View Full Version : Yah Right!!!
PlaneCrazy1
7th April 2007, 01:29 AM
I have tried everything under the sun and everything suggested to import my *.OBJ file created by AC3D into X-Plane and X-Plane doesnt even see it. I have removed the other OBJ plugin from AC3D and it still wont work....I have the latest X-Plane and the latest AC3D and the latest OBJ importer/exporter for AC3D....and NADDA...HELP!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!:con fused:
donallabaugh
28th April 2007, 03:57 PM
I have tried everything under the sun and everything suggested to import my *.OBJ file created by AC3D into X-Plane and X-Plane doesnt even see it. I have removed the other OBJ plugin from AC3D and it still wont work....I have the latest X-Plane and the latest AC3D and the latest OBJ importer/exporter for AC3D....and NADDA...HELP!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!:con fused:
Need more info:
Are you going to use the object file for scenery or on an aircraft?
If it is for an aircraft will it be the cockpit object or a Misc. object?
Where is the texture file located that is associated with the object file?
We can start with these questions for now. Hopefully when they get answered some useful tips will follow.:)
Don
PlaneCrazy1
28th April 2007, 06:11 PM
The object file is an aircraft fuselage, that was created in AC3D and exported to the x plane aircraft directory directory. However I only see one file in there. Its an *.OBJ file. I see NO texture file. I am sure that i am doing something wrong....just don't know what.
Thanks for your reply, CDD
donallabaugh
29th April 2007, 06:31 AM
The object file is an aircraft fuselage, that was created in AC3D and exported to the x plane aircraft directory directory. However I only see one file in there. Its an *.OBJ file. I see NO texture file. I am sure that i am doing something wrong....just don't know what.
Thanks for your reply, CDD
First here are some items that have to be:
1.) if the .OBJ file is going to be used as a cockpit object (inside or outside view or to show a 3D panel while flying), the object name is very specific ie:
xxxxx_cockpit.obj --- used when there will only be the inside view.
xxxxx_cockpit_inn.obj --used for inside view when 2 files are used.
xxxxx_cockpit_out.obj --used for outside view when 2 files are used.
2.) The cockpit.obj file must reside in the aircraft's root folder.
3.) The texture file must reside in the same folder as the object file.
4.) DO NOT use the default texture name that AC3D uses. I usually name the texture file something specific for the object I am building.
5.) If you are making an object that will be used as a 3D cockpit you have to check the appropriate boxes in PlaneMaker to allow the object to be seen. The best way to determine the proper boxes is to open an existing aircraft with a 3D panel that works and look at the selections under the "Standard\Viewpoint\view' menu option.
6.) IF the object will be used as a MISC object..(these are used for individual parts of the aircraft or to possibly replace the entire fuselage with an AC3D rendition of the aircraft) Then the object file AND it's associated texture file MUST be placed in an "objects" folder within the aircraft's main folder.
7.) Naming of the texture file follows Number 4 above.
8.) To see the MISC objects you MUST open PlaneMaker and go to the MISC OBJECTS menu under the 'Standard' menu. Once there you have to select the object and give it a location. This takes some time and you will most likely have to tweak the location, rotation etc. to get the object to show up where you want it.
Go through these steps and see if it helps. :)
Don
phlsti
30th August 2007, 07:30 AM
I don't see where this is going. I have created an aircraft folder in the x-plane/aircraft directory, and AC3D has exported a list of .obj files to that folder (for fuselage, wings, nacelles, vertical stab, etc), yet when I am in planemaker, and click on 'standard', 'fuselage', and then click on the 'import fuselage' button, planemaker doesn't recognize any of the .obj files in that folder ---- it's like they aren't there. So, I try the 'wing' section, or the 'misc bodies' section or the 'misc objects' section, but none of the .obj files show up in planemaker for me to import.
I am certainly missing something ........ just don't know what it is.
Thanks for any help,
Phil
donallabaugh
30th August 2007, 05:15 PM
First you must understand how the import portion of PlaneMaker works. PlaneMaker will only import the parts ( misc bodies, fuselage etc) from other X-Plane aircraft files. IT Will NOT import aircraft parts from object files.
Second. If you want to use Misc Objects on an aircraft you will have to add a folder to the aircraft folder. This new folder is named 'Objects" :
if you aircraft is named "myplane" the objects folder location would be:
...aircraft/myplane/objects
Once you have the folder made put your Misc object files in that folder. You should also include the texture files for those objects.
Third Open PlaneMaker and load your aircraft then use the menus to get to the Misc Objects screen. From there select the "objects" folder within your aircraft folder. You will then see the object files. Select an object file and then look at the aircraft on the main screen. You should see the object, usually in front of the aircraft, because X-Plane will load a Misc Object at 0,0,0. Once you can see the object go back to the "Misc Objects" screen and adjust the longitude, latitude and height to move the object to the proper location on the aircraft.
This should get you started.
Post your progress. Also if you want more info on X-Plane and PlaneMaker you should wander on over to X-Plane.ORG, There is a lot of information over there.
Don
phlsti
30th August 2007, 09:55 PM
thanks for the reply Don ... Austin wrote a planemaker appendix on his new manual.pdf that said, "X-Plane uses the OBJ file-format, which can be saved in AC3D. (www.ac3d.org) There is a plug-in that saves AC3D files in the OBJ format, so you can simply make your objects in AC3D, then save them as X-Plane object files and they will be ready to fly!" Guess I understood it wrong.
I exported a plane from planemaker to some object files and imported them into AC3D so I could modify the fuselage shape. I then exported the new shape into an object file for planemaker with the intent of creating a new aircraft with that fuselage shape. I loaded that new fuselage.obj file into the misc object screen in planemaker, but when I go back to the the main screen showing the aircraft, I don't see the new fuselage, or any additional fuselage on the screen (zoomed in and out in wireframe). Maybe I need to use that 'attach' feature on the right side of the misc objects screen, but there are no options for 'fuselage' on that list, so I'm stumped. I have spent a lot of time at x-plane.org, but the only planemaker file that had was for a previous version of planemaker, and it was very basic. Any help would be appreciated.
Phil
donallabaugh
31st August 2007, 05:48 AM
Phil,
Give this a shot.
IN the X-Plane folder find the folder for the aircraft that you originally exported to AC3D.
Make a copy of the folder and store it somewhere.
open the folder and find the aircrat's paint file. It is probably named something like (name of aircraft)_paint.png or (name of aircraft)_paint.bmp.
Open the paint file in your graphics program and erase everything then resave the file as (name of aircraft)_paint.png. Make sure the original file is no longer in the aircraft's folder.
This first step will make the aircraft invisible. Since X-Plane has to use the .acf file to calculate flight characteristics you still need to build the aircraft with PlaneMaker. Then if you want to use an object to show the aircraft you have to make the PlaneMaker version invisible so only your object file will show.,
Next make sure your object file AND it's texture file are in the proper folder.
Then in PlaneMaker when you open the aircraft, BEFORE you attach the object, you should see nothing on the Main PlaneMaker Screen.
Next go to the Misc Objects screen and select your AC3D object and leave to Lat, Long, height all set to 0, You SHOULD NOT have to "attach" the object to anything.
When you go back to the Main PlaneMaker Screen you should see your object.
Let me know if this works.
Don
phlsti
31st August 2007, 09:50 AM
thanks Don, and I was right there until I erased the contents of the .bmp file in the paint program and resaved it as newstream_paint.bmp. When I re-opened planemaker, my newstream.acf was still showing on the screen -- not invisible. Even changed the .acf file name to newstream.acf, but still can see it.
I tried erasing the .bmp file completely from the folder, but no change. Going to misc objects and putting my new fuselage.obj in the first blank, but it doesn't show on the screen. Sorry to be so dense, which is what I feel, know I'm missing something here ........ just can't get it to work.
Phil
phlsti
31st August 2007, 07:05 PM
I also just tried creating a new aircraft, and importing just the fuselage that I had imported into AC3D to modify. With only that fuselage .acf in (although it was part of the newstream folder, so had other .acf files in it), I tried to add the misc object newstream.obj (the modified fuselage), but never saw it appear on the screen when going back to the wireframe drawing. I don't know where the new .acf file was getting it's texture from, but the only .bmp file in this folder is the one I had erased all texture from in the paint program.
donallabaugh
31st August 2007, 09:35 PM
Phil
Let's try this again.
1.) Duplicate the aircraft folder making sure it is still under the "aircraft" folder within X-Plane.
2.) Open your graphic program. I have tried this with Photo Shop and Adobe Elements 3.0.
3.) Open the xxxxxxx_paint.bmp or xxxxxx_paint.png file that is in the COPIED folder of the aircraft that is to be modified.
4) In the graphics program select the entire image then delete all.
5.) Save the image file with THE SAME NAME as the original file.
6.) You will now have an image file that is invisible in the COPIED aircraft's folder.
7.) Close the graphics program and Start PlaneMaker.
8.) Open the COPIED aircraft. If all went well you may see some parts of the aircraft if it used more than 1 image file. Hopefully most or all of the plane will not be seen, but IF there are lights you should still see them.
9.) If this all works then open the "Misc Objects" menu and add the Object file that contains the aircraft, leaving the Lat, Long and height at zero.
10.) Go back to the main PlaneMaker Screen and see if the object show up.
If the object does not show up make sure the texture file associated with the object is in the same folder as the object file.
Let me know if this much works. Especially up to # 8
Don
phlsti
1st September 2007, 04:58 AM
thanks for hanging in there with me, Don ......... I tried creating yet another folder to start new thru the steps with little luck, and then decided to re-read your original post ..... where I found that you instructed to create an "objects" folder in the new aircraft folder and placing the new objects in there. WELLLLLLL, that makes all the difference in the world!!! No problem getting the new fuselage to show up now. Just have to read ALL the instructions.
Now just have to figure out how to eliminate the old fuselage.
Phil
donallabaugh
1st September 2007, 07:10 AM
thanks for hanging in there with me, Don ......... I tried creating yet another folder to start new thru the steps with little luck, and then decided to re-read your original post ..... where I found that you instructed to create an "objects" folder in the new aircraft folder and placing the new objects in there. WELLLLLLL, that makes all the difference in the world!!! No problem getting the new fuselage to show up now. Just have to read ALL the instructions.
Now just have to figure out how to eliminate the old fuselage.
Phil
So far so good. :)
Look at Post #11 steps 3 and 4
After those steps are done look at all the files in the aircraft folder.
Make sure there is only ONE file named:
xxxxxxx_paint.xxx
IF there are more than one then that could be why the original aircraft body still shows up.
What I usually do is open the original xxxxxx_paint.xxx and Save it AS a .PNG file. Then I delete all other files in the aircraft folder that have the ... _paint portion within their name.
The files that may have xxxxxx_paint2.xxx are OK unless your object is going to be the entire aircraft. If your object IS the Entire aircraft then you should delete all files (Except the one you edited) that contain either xxxxxx_paint.xxx or
xxxxxx_paint2.xxx
The _paint and _paint2 files are the ones that X-Plane uses to display the aircraft when it is opened in the program.
Keep the Faith :)
Don
phlsti
1st September 2007, 05:00 PM
Hi Don,
I am using the "Paint" program in XP to manipulate the .png file, and in there, I select all, then just click on 'cut'. Everything disappears. I save the file then, but when I go back into planemaker, now the original aircraft is just all white. Only files in the main aircraft folder /aircraft/mine/experiment are Cozy.acf and Cozy_paint.png. Also subfolders /airfoils, /cockpit, and /objects, but that's all. Some panel.pngs in the /cockpit/panel subfolder.
AC3D could be a powerful way to create some nice aircraft if planemaker would just accept them. I'm interested in making this work.
Phil
donallabaugh
2nd September 2007, 11:09 AM
Hi Don,
I am using the "Paint" program in XP to manipulate the .png file, and in there, I select all, then just click on 'cut'. Everything disappears. I save the file then, but when I go back into planemaker, now the original aircraft is just all white. Only files in the main aircraft folder /aircraft/mine/experiment are Cozy.acf and Cozy_paint.png. Also subfolders /airfoils, /cockpit, and /objects, but that's all. Some panel.pngs in the /cockpit/panel subfolder.
AC3D could be a powerful way to create some nice aircraft if planemaker would just accept them. I'm interested in making this work.
Phil
Phil
Paint is not the best type of program for what you are trying to do. The reason, as you have noticed, is that when you cut the image the software does not leave you a blank file, especially in the png format. Basicly what paint did was create an all white image file instead of a transparent or empty image file.
There is a freeware graphics program called GIMP that many X-Plane builders use with great success. GIMP will produce the proper .png files.
Don
phlsti
2nd September 2007, 04:57 PM
Don, The GIMP program did the trick ...... you have been a big help, and I can now see the aircraft with the new fuselage!!!!
I assume the aircraft will still fly using the old fuselage data, since that hasn't changed, and the only way to change the old fuselage outline to the new object would be to change the profile manually point by point.
Anyway, this has been very helpful. Thank you, Don, for all your help and for seeing me thru.
Phil
donallabaugh
3rd September 2007, 06:54 AM
Don, The GIMP program did the trick ...... you have been a big help, and I can now see the aircraft with the new fuselage!!!!
I assume the aircraft will still fly using the old fuselage data, since that hasn't changed, and the only way to change the old fuselage outline to the new object would be to change the profile manually point by point.
Anyway, this has been very helpful. Thank you, Don, for all your help and for seeing me thru.
Phil
Phil
Your assumption is correct. With X-Plane and PlaneMaker, you must:
1.) Create a flyable aircraft in PlaneMaker
.
2.) Paint aircraft invisible.
3.) Use a Misc Object to replace what you see for the aircraft.
Have fun.
don
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