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Panels in gmax

Messages
33
Hello, its probably a dumb question but how to add gauges to VC using GMAX? I know how to do it in panel.cfg but I dont know how to make FSX know that this surface is Vcockpit1 and other Vcockpit2. Is there any special naming or something like "animation tool" for panel?
 
Hi!

A non-scientific answer but at least a hunch on how it is done, at least in FS2004, I can give you (did that sound like Yoda?).

You take the bitmaps of all the instruments (the bitmaps found in the .gau-file) that you want to use in the Vcockpit1-section and slap them on a single bitmap, which you can name f.ex. $Gauges1(.fileextion, f. ex. PSD). And yes, there is supposed to be an $-sign.
What you do in GMax is that you make single faces in the shape of each instrument, hovering a tiny bit above the panel surface. Then, on each, map the texture of the instrument using the assembled bitmap. Then export as usual, matching each assembled bitmap with a VCockpitX-section in the aircrafts panel.cfg.

Now, this is really just a simplified explanation of the method. I struggled a with this a couple of months ago, but there are tons of tips on the web. But when I was finished, I noticed that the document that I relied on was the SDK. It is a bit "short" on details, but correct.

I now assume that the basic methodology has not changed too much in FSX. Start with the SDK, and check back for further info. I have found the FreeFlight Design Studio Forum, the Tips-section, to be a real goldmine.

/hans
 
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:/ I didnt know that it is that complicated. So all you do is name the bitmap $Gauges1 and put it onto my flat panel using UVWmap.
than in panel.cfg add something like that:?
[VCockpit01]
size_mm=something
pixel_size=something
texture=$Gauges1
background_color=0,0,0
gauge00=something 0, 0, 114, 114
gauge01=something 115, 0, 99, 99
gauge02=something 116, 100, 102, 103
gauge03=something 0, 115, 115, 114

sorry for long "no reply" (holidays)

thanks for help
 
Something like that...

...but, unless you actually READ the SDK entry for creating the FSX Material for a gauge poly, it won't work. There are some options which must be set in the FSX Material's properties before it will be recognized as a "gauge texture."

Since the information is in the SDK and may easily be read there, I see no real reason to repeat it here. :D
 
I have done everything with materials correctly and Ive named a bitmap $panel1. I have assigned the bitmap to the square place for gauge using UVW mapping. Than I added few lines in cfg.:
http://img292.imageshack.us/img292/3788/fsxgmaxvm1.gif
http://img292.imageshack.us/img292/1236/panel1ah3.gif
[VCockpit01]
size_mm=512,512
pixel_size=512,512
texture=$panel1
background_color=0,0,0

//gauge00=Piper_J3Cub!rpm, 0, 0, 114, 114
//gauge01=Piper_J3Cub!airspeed, 115, 0, 99, 99
gauge00=Piper_J3Cub!altimeter, 152, 22, 73, 73
//gauge03=Piper_J3Cub!oil, 0, 115, 115, 114

but when I run fsx the hole gauge dissapears. What did I do wrong?
 
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I have done everything with materials correctly and Ive named a bitmap $panel1. I have assigned the bitmap to the square place for gauge using UVW mapping. Than I added few lines in cfg.:
http://img292.imageshack.us/img292/3788/fsxgmaxvm1.gif

but when I run fsx the hole gauge dissapears. What did I do wrong?

From the image you posted, it is clear that you used a "Standard Material" rather than the new "FSX Material" for your VC.

This will not work...

If you are using the FSX SDK, ALL Materials used must be "FSX Materials" and the appropriate options in the rollout must be set properly.

I would refer you to my published article at ACES FSX Website FSINSIDER.com for a picture of all the options which must be set in the FSX Material for a virtual cockpit. Look through the article for the heading "Modeling the Virtual Cockpit and Gauge Polys":

http://www.fsinsider.com/developers/Pages/FSXEmissiveTextures.aspx
 
no, that was a FSX material seted correctly like in SDK.
and your link doesnt work....

thanks for help
 
no, that was a FSX material seted correctly like in SDK.
and your link doesnt work....

thanks for help

The link to the article at http://fsinsider.com most certainly does work... but, you must click on the link. You cannot copy/paste it because it is abbreviated by the forum software (notice the ellipsis ... in the link?)...

Here is a composited image showing your Material entry on the left, and a properly configured FSX Material entry on the right.

The very first error I see is that you have the "Shader" type set to "Metal." FS only recognizes the default "Blinn Shader." :eek:

What give your entry away as a "Standard Material" rather than an "FSX Material" is the order of the rollouts. Note that ACES have swapped the order of the "xxx Basic Parameters" and "Maps" rollouts with their new "FSX Materials" dialog! :D

Please check all the items boxed in RED on my example FSX Material and verify that you have the options set properly.

fsxmaterialpropertiesfofk7.jpg
 
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Thanks! I doesn say in sdk that it need to be Blendin shader :) and it was FSX material for 100% everything was correct except the shader.

and the link didnt work when I clicked on it (server was probably down)

thanks again
 
Agggh, It doesnt work :( can someone please look at the files
http://rapidshare.com/files/43080864/Desktop.rar.html

Okay. Your FSX Material is correct now, and - as it happens - the "gauge poly" does display in FSX...

...except that it's buried in that big orange "box" that you are using for a "dashboard!" in spite of what GMax is reporting. I suspect that there are going to be a lot of "scaling issues" with this model because of some of the techniques you've used which are "carry overs" from previous SDK methods. But, that's another matter entirely. ;)

What I'd suggest (and this is what I just did!) is to delete the PANEL part entirely. Select your part cleverly named "Box23." Enter the sub-poly mode, Select the face polygon, and Detach it to a part named something like "Main Panel."

Apply your existing FSX Material for the gauge to this now detached polygon, add a UVW Map (0.56mx0.56m), Align to View, then add a UVW Unwrap modifier so you can lasso the vertices and move them into place.

Link "Main Panel" part to the "Box23" part, then export the interior model. Here's a screen shot showing the result. Notice that because I used the polygon from "Box23," it is perfectly positioned, sized and oriented for your purposes.

In order for the "background" to be applied to the poly in FSX, you need to create a 24bit .bmp file, then add an entry to your VCockpit01 section as follows:

Code:
[VCockpit01]
file=panel1.bmp           //this a 24bit .bmp file located in the \panel folder
size_mm=512,512
pixel_size=512,512
texture=$panel1
background_color=0,0,0

gauge00=Cessna!Altimeter,      280,100, 73, 73

pzl11cfsx01ka2.jpg
 
Thanks, it looks like the materials, that are not UNV maps are rendering before gauges! it works perfectly now :)
 
Thanks, it looks like the materials, that are not UNV maps are rendering before gauges! it works perfectly now :)

Nope. That isn't the problem at all. As I said previously, the reason your single planar object to which you applied the FSX Material was appearing INSIDE the "Box23" object because of scaling issues. Even though the planar appeard to be "just in front of" the Box23 object, when in the sim the coordinate's non-synchronicity caused the planar to be shifted "forward" just enough be be drawn "inside" the Box23 object, hiding it from view... :eek:

These scaling issues have had the nasty affect of making your World Space, View Space, Local Space and Sim Space coordinate systems become unsynchronized.

In fact, this is also the cause of your "view distance" in the sim to be so out of whack, as I mentioned in my reply to your other post.

The proper way to "fix" the project would involve applying an X-Form modifier to each part in the project, then clicking on the Hierarchy/Scale/Reset button. The sequence would be:

1. Create a new top node using the keyboard 0.01m x 0.01m x 0.01m.

2. Link each part to the new top node, apply an X-Form modifier to the part's stack, then click on Hiearchy/Scale/Reset.

3. When completed, delete the original, oversized top node entirely.

This should result in all the coordinate systems being resynched... :cool:
 
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I know now for 100% that its not the scaling issue. Thats happens becouse the polygons are flipped. when I moved my eyepoint behind the panel I saw the textures and gauge! Flipping The polygons in gmax solves the problem and I hpe it want create any other problems in future.
 
I know now for 100% that its not the scaling issue. Thats happens becouse the polygons are flipped. when I moved my eyepoint behind the panel I saw the textures and gauge! Flipping The polygons in gmax solves the problem and I hpe it want create any other problems in future.

Using the original file you sent, I exported to FSX and checked it out. I had to edit the aircraft.cfg file to move the eyepoint back where it belongs. The "gauge panel" was still buried in the "Box23" polygon.

pzl11cfsx02hh8.jpg


You asked for help with your project, but you want to argue with me about what the problems are?

Never mind. I don't have time for a debate.
 
I didnt see anything like you showed me in last post.
I will send you some screenshots when I will be back from work becouse theyre worth 1000 of words.
Ive applyed This xfroms and reseted the scale. will see if things will work now
didnt mean to argue with you. Just tryed to state what problem Ive got now....
I realy appreciate your hellp and Iam sorry if I annoyed you.

thank you anyways
screenslw5.gif
 
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