CFS3 modelling
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  1. #1

    CFS3 modelling

    I'm making this another thread to keep the sticky above on topic.

    To build for Combat Flight Simulator 3 (CFS3) you need Gmax and the Aircraft, Vehicle and Building SDK for CFS3. The SDKs used to be available from Microsoft but the CFS Insider site is gone so they're all here in the SOH library. If you're building in any other modelling software you'll need to get the model into Gmax to export to the sim, unless by any chance you're using 3ds Max 4.2!


    Build your model like for any MS flight sim and link the various parts together in a proper hierarchy. At the top of the hierarchy is a Dummy object or a very small polygon named after the model: the SDK includes two finished models (P-47 and Ju-88) so you can look at these to see what I mean.

    All animated objects must be named as per the SDK section Modelling Aircraft and Vehicles and pay attention to the keyframe ranges. Some objects use purely rotation animations (rudder, ailerons, wheels, props etc) so the sim animates these for you and all you must do is align the pivot correctly for each object.

    When you're ready to try exporting for the sim, reset scale for the whole model as described in the sticky thread above. Then it's File/Export..., select the CFS .m3d (*.M3D) option and supply a file name and location. Export is pretty quick, but scale errors are always flagged up.

    You'll get a modelname.M3D file and that's all, but a functioning model needs aircraft.cfg, an .air file and a damage and effects .xdp file. All of which take a lot of work, so cheat to start with and borrow an existing set: make a copy of an existing aircraft folder and put it somewhere safe. Rename your model's .M3D file to match this aircraft and place it in the chosen folder, overwriting the original.

    Textures are .DDS, DXT1 or DXT3 if you need transparency. The version of ImageTool supplied with the SDK will convert bitmaps to .DDS, as will Martin Wright's DXTBMP or if you have Paintshop Pro or Photoshop you can use the excellent NVidia plugin (I do). Plain Gmax transparency also works if mapping is not used, eg canopy Perspex. Unmapped models display just fine in their Gmax colours.

    This next bit is really important. In a working CFS3 aircraft folder there is a file with a .BDP extension: It codes information about the model to make loading and running quicker. If you make any changes to a model, its damage file, its sound files or .air file (flight model) you must delete the .BDP file from the aircraft folder. CFS3 will generate a new one automatically.

    Fire up CFS3 and go fly!

    Any more questions, just ask.
    Tom
    __________________________________________________ ___________________________________________
    Wisdom is the principal thing; therefore get wisdom: and with all thy getting get understanding. Proverbs 4:7



  2. #2
    Quote Originally Posted by hairyspin View Post
    I'm making this another thread to keep the sticky above on topic.

    To build for Combat Flight Simulator 3 (CFS3) you need Gmax and the Aircraft, Vehicle and Building SDK for CFS3. The SDKs used to be available from Microsoft but the CFS Insider site is gone so they're all here in the SOH library. If you're building in any other modelling software you'll need to get the model into Gmax to export to the sim, unless by any chance you're using 3ds Max 4.2!


    Build your model like for any MS flight sim and link the various parts together in a proper hierarchy. At the top of the hierarchy is a Dummy object or a very small polygon named after the model: the SDK includes two finished models (P-47 and Ju-88) so you can look at these to see what I mean.

    All animated objects must be named as per the SDK section Modelling Aircraft and Vehicles and pay attention to the keyframe ranges. Some objects use purely rotation animations (rudder, ailerons, wheels, props etc) so the sim animates these for you and all you must do is align the pivot correctly for each object.

    When you're ready to try exporting for the sim, reset scale for the whole model as described in the sticky thread above. Then it's File/Export..., select the CFS .m3d (*.M3D) option and supply a file name and location. Export is pretty quick, but scale errors are always flagged up.

    You'll get a modelname.M3D file and that's all, but a functioning model needs aircraft.cfg, an .air file and a damage and effects .xdp file. All of which take a lot of work, so cheat to start with and borrow an existing set: make a copy of an existing aircraft folder and put it somewhere safe. Rename your model's .M3D file to match this aircraft and place it in the chosen folder, overwriting the original.

    Textures are .DDS, DXT1 or DXT3 if you need transparency. The version of ImageTool supplied with the SDK will convert bitmaps to .DDS, as will Martin Wright's DXTBMP or if you have Paintshop Pro or Photoshop you can use the excellent NVidia plugin (I do). Plain Gmax transparency also works if mapping is not used, eg canopy Perspex. Unmapped models display just fine in their Gmax colours.

    This next bit is really important. In a working CFS3 aircraft folder there is a file with a .BDP extension: It codes information about the model to make loading and running quicker. If you make any changes to a model, its damage file, its sound files or .air file (flight model) you must delete the .BDP file from the aircraft folder. CFS3 will generate a new one automatically.

    Fire up CFS3 and go fly!

    Any more questions, just ask.
    That is an excellent summary of the process. Thank you Tom.
    Milton Shupe
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  3. #3
    Quote Originally Posted by hairyspin View Post
    Any more questions, just ask.
    Hauksbee here. I'm back for another try at making some buildings for CFS3/Wings Over Flanders Fields. As you can see from the picture, I did manage to export one building as an .m3d that RAF_Lou was able to insert into the game. (It's the big grey shape) Obviously, I had a scaling problem, but I did manage to install the SDK and export in the correct file format.

    Now I have a second attempt, a small French village building. This one is scaled in meters. There are no textures. I have colored each piece of geometry in G-max so that the three .dds files will be empty. My difficulty now is that when I try to export the model, .m3d is not offered as a choice. Only Plasma.p3d and 'All Formats'. I even went so far as to re-install the SDK but...no go.

    Where to from here?
    .
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    In theory, there is no difference between theory and practice. But in practice, there is.

  4. #4
    You need the plugin for CFS3 in your Gmax plugins folder for the correct option to show up.
    Tom
    __________________________________________________ ___________________________________________
    Wisdom is the principal thing; therefore get wisdom: and with all thy getting get understanding. Proverbs 4:7



  5. #5

    CFS3 modeling

    Quote Originally Posted by hairyspin View Post
    You need the plugin for CFS3 in your Gmax plugins folder for the correct option to show up.
    To begin with, it would appear as though I don't have the CFS3 Plug-in in the Plug-ins folder. I do have a CFS3 folder in Gamepacks and it has a folder inside it labeled Plug-ins. Is that the Plug-in I need? Should I transfer it to "Plug-ins" or should I transfer the whole CFS3 folder?

    Blood_Hawk23: Yes, the CFS3 SDK is in the Gamepacks folder. And the cfsexport.dle.plugin is in the gamepacks\cfs3 folder.

    Concerning the following: You are using a shortcut to the "discreet gmax (with CFS3 Game Pack)"?
    Target is... %GMAXLOC%gmax.exe -i gamepacks\CFS3\gmax.ini -p gamepacks\CFS3\plugin
    startin is... %GMAXLOC%
    I haven't a clue as to what I'm making a shortcut of, or how to go about it. (I'm a real noob at this; trying to get my feet on the ground.)

    Check the red arrow in the bottom illustration. Is that where it should say [Combat Flight Sim 3 game pack]? It doesn't at the moment.

    I am using Windows 7 Premium Home Edition.

    Thanks for the help so far.
    Attached Thumbnails Attached Thumbnails PLUG-INS FOLDER_GAMEPACK.jpg  
    Website: www.robertgkelley.com
    In theory, there is no difference between theory and practice. But in practice, there is.

  6. #6
    The shortcut John is referring to is supplied with the SDK, although I never used it. I just copied cfsexport.dle to gmax\plugins folder. I'm using Win7 too.
    Tom
    __________________________________________________ ___________________________________________
    Wisdom is the principal thing; therefore get wisdom: and with all thy getting get understanding. Proverbs 4:7



  7. #7
    Quote Originally Posted by hairyspin View Post
    The shortcut John is referring to is supplied with the SDK, although I never used it. I just copied cfsexport.dle to gmax\plugins folder. I'm using Win7 too.
    Thanks Tom, that worked just fine. I went to 'Export' and there was 'CFS3 .m3d' right at the top of the list. Problem is, now the file name will not appear. Is there a way to shake it loose?
    Attached Thumbnails Attached Thumbnails NO FILE NAME.jpg  
    Website: www.robertgkelley.com
    In theory, there is no difference between theory and practice. But in practice, there is.

  8. #8
    Quote Originally Posted by Hauksbee View Post
    Hauksbee here. I'm back for another try at making some buildings for CFS3/Wings Over Flanders Fields. As you can see from the picture, I did manage to export one building as an .m3d that RAF_Lou was able to insert into the game. (It's the big grey shape) Obviously, I had a scaling problem, but I did manage to install the SDK and export in the correct file format.

    Now I have a second attempt, a small French village building. This one is scaled in meters. There are no textures. I have colored each piece of geometry in G-max so that the three .dds files will be empty. My difficulty now is that when I try to export the model, .m3d is not offered as a choice. Only Plasma.p3d and 'All Formats'. I even went so far as to re-install the SDK but...no go.

    Where to from here?
    .
    That looks good. I always take interest in anything WWI. I work mostly in CFS2 but I've dabbled a bit into the CFS3 world. I've been trying to think of some thing that you could check. This is what I've thought to look at.

    So the CFS3 sdk is in the Gamepacks folder, correct?

    You are using a shortcut to the "discreet gmax (with CFS3 Game Pack)"?
    Target is... %GMAXLOC%gmax.exe -i gamepacks\CFS3\gmax.ini -p gamepacks\CFS3\plugin
    startin is... %GMAXLOC%

    Make sure that it says [Combat Flight Sim 3 game pack] on the top the window when you run Gmax. It should if you shortcut is correct.

    If everything is correct there, then look at your plugins in the gamepacks\cfs3 folder. make sure you have the cfsexport.dle.

    Lastly you could look at the .ini files. See if everything looks like its set correctly. I can post a copy of mine if you'd like.

    Outside of that I don't know.

    I actually have fs2002, Fs2004 and CFS3 sdks in my Gmax without issue. If you would like I can try to export the model. Atleast it would let you continue your work.

    Oh one last thing. What OS are you using? I'm still using XP for all of my Gmax work.

    Let us know if you find anything.

    'til Later,
    John
    "Courage is the discovery that you may not win, and trying when you know you can lose."-Tom Krause

    My works Here: http://www.thefreeflightsite.com/JFortin.htm

  9. #9
    Quote Originally Posted by hairyspin View Post
    If you're building in any other modelling software you'll need to get the model into Gmax to export to the sim, unless by any chance you're using 3ds Max 4.2!
    I am interested in modding CSF3, and am slowly assembling all the various patches, etc. Comment above looks like a show-stopper unless I misunderstand. Is it possible to export 3D models in later versions of 3dsMax? I have 3dsMax9.

    Thanks.

  10. #10
    Redding Army Airfield Allen's Avatar
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    My understanding is that a lot of gMax plug-ins will work 3dsMax and even some 3dsMax will port back to gMax.
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  11. #11
    Quote Originally Posted by Allen View Post
    My understanding is that a lot of gMax plug-ins will work 3dsMax and even some 3dsMax will port back to gMax.

    Thanks. I'll hang in there with tracking down all the different files needed, and see what happens.



    Attached Thumbnails Attached Thumbnails img00168.jpg   Composite-10a.jpg  

  12. #12
    The only way to export models to CFS3 is via Gmax or 3dsMax 4.2. ModelConverterX doesn't handle CFS3 files either. You have to export work from other Max versions to Gmax and the BFF script is the usual and preferred method. I'm building with Max 2008 and can give you the lowdown if you need.
    Tom
    __________________________________________________ ___________________________________________
    Wisdom is the principal thing; therefore get wisdom: and with all thy getting get understanding. Proverbs 4:7



  13. #13
    Quote Originally Posted by hairyspin View Post
    I'm building with Max 2008 and can give you the lowdown if you need.
    Yes, would you be good enough to explain the export process? I'm currently putting together WOFF2 - I intend to use it as a test platform for some of my 1930s aircraft and ground objects.

    Thanks.

  14. #14
    Quote Originally Posted by hairyspin View Post
    The only way to export models to CFS3 is via Gmax or 3dsMax 4.2. ModelConverterX doesn't handle CFS3 files either. You have to export work from other Max versions to Gmax and the BFF script is the usual and preferred method. I'm building with Max 2008 and can give you the lowdown if you need.

    I've been doing a lot of clicking/reading to learn about CFS3 and its various mods. Extremely complex stuff - more complicated than the Third Wire stuff I am accustomed to.

    It looks like the latest versions of ETO mod may be a better fit for what I would like to do. I assume the process of loading 3D models into the game is the same?

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