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3D model import

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As I flew the Beechjet today I noticed a flickering line along the top of the fuselage. I suspected a slight 3D surface issue and decided to export the fuselage and check it out in AC3D. I got it exported by converting it to *.cob and then converting it to .ac. Now I could scrutinize it in AC3D and consider minor changes. The flickering line seems to be a case of unconnected surfaces. That's easy to fix. The engines have 8 surfaces -- not quite enough to make a convincing circle. It could easily be doubled but I realize there's a quite conservative polygon limit.I tried to reimport the edited model and found that ResViewer imports *.bin only. Since it exports to *.cob I assumed it would accept *.cob for import. How do I turn it into a *.bin again? I might be able to use *.e as an intermediary format.Hans Petter

Hi Hans Petter,The COB and E export in ResViewer was added by me, just to get larger model out of the .bin dress :-)The COB part was there all the time by Gideon but there was no access to it. I just had to finish.Import must be .bin.You must export your model as E or 3ds then using 3DStoE.exe -> E then compile with the BSP tool.Result is then a .bin file (may not exceed 145k !)Check the E code after the export before using BSP. The material list needs PHONG shading for fuselage, wings, wheels...This will make a nice round fuselage even whit just 8 faces.here the material list for my Saab2000MATERIALS{1,"White",PHONG,RGB 251,251,251,TRANSP 0;2,"Wing",PHONG,TMAP "PWing.gif",0,TRANSP 0;3,"Rudder",PHONG,TMAP "PRudder.bmp",0,TRANSP 0;4,"Black",FLAT,RGB 0,0,0,TRANSP 0;5,"Grey",PHONG,RGB 130,130,130,TRANSP 0;6,"FuseR",PHONG,TMAP "PFuseR.gif",0,TRANSP 0;7,"Window",FLAT,RGB 114,141,159,TRANSP 0;8,"Prop",FLAT,RGB 130,130,130,TRANSP 10;9,"Special",,RGB 255,255,255,TRANSP 100;10,"FuseL",PHONG,TMAP "PFuseL.gif",0,TRANSP 0;}Special is used to define the navigation lightsThe fuselage of plane model has mostly 2 parts, left and right to apply a correct texture on both sides.When the both halves are spaced a little bit then you will see the line. A move together can help too.good luckAndre

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A very preliminary test resulted in a black fuselage with no landing gear and no operating control surfaces. I assume that "black" is FU3's answer to no defined texture. I'm more concerned about the loss of all moving parts. It would be a major engineering task to put them all back. I was hoping that things I didn't intend to modify would survive the stages of conversion but that was too optimistic. The texture and the moving parts were probably lost as I extracted the model from the plane.res and converted it to *.cob.Did I mention that it flies well? :(

Try to convert to E from ResourceVirwer then you can get moving parts and even the axles of it.You can choose to convert to E in 2 ways: 1. as Multimaterial, 2. as part decompositionTry both and choose the better result or a mix of them.You can copy/paste parts to another file and then convert back to 3ds.Andre

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