138 lines
5.2 KiB
Markdown
138 lines
5.2 KiB
Markdown
# How to export a package
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- If a new blender export was done, run `pnpm model`.
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- Export from MSFS
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# What I did
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## Interior
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### Observations
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- `rev_handle_l` is not parented to `THR_L`, but to `MD11_THR_L_RNG`.
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This is unlike the other levers.
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- Vistags were done via an animation turned PartInfo, that no longer works
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Going forward: Use a parent node (can be an empty) for all children to hide,
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hide parent node or use individual components for each.
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- `MD11_OBS_AUDIO_PNL_MKR_VOL_KB` animation is keyed wrong. It has 0/100 on the
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top making a 360°. All other `MD11_OBS_AUDIO_PNL_*_VOL_KB` animations have
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zero on the left, 100 on the right and do not perform a full 360°.
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- `MD11_PED_RUD_TRIM_IND`, `MD11_PED_RUD_TRIM_SW`, and `MD11_PED_AIL_TRIM_KB`
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all have their animations reversed.
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- All observer audio panel buttons and switches have no sound.
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- `MD11_MIP_STBY_AI_SLIP_RNG` node is parented to `isis_digital`. This breaks
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the indicator due to the parent being hidden when the analog standby option
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is used.
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- All volume knobs emissive definitions were missing
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### Nodes that were defined but do not exist in model
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- `MD11_OVHD_LTS_CREW_REST_LT`
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- `MD11_OVHD_LTS_MID_ATTND_LT`
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- `MD11_OVHD_LTS_ALL_STA_LT`
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- `MD11_THR_C_START_LT`
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- `MD11_OVHD_LOCK_AUTO_LT`
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- `MD11_OVHD_LTS_MECH_LT`
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- `MD11_OVHD_LTS_AFT_ATTND_LT`
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- `MD11_CMCDU_FAIL_LT`
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- `MD11_PED_XPNDR_FAIL_LT`
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- `MD11_CMCDU_MSG_LT`
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- `MD11_OVHD_AICE_AUTO_LT`
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- `MD11_THR_R_START_LT`
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- `MD11_CMCDU_DSPY_LT`
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- `MD11_OVHD_LTS_OVW_ATTND_LT`
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- `MD11_OVHD_LOCK_FAIL_LT`
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- `MD11_OVHD_LTS_FWD_ATTND_LT`
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- `MD11_OVHD_LTS_PA_LT`
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- `MD11_CTR_SLAT_STOW_LT`
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- `MD11_CMCDU_OFST_LT`
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- `MD11_OVHD_LTS_MAINT_INTP_LT`
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- `MD11_THR_L_START_LT`
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- `MD11_LTS_INSTPED_INTEG`
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- `MD11_LMCDU_SCRATCHPAD_BT`
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- `MD11_LTS_INSTPED_INTEG`
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- `MD11_RMCDU_SCRATCHPAD_BT`
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- `MD11_LTS_INSTPED_INTEG`
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- `MD11_CMCDU_SCRATCHPAD_BT`
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- `MD11_AOVHD_GPWS_TERROVRD_GRD`
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- `MD11_OVHD_L_RAIN_REPLNT_BT`
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- `MD11_OVHD_R_RAIN_REPLNT_BT`
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- `MD11_OVHD_PNEU_OUTFLOW_VALVE_POS_SW`
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- `MD11_OVHD_CKPT_DR_LK_KB`
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- `MD11_OVHD_AICE_AUTO_BT`
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- `MD11_ISIS_BARO_BT`
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- `MD11_LMCDU_SCRATCHPAD`
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- `MD11_RMCDU_SCRATCHPAD`
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- `MD11_CTR_FLTNO1_SW`
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- `MD11_CTR_FLTNO2_SW`
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- `MD11_CTR_FLTNO3_SW`
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- `MD11_CTR_FLTNO4_SW`
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### Missing animations
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- `MD11_PED_ADG_LVR`
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- `MD11_OVHD_PNEU_DITCHING_GRD`
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- `MD11_THR_R_ATS_BT`
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- `MD11_MIP_STBY_AI_OFF_RNG`
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- `MD11_MIP_HANDLEREL_BT`
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### Texture issues
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- Freighter `TF_MD11_VC_GAUGES_ALBD.PNG.DDS` is missing texture for
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`KH_MD11_MIP_STBY_AI_OFF_RNG`
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### VR Double Cursor
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- Added collision mesh
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# Conclusion
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With the current model, feature parity was achieved with the sole exception of
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`MD11_MIP_STBY_AI_SLIP_RNG`.
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Fixes for the following item were created using submodel merging:
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- `MD11_MIP_STBY_AI_SLIP_RNG`
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- Duplicated to circumvent erroneous parenting in main model
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- Modified animation to make it look a bit nicer
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- `MD11_OVHD_PNEU_DITCHING_GRD`
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- Added animation
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- `MD11_THR_R_ATS_BT`
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- Added animation
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- `MD11_MIP_STBY_AI_OFF_RNG`
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- Added animation
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- Used pax texture file for ALBD
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- Modified COMP texture to not abruptly end
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- `MD11_MIP_HANDLEREL_BT`
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- Added animation
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Fixes that were not able to be made:
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- `MD11_PED_ADG_LVR`, the model is not set up to allow the door above the lever
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to open without hiding the entire pedestal and using a modified version
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in the submodel, a task exceeding my capabilities in blender.
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As an added bonus, the yokes are hideable. Due to model constraints the yokes
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can only be hidden together, fixing this in a submodel once more exceeds my
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capabilities in blender.
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Clickspot for this feature is a clickspot over the captain side air vent (I
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originally planned to use the rubber grommet, for some reason this didn't work
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and the clickspot never appeared, probably due to the, what I assume to be,
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skinned mesh).
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# Notes as reference
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While it is not necessary to attach an animation to the node that uses it,
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out of keeping a logical structure I did do so (the base Asobo templates do so
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as well). I have tried to keep to this as best as possible, but on animations
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driving multiple nodes, I generally tried to use the top most.
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Special care had to go into VisTag nodes due to their parent-hides-child
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relation. Where possible, when hiding multiple objects with one VisTag, a
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suitable parent was used. In all other cases, the individual nodes were
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VisTag-ed.
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Splitting of the behavior files the way I have done is not required and
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for a generator based solution ill-advised. It is to note however, that,
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when possible, a base file for behaviors shared for all types is advised.
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Employing such a base file with only the type-specific extras (like done here)
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cuts down on the errors the game will generate while loading. An example of
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such an error when using one-size-fits-all files would be the missing of the
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main cargo door node on the pax.
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# Notes on package sources
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The texture files present in the sources directory are only to enable MSFS to
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build and export the submodel. None of the files with the sole exception of the
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`TF_MD11_VC_GAUGES_ALBD.PNG.DDS` (pax version) and
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`TF_MD11_VC_GAUGES_COMP.PNG.DDS` are included in the finished package.
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Inclusion of these files are only due to the analogue attitude indicator off
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flag texture missing in the freighter version of the texture as well as the
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comp not fully encompassing the flag. |