This should indicate if the problem is due to the animation model.xml file referring to a non-existant object.If this is the case then you could try removing or commenting out all the animation stuff in the model.xml file so that it only includes the path to the model. It should also be noted that the plib model loader doesn't like objects that consist of a single poly, so if you have an object that's just made out of a single rectangle you'll have to sub-divide it into two triangles.If you're running FG from the command line you could try adding -log-level=warn to the parameter list. The trouble with doing this is that if the model.xml file includes animation stuff and it refers to an object name that doesn't exist in your model you will then get a crash. 3DS model into FG?What I'm thinking is that you may have taken one of the existing model.xml files and changed the model path so that it points to your model instead of the original one.
#Dflightgear ac3d how to
The "can't find runway 28" error shouldn't be causing the crash - that's normal if that runway doesn't exist at the airfield you're using and FG will assign another runway to take off from.How are you loading your. In this video tutorial, I'll be showing you how to create an ambient occlusion effect for your model using Ac3D and Blender. could also take a look at these pages they could be IMHO very helpfull for your problem: also suggest to subscribe to the flightgear-devel mailinglist because there are more flightgear developers that could help youthan in this forum: 3ds files and 3DSMAX ASCII files directly with flightgear.If that does not work you could still convert your 3ds Max filesto *.ac files with a file converter tool or export them in 3ds Max (if possible) to *.ac.If you can't do that or don't have such a file converteryou could AFAIK use Blender to import your 3ds files andthen export them to *.ac with Blender.These scripts should be helpfull to import 3ds files in Blender. The above and my other novice experiences have led me to feel that the AC3D format is not just the most supported, but in a practical sense, the only supported format.>Hi, I've been doing this game thing for ages, and for the>life of me I have been unable to get a model into flight gear>from my usual 3DS Max.>Has anyone else had any luck? If so how?Because Flightgear uses the Plib library for 3d model file loadingit should be possible to load. I'm sorry that I don't have specifics on hand to qualify that statement. The AC3D file format (.ac) is a text file format used to store 3D models by many projects, like FlightGear, an open-source flight simulation, or Torcs, an open-source car racing simulator.
ac (I'm aware that fgrun is a different project). Hangar is an HTML5 JavaScript library that can be used to render 3D models in AC3D format (.ac) using WebGL. The preview feature of the FlightGear Launcher (fgrun) seems to have trouble properly displaying a model in any format other than. Wings3D's orientation of the XYZ axes is, at least, a major irritation.
ac and is therefore useless for that purpose. To be fair, a lot of the *devil* in that has been caused by my own ignorance, but I hope that is being corrected.ģdconvert (a utility provided with FG from the plib folks, I think) seems to mangle 3D object names when converting from. I've been having a devil of a time getting Paul's Bell 206 model in a usable format/condition. Likewise, but I'm beginning to suspect that. It would be nice to know specifically which 3D mesh file formats are accepted.