 |
CONSTRUCTION
|
 |
XCokcpit use X-Plane OBJ format.
INFOS:
_The origine point(0,0,0) is placed on the pilot view !!
_The positive X axe is pointing to the right wing, positive Y axe to
the up,
and the NEGATIVE Z axe to the nose of the plane.
_Cockpit textures are put in one file named cockpit.bmp
_RVB color (1.0, 0.0, 1.0) is considered as transparent.
MAC Users :
to create a 3D cockpit, you've got 2 solutions:
by hand:
The cockpit.obj file is a text file in wich are indicated
vertex and texture coordinates.
Please, see the file "Object Format Reference.html" in the
"Instructions" folder of X-Plane
WARNING: XCockpit use only triangles (TRI)
with a 3D modeler:
Create your cockpit, mapp it, and save it in VRML 2.0 format.
For example, use Ben Supnik converter tool to convert the cockpit in
X-Plane OBJ format.
(find it at: http://www.xsquawkbox.net/tools/xptools/ )
WINDOWS
Users :
You've got the same possibilities as Mac users. (see above)
You can also convert somes Flight Simulator cockpits.
For this, use a program conversion like mdl2dxf4.exe.
This program can convert *.mdl flight simulator files to DXF or 3DS
format.
With a 3D modeler, you have to "cut" the plane to keep only the cockpit.
Then, put the origine to the pilot view point, and reorganize mapping.
Save this in vrml 2.0 format.
Then convert it to X-Plane OBJ format.
Example of the first conversion test of a Robin DR400 cockpit for
X-Plane.
Thanks to Yannick Lavigne, author of this cockpit for flight simulator,
to let us use and convert it for X-Plane.

here the aircraft is converted and imported in Blender ( a free 3D
modeler for Mac, Pc and Linux)
see it at http://www.blender.org/


Now we have cut the wings, the rear fuselage and others non visibles
object.
Then we scale it to fit the real dimension and we put the origine (the
0.0, 0.0, 0.0 point at the pilot view)
----- page under construction -----
|
 |