2025-06-16 23:26:29 +02:00

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# How to export a package
- If a new blender export was done, run `pnpm model`.
- Export from MSFS
# What I did
## Interior
### Observations
- `rev_handle_l` is not parented to `THR_L`, but to `MD11_THR_L_RNG`.
This is unlike the other levers.
- Vistags were done via an animation turned PartInfo, that no longer works
Going forward: Use a parent node (can be an empty) for all children to hide,
hide parent node or use individual components for each.
- `MD11_OBS_AUDIO_PNL_MKR_VOL_KB` animation is keyed wrong. It has 0/100 on the
top making a 360°. All other `MD11_OBS_AUDIO_PNL_*_VOL_KB` animations have
zero on the left, 100 on the right and do not perform a full 360°.
- `MD11_CPT_AUDIO_PNL_*\_VOL_KB`, `MD11_FO_AUDIO_PNL_*_VOL_KB`,
`MD11_PED_RUD_TRIM_IND`, `MD11_PED_RUD_TRIM_SW`, and `MD11_PED_AIL_TRIM_KB`
all have their animations reversed.
- All observer audio panel buttons and switches have no sound.
- `MD11_MIP_STBY_AI_SLIP_RNG` node is parented to `isis_digital`. This breaks
the indicator due to the parent being hidden when the analog standby option
is used.
- All volume knobs emissive definitions were missing
### Nodes that were defined but do not exist in model
- `MD11_OVHD_LTS_CREW_REST_LT`
- `MD11_OVHD_LTS_MID_ATTND_LT`
- `MD11_OVHD_LTS_ALL_STA_LT`
- `MD11_THR_C_START_LT`
- `MD11_OVHD_LOCK_AUTO_LT`
- `MD11_OVHD_LTS_MECH_LT`
- `MD11_OVHD_LTS_AFT_ATTND_LT`
- `MD11_CMCDU_FAIL_LT`
- `MD11_PED_XPNDR_FAIL_LT`
- `MD11_CMCDU_MSG_LT`
- `MD11_OVHD_AICE_AUTO_LT`
- `MD11_THR_R_START_LT`
- `MD11_CMCDU_DSPY_LT`
- `MD11_OVHD_LTS_OVW_ATTND_LT`
- `MD11_OVHD_LOCK_FAIL_LT`
- `MD11_OVHD_LTS_FWD_ATTND_LT`
- `MD11_OVHD_LTS_PA_LT`
- `MD11_CTR_SLAT_STOW_LT`
- `MD11_CMCDU_OFST_LT`
- `MD11_OVHD_LTS_MAINT_INTP_LT`
- `MD11_THR_L_START_LT`
- `MD11_LTS_INSTPED_INTEG`
- `MD11_LMCDU_SCRATCHPAD_BT`
- `MD11_LTS_INSTPED_INTEG`
- `MD11_RMCDU_SCRATCHPAD_BT`
- `MD11_LTS_INSTPED_INTEG`
- `MD11_CMCDU_SCRATCHPAD_BT`
- `MD11_AOVHD_GPWS_TERROVRD_GRD`
- `MD11_OVHD_L_RAIN_REPLNT_BT`
- `MD11_OVHD_R_RAIN_REPLNT_BT`
- `MD11_OVHD_PNEU_OUTFLOW_VALVE_POS_SW`
- `MD11_OVHD_CKPT_DR_LK_KB`
- `MD11_OVHD_AICE_AUTO_BT`
- `MD11_ISIS_BARO_BT`
- `MD11_LMCDU_SCRATCHPAD`
- `MD11_RMCDU_SCRATCHPAD`
- `MD11_CTR_FLTNO1_SW`
- `MD11_CTR_FLTNO2_SW`
- `MD11_CTR_FLTNO3_SW`
- `MD11_CTR_FLTNO4_SW`
### Missing animations
- `MD11_PED_ADG_LVR`
- `MD11_OVHD_PNEU_DITCHING_GRD`
- `box392` (actual ditching button node)
- `MD11_THR_R_ATS_BT`
- `MD11_MIP_STBY_AI_OFF_RNG`
### Texture issues
- Freighter `TF_MD11_VC_GAUGES_ALBD.PNG.DDS` is missing texture for
`KH_MD11_MIP_STBY_AI_OFF_RNG`
### VR Double Cursor
- Added collision mesh
### Walkable Interior
- Experiment for 2024 only.
Adds collision mesh to F interior, allows walking inside.
## Exterior
### Nodes that were defined but do not exist in model
- `MD11_LTS_EXT_BCN`
- `MD11_LTS_EXT_LOGO`
- `MD11_EXT_DOOR_PAX_1R_ARMED`
- `MD11_EXT_DOOR_PAX_2R_ARMED`
- `MD11_EXT_DOOR_PAX_3R_ARMED`
- `MD11_EXT_DOOR_PAX_4R_ARMED`
- `MD11_EXT_DOOR_PAX_1L_ARMED`
- `MD11_EXT_DOOR_PAX_2L_ARMED`
- `MD11_EXT_DOOR_PAX_3L_ARMED`
- `MD11_EXT_DOOR_PAX_4L_ARMED`
- `MD11_EXT_DOOR_PAX_1R_DISARMED`
- `MD11_EXT_DOOR_PAX_2R_DISARMED`
- `MD11_EXT_DOOR_PAX_3R_DISARMED`
- `MD11_EXT_DOOR_PAX_4R_DISARMED`
- `MD11_EXT_DOOR_PAX_1L_DISARMED`
- `MD11_EXT_DOOR_PAX_2L_DISARMED`
- `MD11_EXT_DOOR_PAX_3L_DISARMED`
- `MD11_EXT_DOOR_PAX_4L_DISARMED`
- `MD11_EXT_ENG1_WOBBLE`
- `MD11_EXT_ENG2_WOBBLE`
- `MD11_EXT_TIRE_NOSE_1_STD`
- `MD11_EXT_TIRE_NOSE_2_STD`
- `MD11_EXT_TIRE_LEFT_1_STD`
- `MD11_EXT_TIRE_LEFT_2_STD`
- `MD11_EXT_TIRE_LEFT_3_STD`
- `MD11_EXT_TIRE_LEFT_4_STD`
- `MD11_EXT_TIRE_CTR_1_STD`
- `MD11_EXT_TIRE_CTR_2_STD`
- `MD11_EXT_TIRE_RIGHT_1_STD`
- `MD11_EXT_TIRE_RIGHT_2_STD`
- `MD11_EXT_TIRE_RIGHT_3_STD`
- `MD11_EXT_TIRE_RIGHT_4_STD`
- `MD11_EXT_TIRE_NOSE_1_BURST`
- `MD11_EXT_TIRE_NOSE_2_BURST`
- `MD11_EXT_TIRE_LEFT_1_BURST`
- `MD11_EXT_TIRE_LEFT_2_BURST`
- `MD11_EXT_TIRE_LEFT_3_BURST`
- `MD11_EXT_TIRE_LEFT_4_BURST`
- `MD11_EXT_TIRE_CTR_1_BURST`
- `MD11_EXT_TIRE_CTR_2_BURST`
- `MD11_EXT_TIRE_RIGHT_1_BURST`
- `MD11_EXT_TIRE_RIGHT_2_BURST`
- `MD11_EXT_TIRE_RIGHT_3_BURST`
- `MD11_EXT_TIRE_RIGHT_4_BURST`
- `MD11_CAB_SEATBELT_LT`
- `MD11_CAB_NOSMOKE_LT`
- `MD11_CAB_LIGHTS_SRC`
- `MD11_CARGO_PALLET_3`
- `MD11_CARGO_PALLET_4`
- `MD11_CARGO_PALLET_5`
- `MD11_CARGO_PALLET_6`
- `MD11_CARGO_PALLET_7`
- `MD11_CARGO_PALLET_8`
- `MD11_CARGO_PALLET_9`
- `MD11_CARGO_PALLET_10`
- `MD11_CARGO_PALLET_11`
- `MD11_CARGO_PALLET_12`
- `MD11_CARGO_PALLET_13`
- `MD11_CARGO_PALLET_14`
- `MD11_CARGO_PALLET_15`
- `MD11_CARGO_PALLET_16`
- `MD11_CARGO_PALLET_17`
- `MD11_CARGO_PALLET_18`
- `MD11_CARGO_PALLET_19`
- `MD11_CARGO_PALLET_20`
- `MD11_CARGO_PALLET_21`
- `MD11_CARGO_PALLET_22`
# Conclusion
With the current model, feature parity was achieved with the sole exception of
`MD11_MIP_STBY_AI_SLIP_RNG`.
Fixes for the following item were created using submodel merging:
- `MD11_MIP_STBY_AI_SLIP_RNG`
- Duplicated to circumvent erroneous parenting in main model
- Modified animation to make it look a bit nicer
- `MD11_OVHD_PNEU_DITCHING_GRD`
- Added animation
- `box392` (actual ditching button node)
- Added animation
- `MD11_THR_R_ATS_BT`
- Added animation
- `MD11_MIP_STBY_AI_OFF_RNG`
- Added animation
- Used pax texture file for ALBD
- Modified COMP texture to not abruptly end
Fixes that were not able to be made:
- `MD11_PED_ADG_LVR`, the model is not set up to allow the door above the lever
to open without hiding the entire pedestal and using a modified version
in the submodel, a task exceeding my capabilities in blender.
As an added bonus, the yokes are hideable. Due to model constraints the yokes
can only be hidden together, fixing this in a submodel once more exceeds my
capabilities in blender.
Clickspot for this feature is the captain side window crank (I originally
planned to use the rubber grommet, for some reason this didn't work and the
clickspot never appeared, probably due to the, what I assume to be, skinned
mesh).
# Notes as reference
While it is not necessary to attach an animation to the node that uses it,
out of keeping a logical structure I did do so (the base Asobo templates do so
as well). I have tried to keep to this as best as possible, but on animations
driving multiple nodes, I generally tried to use the top most.
Special care had to go into VisTag nodes due to their parent-hides-child
relation. Where possible, when hiding multiple objects with one VisTag, a
suitable parent was used. In all other cases, the individual nodes were
VisTag-ed.
Splitting of the behavior files the way I have done is not required and
for a generator based solution ill-advised. It is to note however, that,
when possible, a base file for behaviors shared for all types is advised.
Employing such a base file with only the type-specific extras (like done here)
cuts down on the errors the game will generate while loading. An example of
such an error when using one-size-fits-all files would be the missing of the
main cargo door node on the pax.
# Notes on package sources
The texture files present in the sources directory are only to enable MSFS to
build and export the submodel. None of the files with the sole exception of the
`TF_MD11_VC_GAUGES_ALBD.PNG.DDS` (pax version) and
`TF_MD11_VC_GAUGES_COMP.PNG.DDS` are included in the finished package.
Inclusion of these files are only due to the analogue attitude indicator off
flag texture missing in the freighter version of the texture as well as the
comp not fully encompassing the flag.