All-Aircraft-Simulations
Small guide to getting your aircraft ingame - Printable Version

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Small guide to getting your aircraft ingame - PeterD - 12.02.2009

Since the tools available have reached a stage in which you can pretty much add new planes from scratch into the game directly imported from 3ds Max, I thought I'd share what I've learned in the past few days. This little guide will cover aircraft replacement only, no new slot how-to as I have not investigated it much and it is beyond 3d development anyway.

Step 1: Get the tools

Tools you absolutely need are So with all those tools, you are ready to start doing things. Pick an aircraft you want to replace, extract it with SFS Extractor and create a folder in your main MODS folder called MyMod
File structure should be: IL2 folder/MODS/MyMod/3do/Plane//


Step 2: painting your model correctly

For this you will use DrJones tool and open the .msh file (CF_D0.msh for example). Write down the materials' names, for example: In bold letters is the main material. If you are using a MSO (Multi-Sub object) material, it'd be a good idea to give it ID 1 to save some time. Read the modelling in 3dsmax tutorial to get the material parameters right. If you are not using MSO materials, just call your material Gloss1D0o. At some point though it'll be converted to MSO if you have glass and metal in the same object.


Step 3: preparing your 3d model to be exported to .MSH parts

The aircraft is made of parts, and all the parts are assembled in the hier.him file. Using Dr_Jones' tool to read the hier.him file you'll instantly see which part is the 'root', ie: the main fuselage part. That's a good place to start, although it may be quite tedious at first. Assuming the aircraft you want to replace has a similar length and wingspan than the aircraft you are making, this is how you do it: You NEED to have all those pieces made before you attempt to export anything. Every piece must match the name of the original piece.
EXCEPTIONS: Since I've only used FatDuck's script, I will use his naming rules. Here's an example: Hooks are treated using dummy objects. IE: _Clip5 should be a dummy called _Clip5
Once all the subobjects (LODs, shadows, collision, hooks) for the part you want to export (ie: CF_D0) are named correctly, select all of them and link them to CF_D0 (main fuselage part, if that's the part you are tring to export). The obvious tip is: link all the children to the parent piece; CF_D0 has all those children, so they all need to be linked. If you are going to export Canopy1 then link only Canopy1 subobjects to Canopy1 mesh!. I hope it's clear.

You may wonder why there's no mention of D1, D2, D3 objects, the reason is that those are separate 3d objects, ie: they are not "embedded" inside the _D0 part. Take a look at the mod folder and check how many different 3d parts (.msh files) there are. Each .msh file will have its LODs, shadow, collision and hooks inside (some may not). So basically, for each D1, D2, Dn and .msh in general, you simply have to repeat this process.

So assuming you did everything right and the objects are properly linked and correctly named, the mesh is ready to be exported.

This is a quick guide to naming conversion:
Questions about this guide (not about modelling in 3ds max) are welcome. Hope it'll be useful!


- RAF_Magpie - 12.02.2009

Moved to correct location. Good idea for putting up a guide.


- asheshouse - 12.02.2009

Excellent.

I was hoping somebody would post something like this. Big Grin


- PeterD - 12.02.2009

RAF_Magpie Wrote:Moved to correct location. Good idea for putting up a guide.
Woops, my bad, I totally forgot about this section.


- luther01 - 15.04.2009

Thanks PeterD, very helpful guide (well done with the Sabre)