• Which the release of FS2020 we see an explosition of activity on the forun and of course we are very happy to see this. But having all questions about FS2020 in one forum becomes a bit messy. So therefore we would like to ask you all to use the following guidelines when posting your questions:

    • Tag FS2020 specific questions with the MSFS2020 tag.
    • Questions about making 3D assets can be posted in the 3D asset design forum. Either post them in the subforum of the modelling tool you use or in the general forum if they are general.
    • Questions about aircraft design can be posted in the Aircraft design forum
    • Questions about airport design can be posted in the FS2020 airport design forum. Once airport development tools have been updated for FS2020 you can post tool speciifc questions in the subforums of those tools as well of course.
    • Questions about terrain design can be posted in the FS2020 terrain design forum.
    • Questions about SimConnect can be posted in the SimConnect forum.

    Any other question that is not specific to an aspect of development or tool can be posted in the General chat forum.

    By following these guidelines we make sure that the forums remain easy to read for everybody and also that the right people can find your post to answer it.

FSX 3d vs 2d gauges [newbie]

Messages
18
Country
italy
Hi to all,

I'm going to ask some basic questions about gauges. I'm completely newbie so sorry if they would result a bit confused.

1. I successfully completed the tutorial described in my previous post at http://www.fsdeveloper.com/forum/threads/problems-in-sdk-gauges-sample-newbie.435373/#post-725206 but it is about 2D gauge. I would like to use 3D gauges instead. However, in all the tutorials I found on the web (and on this forum, of course :) ) the gauges are represented as 2D bitmaps.
How are represented 3D gauges to insert in a virtual cockpit? Is it possible to insert a 3D model coming, from example, from 3dsmax?

2. Let's suppose the answer to the first question is yes. I have an empty panel for the virtual cockpit, and I want to "fill the holes" with a 3D gauge (say an altimeter). Which are the steps to follow?

3. Once I successfully "inserted" the 3D gauge, I need to animate it in response of changes in the simulator variables. I suppose I can follow the same procedure adopted for 2D gauge.

To summarize, I have a 3D model of a gauge, and I would like to insert it into the virtual cockpit of the Cessna that we can find inside the Microsoft Fsx Sdk tutorials.

Any help is really really appeciated! :D
Thanks in advance,
Mauro
 
Messages
132
Country
france
If you have the source of aircraft, you can add 3D gauges. If you are not the author of the plane, it is impossible to add 3D gauges.

Maybe you can use ModelConvertX to merge own 3D gauge create with tools of the SDK and the aircraft.
 
Messages
18
Country
italy
Thanks David,

so, let's suppose I have the source both of the aircraft and the 3D gauge. Which could be the steps to insert it inside the virtual cockpit? I took a look at ModelConvertX wiki, but it seems made for 3D scenary objects, and not for gauges inside the aircraft. Am I wrong?

Thanks,
Mauro
 

Heretic

Resource contributor
Messages
6,828
Country
germany
You can't insert stuff into aircraft in MCX.

If you have the source file of the aircraft, use the tool it was created in (GMax, 3ds Max or Blender) to put your 3D gauges (composed of an object for the frame, objects for any needles, textures for the instrument and code to animate it) onto the panel and then export the cockpit model again.
 
Messages
18
Country
italy
Thank you all,

so I need to insert 3D gauges inside the cockpit through 3dsmax or similar.
Now the next step should be connect the gauge animation with the simulator variables. How achieve that?

For example let's consider a compass: I would like to associate its rotation around its z-axis with the value taken from simulator.
If I should do it in bare c++, I would create a function R that takes in input an angle and calls another function like glRotate.
Another function "listens" to changes in simulator vars and calls R.

Thanks very much,
Mauro
 

n4gix

Resource contributor
Messages
11,662
Country
unitedstates
Mauro, all 3d gauge animations are scripted by XML in the modeldef.xml file. Here is a Whiskey Compass script:
Code:
  <PartInfo>
    <Name>T38_whiskey_compass</Name>
    <AnimLength>360</AnimLength>
    <Animation>
      <Parameter>
        <Code>
          (A:WISKEY COMPASS INDICATION DEGREES, degree)
        </Code>
      </Parameter>
    </Animation>
  </PartInfo>
Note: the misspelled "WISKEY..." is actually a mistake that neither ACES (Microsoft) or P3D (Lockheed-Martin) has bothered to correct.
 
Top