Difference between revisions of "External and Cockpit Models"
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Latest revision as of 20:44, 17 May 2018
There are two models required to make a human flyable aircraft. One is the aircraft model itself and the other is the cockpit. Even if you have an existing aircraft model in 3ds Max format, you will still need 3ds Max in order to convert the model into a proprietary format used by DCS World. Modeling generally covers creating a mesh or set of meshes that describes the shape of the aircraft and then providing textures that give the shape color. Animation of the meshes and textures for things such as control surface movement and aircraft damage will be covered in later sections.
Modeling Overview
The following prerequisites are required for modeling in DCS World:
• 3ds Max 2013 and 2014 ONLY at this time
• EDM plugin for Max (http://forums.eagle.ru/showthread.php?t=86205). See also http://en.wiki.eagle.ru/wiki/EDM_plugin
• Standalone Model Viewer (http://forums.eagle.ru/showthread.php?t=86205) The standalone model viewer isn't necessarily an absolute requirement, but it is so handy that working without it hardly makes sense. You can find this in your DCS world Bin folder as well.
Setting up the environment starts with following the instructions in the Basic Model Guide or the basic_model_guide.pdf file
available from the EDM plugin and standalone model viewer forum post.
Recommended Workflow in 3DS
1. Scene Setup: When modeling in scale, a critical tool for the modeler is careful preparation of the scene that will be used to create the model. Specifically, the units of measurement used within the scene are of great use to the modeler. Be sure to adjust these accordingly.
2. Mesh Creation & Editing: Once the scene is prepared, the actual modeling of the model may begin. There are many tutorials online that may assist newcomers in learning this art form. Patience is key when learning this process, as it is a skill much like sculpting or painting.
3. Material Assignments: Assigning materials to each mesh object is the next step in the process. This includes opening the materials slate by pressing the default keybinding of "M" and creating a new material and assigning it a bitmap. Assign this to an object by pressing "A" with the object selected in the background, and use the EDM Tool to "Make Cool" the same object. After this, the material attributes such as glass or aluminum will now be available for selection.
4. Animation: Animation usually proceeds material assignment, although it can come before it without much issue. Once again, YouTube and other sites provide a great wealth of information for learning this skill.
5. Export: The final step in the process is export. Be sure to review your EDM export settings and adjust them according to what type of object you are looking to export.
External Model: External Model
Cockpit Model: Cockpit Model
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