the whole thing shorter could work also, but can't figure what's up with the "door too LOW"
I will likely make it shorter or something to resolve the angle of rotation issue, Jeffrey obviously put it there for a reason, yeah other wise rotated to much it simply looks bad LOL.
.. and there I was hoping I can just make it smaller LOL, guess I have learn the darn 3ds after all... :p

Andy

PS: I should add that there is no problem with the default jetway from SDK, it will dock to the aircraft no problems, (except for the one that has the angle issue), but otherwise the defaults work fine, testing with PMDG 737, only they are way too tall :p for my terminal.
 
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I have modified the jetway legs dimensions and now this is OK. About the rotation limit sometimes out of range, the important thing is to find the right jetway rest (static) position. I had to play with root sweep angles and jetway initial state data to get it.
 
I have modified the jetway legs dimensions and now this is OK.

Would you mind sharing some details how you got it working :)

Here is what I need to achieve at a glance..

This is original size I just textured the thing.. I keep this and work from there. this one is 8.5 meters tall.
original.jpg


Here is mine after making it smaller (4.5 meters tall)

small.jpg


as you can see I only modified "shortened" the post on the left and the legs where wheels are both inner tube "black on first picture" and outer one "the grey one". I did move the "dummy limiter" little lower as well, honestly I am not sure of what purpose they serve but sure they there for a reason, I guess what I am trying to say my knowledge of 3ds is pretty limited to modifying few parts and texturing the darn thing, I try not to alter anything else.

Well long story short, after running the script on this modified version everything seems to be moving just fine in 3ds Max, but now I export it as an " *.x " file and MCX refuses to open it with following errors,
NOTE: it works fine before my modifications... more exactly before I go to such extreme modification from 8.5m to 4.5m tall which is what I need. when I only shorten it a little uhm.. idk... down by 2m lets say...

mcxjetway.jpg


well ok fine so I use the Aces Tool to export selecting all options in EXPORT MODEL that will make me the MDL file as well as X file.
then I get all this while it's making a model, I guess I messed up something while making it shorter :(

make model.jpg


well it does create MDL that actually works, but it's all glitch-y the posts shortened with wheels don't move, Bridge A if I recall "leftmost" stretches :rolleyes:, also the part that on first picture appears white on left, doesn't move :rolleyes:.. oh well just a complete mess LOL.

mcxjetway2.jpg


Well, I textured new one, the one that is actually on the very first image, once I am happy with texturing it, which BTW is a nightmare with 3ds :p, I will run the animation script and if it works good everywhere I will start making it shorter little by little. so far it works good but like I said I only textured the thing and keep on saving it as newer and newer then I try the animation make sure I didn't change something internally in this model and it's still able to produce working jetway.

Anyhow I am open to any suggestions to help me make it less tall without braking it :)

Thanks
Andy
 
Skin mesh !!! Stupid skin mesh !!!

I added some new materials to few parts, after exporting it, they are not skin mesh, these needed to be edited in MCX to skin mesh, then all parts are animated :banghead:.

Anyway got as far as making nice textures even got the windows transparent in bridges.. and they work YAY !!! back to making it smaller. :)

Andy
 
My jetway,

the root base is 5.5m above ground (it depends on the terminal building design). No transparent material so the texture size is as small as possible (dds dxt1 1024x512 with mipmaps)


upload_2016-3-14_19-10-59.jpeg
 
I have raised a bit the lower part of the static leg, that's all.

By static leg you mean the rectangular one attached to bridge... with the wheel part coming out of it?
I will try that but as I recall and as you can see in my modified version 4.5m tall I almost exhausted any room to move it LOL, I will be trying some more because I think there were additional things I messed up, this weekend was for texturing :)

Looks awesome with transparent windows...

gatecyxu.jpg

... tell you a secret it look terrible from the other side LMAO :p well maybe not terrible, but from certain angles it looks weird :rolleyes:

something to do with transparencies, for some reason they make things behind them that are also transparent invisible :rolleyes:, can't get to the bottom of it, looks a-OK IMO time to make it smaller...
I might give up the transparency for now, its almost textured the hard part is making it smaller (less tall) without braking it so the animation can be added and it works right.

Andy

PS: I really like your approach to making it appear transparent :cool:
 
@Jeffrey Stähli

OK That one is for you.
Finally I was able to get the darn thing working! Super!
..but..
Now I can't make the static version because I removed stair and when I run the script it tells me "No stairs object found check name"

got green light and jetway.cfg states has stair = false

anywhere in the script i can find so it doesn't look for stair as requirement?

Thanks

NVM FOUND IT

Code:
bridgeVelocity = 0.75;
legOverlap = 0.2;
hasStairs = true  <----   made it = false and it worked
hasStatic = true

I just don't like changing things that say explicitly:

Code:
-- Type path to SimObjects hereafter
SimObjectsPath = "C:/ProgramData/12bPilot/SODE/SimObjects/Misc/"

-- DO NOT MODIFY!

SodeJetwayTool = newRolloutFloater "SODE Static Jetway Creator [SDK v1.1] - Jeffrey Stähli" 500 300

:D
 
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By static leg you mean the rectangular one attached to bridge... with the wheel part coming out of it?
I will try that but as I recall and as you can see in my modified version 4.5m tall I almost exhausted any room to move it LOL, I will be trying some more because I think there were additional things I messed up, this weekend was for texturing :)

Looks awesome with transparent windows...

View attachment 27629

... tell you a secret it look terrible from the other side LMAO :p well maybe not terrible, but from certain angles it looks weird :rolleyes:

something to do with transparencies, for some reason they make things behind them that are also transparent invisible :rolleyes:, can't get to the bottom of it, looks a-OK IMO time to make it smaller...
I might give up the transparency for now, its almost textured the hard part is making it smaller (less tall) without braking it so the animation can be added and it works right.

Andy

PS: I really like your approach to making it appear transparent :cool:

What airport is that?
 
At last... SUCCESS ! Very first working SODE jetway at my airport :D, including static version.

jetway2.jpg


goodjetway.jpg



Thanks for your tips !

Andy
 
I will check it out later for sure, I use MT6 I recall I disabled in my traffic AI from using jetways, but now that you brought it up, will definitely check it out.
 
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