View Full Version : Name Conventions
lewis11777
February 5th, 2012, 10:57
Name Conventions, can some please explain to me what this means with respect to the aircraft files.
Led Zeppelin
February 5th, 2012, 21:47
what are you talking about and which files (cfg? xdp?)?
Pat Pattle
February 5th, 2012, 22:53
Hi Lewis,
The naming conventions are what various parts of the aircraft source model must be named in order for animations etc. to work.
Is there anything you're looking at specifically?
From the aircraft SDK:
EXTERNAL AIRCRAFT NAMING CONVENTIONSKeyframe animation prefixes can have version numbers, such as l_gear_1, etc. All the parts to be animated at the same time must have the same “trigger name” followed by an underscore, then a number (the numbers need not be consecutive). All the parts that are to animate with another part need not be below those parts in the hierarchy (for example, part of a gear door may be attached to the fuselage, while another part might be attached to the wing). Key Framed gear should use 0-50 as the frames that animate the gear going down (fully extended) and 50-100 as the frames that compress the gear. The plane is resting on the runway at frame 75.
Animation prefixes can have version numbers behind them, such as l_flap_2. The animated part must have its center placed so one axis is parallel to the axis of rotation. The center should be similarly rotated as Global axis (for example, the rudder will rotate around the Z axis while the ailerons and elevators rotate around the X axis in the object’s local coordinate system).
Rotation Animation NamesExample: l_flap_1, l_flap_# (use numbers only)
Cowl_flap#_#
Cowl_flap(engine number)_(part number)
Rudder
rudder
l_flap
left flap
r_flap
right flap
l_aileron
left aileron
r_aileron
right aileron
l_elevator
left elevator
r_elevator
right elevator
R_elevon
L_elevon
prop_still, prop_slow, prop_blurred, prop_bent
4 different objects
prop0_still, prop0_slow, prop0_blurred
4 different objects
prop1_still, prop1_slow, prop1_blurred
4 different objects
prop2_still, prop2_slow, prop2_blurred
4 different objects
prop3_still, prop3_slow, prop3_blurred
4 different objects
l_tire_still
Allows tire rotation
l_tire_blurred
Blurred texture
r_tire_still
Allows tire rotation
r_tire_blurred
Blurred texture
c_tire_still
Allows tire rotation
c_tire_blurred
Blurred texture
Keyframe Animation NamesExample: l_gear_strut, l_gear_anyname
l_gear
r_gear
c_gear
c_wheel
Allows for steerable nosewheels
l_spoiler
Also used for dive brakes
r_spoiler
Also used for dive brakes
l_wingfold
Wing fold
R_wingfold
water_rudder
f_canopy or door_passenger
R_canopy or door_cargo
Pilot0
Calls the pilot model from the library objects
Tailhook
l_flap_key
Used if flaps are keyframe animated. 1 deg of flap deployment equals 1 keyframe. Example: if there is 34 deg of flap movement it is animated in 34 keyframes.
r_flap_key
See above
bomb_bay
Animate bomb bay doors
lewis11777
February 6th, 2012, 06:12
Thanks Clive, I see that term used in many post but wasn't sure exactly what it mean't. I know it's modellers speak but I just wanted to know generally what was being referred to when it's used. Hate being in the dark!
hairyspin
February 6th, 2012, 11:08
For completeness, there's also the file naming conventions.
BigFatModel.m3d - the model file for BigFatModel
BigFatModel_cockpit0.m3d - the virtual cockpit for BigFatModel, the pilot's station
BigFatModel_cockpit1.m3d - another virtual cockpit, possibly a gun station or bomb aimer's position for BigFatModel (there can be lots more)
BigFatModel_t.dds - a texture file for BigFatModel
BigFatModel_s.dds - the specular map for the same texture
BigFatModel_r.dds - the reflective map for the same texture
There can be more textures, it's up to the modeller how many he wants to use and specular and reflective versions of each are not essential. The
texture names are determined by the modeller.
BigFatModel.air - the flight model for BigFatModel
BigFatModel.xdp - the damage and effects file for BigFatModel
BigFatModel.bdp - a binary version of the .xdp file, automatically generated by the simulator
BigFatModel.mos - the mosaic file for damage effect overlays: bullet holes etc. Not always used, some modellers model the damage effects directly and some texture files preclude a .mos file.
aircraft.cfg - the configuration file for BigFatModel: it's always called aircraft.cfg
sound.cfg - the sound configuration file for BigFatModel: it's always called sound.cfg
lewis11777
February 6th, 2012, 15:49
Now I'm overwhelmed! LoL
ndicki
February 7th, 2012, 08:25
Nit-picking here - the mos file has to have exactly the same name as the _t.dds sheet it refers to, so here it should in fact be BigFatModel_t.mos.
hairyspin
February 7th, 2012, 10:35
Irritating critters, nits. Thanks, Nigel!
It's all in the CFS3 sdk, Lewis; get it at the CFS3 Insider (http://www.microsoft.com/games/combatfs3/downloads.aspx) site.
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