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Tip topics

We probably should create a kind of SDK?
I started it already, but couldn't continue, due to the problems I posted earlier this week in the MCX forum. And, I'm in an exam period;)

But we could think of that.
 
How do I get my .blend file into the correct format to be compiled into a bgl?

You should export it to DirectX (.X) format in Blender. I'm not sure, I'm in the airplane development, though I think it will work.
 
For scenery development, like ac, you can export to .X (Direct X) format. You can also use .dae (Collada) or .3ds (Autodesk 3DS). If it is not enabled you will need to activate the option in the USER PREFERENCES under FILE, then select the ADD ONS tab (may not be called addons but would be similar, I havent been in there in a while as I just import settings on new versions). Just locate DIRECT X .x in the IMPORT/EXPORT section and place a check in the box. While there, also do the same for 3DS (.3ds)and Collada (.dae) as those are also usable FS formats, and working from multiple programs to create and edit, having them active already just makes the process faster.

You then use Model Converter to convert the .dae/.3DS/.X to the BGL or MDL format you desire.

Doing so with textures may require selecting some checkboxes in the output menu in the properties viewport or the export save window down the left side (see my Collada Texture Export post)
http://fsdeveloper.com/forum/showthread.php?t=427804
 
We probably should create a kind of SDK?
I started it already, but couldn't continue, due to the problems I posted earlier this week in the MCX forum. And, I'm in an exam period;)

But we could think of that.

I like the idea. Where is what you have already started? I can help expand it. The only thing we would need to cover is getting it from Blender to FS. As for blender itself, there are already many many many many tutorials available, but we could put a pretty extensive set of documents together.
 
Yeah, in fact we need a clear workflow description.

I started with Blender and MCX setup (you know, Metric, Framename Parse).
Then I showed a model I created, with random object naming.
Then I emphasize that we need to change the names to ensure the VTs and MRs are automatically parsed.

Animation: linear interpolation. Further, normal keyframing as you would do with Gmax. Put the animation slider at key50, because that is for control surfaces neutral and will be exported by .X as neutral. (Otherwise, for example, the rudder will move from 0 to 90 deg, instead of -30 to 0 to 30 deg).

And there I stopped, because I encountered some errors.
 
Hi,

If you want you can put such tips on the wiki here at fsdeveloper as well. Just create a new page for specific subjects. And we can add a blender category to make it easier to find things.
 
Yeah, in fact we need a clear workflow description.

I started with Blender and MCX setup (you know, Metric, Framename Parse).
Then I showed a model I created, with random object naming.
Then I emphasize that we need to change the names to ensure the VTs and MRs are automatically parsed.

Animation: linear interpolation. Further, normal keyframing as you would do with Gmax. Put the animation slider at key50, because that is for control surfaces neutral and will be exported by .X as neutral. (Otherwise, for example, the rudder will move from 0 to 90 deg, instead of -30 to 0 to 30 deg).

And there I stopped, because I encountered some errors.

What were some of the errors?

Also, for the 0-90 issue just change local axis to 45 center, wouldn't that work? I havent done aircraft so not as familiar with the whole process.
 
Hi,

If you want you can put such tips on the wiki here at fsdeveloper as well. Just create a new page for specific subjects. And we can add a blender category to make it easier to find things.

Ill make a basic intro to using blender (settings preferred, etc) then refer to mcx or similar tools for getting it into fsx. I am working on a texture mapping export issue right now.
 
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