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Old 01-06-2007, 03:53 PM
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Arrow Part 3.2: Naming convention and hierarchy structure in the .kex - file; Changing .sup

Welcome to Part 3.2: Naming convention and hierarchy structure in the .kex - file; Editing of the .sup - file of the .kex - exporter.

Let's make a .kex - file with the .kex - exporter from our generated .3ds - file with hierarchy and correctly setuped pivots:

Fire up the DOS - console of windows and change to the directory of the 3ds2kex.exe, where should be located your .3ds - file as well as your .tga - texture file.

Input the following commands like I did above and see what the .kex - exporter makes with our .3ds - file:

C:\Documents and Settings\user\Desktop\3ds2kex\ready for .KEX>3ds2kex -v3 -s Pitts-Foamy.3ds

Loaded Pitts-Foamy.3ds.
Processing materials.
Material Material.
Processing nodes.
Node FUSELAGE.
Node $$$DUMMY.
Node MOTORSTABA.
Node $$$DUMMY.
Node MOTORPART0.
Node $$$DUMMY.
Node MOTOR.
Node CONTACT01.
Node CONTACT02.
Node $$$DUMMY.
Node FUSELAGEST.
Node $$$DUMMY.
Node FUSELAGES1.
Node $$$DUMMY.
Node _CS_SPINNE.
Node MOTORPART1.
Node $$$DUMMY.
Node _CS_RMW02.
Node $$$DUMMY.
Node _CS_RMA02.
Node $$$DUMMY.
Node _CS_BULB_3.
Node $$$DUMMY.
Node _CS_GLOW_8.
Node $$$DUMMY.
Node _CS_GLOW_9.
Node _CS_BULB_4.
Node _CS_GLOW11.
Node $$$DUMMY.
Node _CS_RMW01.
Node _CS_BULB_2.
Node _CS_GLOW_6.
Node _CS_GLOW_7.
Node _CS_RMA01.
Node _CS_BULB_R.
Node _CS_GLOW_0.
Node _CS_GLOW_1.
Node $$$DUMMY.
Node _CS_RMHS.
Node _CS_BULB_7.
Node _CS_GLOW20.
Node _CS_GLOW21.
Node _CS_RME.
Node _CS_BULB_6.
Node _CS_GLOW18.
Node _CS_GLOW19.
Node $$$DUMMY.
Node _CS_RIGHTW.
Node _CS_BULB_1.
Node _CS_GLOW_2.
Node _CS_GLOW_3.
Node _CS_GLOW_4.
Node _CS_GLOW_5.
Node $$$DUMMY.
Node _CS_MMVS.
Node _CS_BULB_5.
Node _CS_MMR.
Node _CS_BULB_M.
Node _CS_GLOW12.
Node _CS_GLOW13.
Node _CS_GLOW14.
Node _CS_GLOW15.
Node _CS_GLOW16.
Node _CS_GLOW17.
Node $$$DUMMY.
Node _CS_LMW02.
Node $$$DUMMY.
Node _CS_LMA02.
Node $$$DUMMY.
Node _CS_BULB11.
Node $$$DUMMY.
Node _CS_GLOW30.
Node $$$DUMMY.
Node _CS_GLOW31.
Node _CS_BULB13.
Node _CS_GLOW36.
Node _CS_GLOW37.
Node $$$DUMMY.
Node _CS_LMW01.
Node _CS_BULB10.
Node _CS_GLOW28.
Node _CS_GLOW29.
Node _CS_LEFTWI.
Node _CS_BULB12.
Node _CS_GLOW32.
Node _CS_GLOW33.
Node _CS_GLOW34.
Node _CS_GLOW35.
Node _CS_LMA01.
Node _CS_BULB_9.
Node _CS_GLOW26.
Node _CS_GLOW27.
Node $$$DUMMY.
Node _CS_LMHS.
Node _CS_BULB_8.
Node _CS_GLOW24.
Node _CS_GLOW25.
Node _CS_LME.
Node _CS_BULB_L.
Node _CS_GLOW22.
Node _CS_GLOW23.
Node $$$DUMMY.
Node _CS_GLOW10.
Node $$$DUMMY.
Node _CS_ENGINE.
Node $$$DUMMY.
Node _CS_BULB_F.
Node _CS_COLL10.
Node _CS_COLL11.
Node _CS_COLL12.
Node _CS_COLL13.
Node _CS_COLL_1.
Node _CS_COLL_2.
Node _CS_COLL_3.
Node _CS_COLL_4.
Node _CS_COLL_5.
Node _CS_COLL_6.
Node _CS_COLL_7.
Node _CS_COLL_8.
Node _CS_COLL_9.
Node _CS_COLL_F.
Node _CS_COLL_L.
Node _CS_COLL_M.
Node _CS_COLL_R.
Reading support file.
Applying properties.
Applying heirarchy.
Reparenting $$$DUMMY to FUSELAGE.
Reparenting $$$DUMMY to FUSELAGE.
Reparenting $$$DUMMY to FUSELAGE.
Reparenting $$$DUMMY to FUSELAGE.
Reparenting $$$DUMMY to FUSELAGE.
Reparenting $$$DUMMY to FUSELAGE.
Reparenting $$$DUMMY to FUSELAGE.
Reparenting $$$DUMMY to FUSELAGE.
Removing pivot nodes.
Applying node names.
Counting polygons.
RootFrame [0 polys]
FUSELAGE [224 polys]
$$$DUMMY [0 polys]
MOTORSTABA [12 polys]
$$$DUMMY [0 polys]
MOTORPART0 [340 polys]
$$$DUMMY [0 polys]
MOTOR [346 polys]
CONTACT01 [96 polys]
CONTACT02 [96 polys]
$$$DUMMY [0 polys]
FUSELAGEST [80 polys]
$$$DUMMY [0 polys]
FUSELAGES1 [224 polys]
$$$DUMMY [0 polys]
_CS_SPINNE [596 polys]
MOTORPART1 [420 polys]
$$$DUMMY [0 polys]
_CS_RMW02 [107 polys]
_CS_BULB_4 [117 polys]
_CS_GLOW11 [12 polys]
$$$DUMMY [0 polys]
_CS_RMW01 [58 polys]
_CS_BULB_2 [66 polys]
_CS_GLOW_6 [12 polys]
_CS_GLOW_7 [12 polys]
_CS_RMA01 [104 polys]
_CS_BULB_R [18 polys]
_CS_GLOW_0 [12 polys]
_CS_GLOW_1 [12 polys]
$$$DUMMY [0 polys]
_CS_RMHS [45 polys]
_CS_BULB_7 [73 polys]
_CS_GLOW20 [12 polys]
_CS_GLOW21 [12 polys]
_CS_RME [184 polys]
_CS_BULB_6 [20 polys]
_CS_GLOW18 [12 polys]
_CS_GLOW19 [12 polys]
$$$DUMMY [0 polys]
_CS_RIGHTW [116 polys]
_CS_BULB_1 [120 polys]
_CS_GLOW_2 [12 polys]
_CS_GLOW_3 [12 polys]
_CS_GLOW_4 [12 polys]
_CS_GLOW_5 [12 polys]
$$$DUMMY [0 polys]
_CS_MMVS [56 polys]
_CS_BULB_5 [68 polys]
_CS_MMR [211 polys]
_CS_BULB_M [161 polys]
_CS_GLOW12 [12 polys]
_CS_GLOW13 [12 polys]
_CS_GLOW14 [12 polys]
_CS_GLOW15 [12 polys]
_CS_GLOW16 [12 polys]
_CS_GLOW17 [12 polys]
$$$DUMMY [0 polys]
_CS_LMW02 [107 polys]
_CS_BULB13 [117 polys]
_CS_GLOW36 [12 polys]
_CS_GLOW37 [12 polys]
$$$DUMMY [0 polys]
_CS_LMW01 [58 polys]
_CS_BULB10 [66 polys]
_CS_GLOW28 [12 polys]
_CS_GLOW29 [12 polys]
_CS_LEFTWI [116 polys]
_CS_BULB12 [120 polys]
_CS_GLOW32 [12 polys]
_CS_GLOW33 [12 polys]
_CS_GLOW34 [12 polys]
_CS_GLOW35 [12 polys]
_CS_LMA01 [8 polys]
_CS_BULB_9 [18 polys]
_CS_GLOW26 [12 polys]
_CS_GLOW27 [12 polys]
$$$DUMMY [0 polys]
_CS_LMHS [45 polys]
_CS_BULB_8 [73 polys]
_CS_GLOW24 [12 polys]
_CS_GLOW25 [12 polys]
_CS_LME [12 polys]
_CS_BULB_L [20 polys]
_CS_GLOW22 [12 polys]
_CS_GLOW23 [12 polys]
$$$DUMMY [0 polys]
_CS_GLOW10 [12 polys]
$$$DUMMY [0 polys]
_CS_ENGINE [12 polys]
$$$DUMMY [0 polys]
_CS_BULB_F [244 polys]
_CS_COLL10 [34 polys]
_CS_COLL11 [82 polys]
_CS_COLL12 [116 polys]
_CS_COLL13 [58 polys]
_CS_COLL_1 [116 polys]
_CS_COLL_2 [34 polys]
_CS_COLL_3 [82 polys]
_CS_COLL_4 [58 polys]
_CS_COLL_5 [50 polys]
_CS_COLL_6 [28 polys]
_CS_COLL_7 [52 polys]
_CS_COLL_8 [52 polys]
_CS_COLL_9 [12 polys]
_CS_COLL_F [278 polys]
_CS_COLL_L [28 polys]
_CS_COLL_M [120 polys]
_CS_COLL_R [12 polys]
$$$DUMMY [0 polys]
_CS_BULB_3 [68 polys]
$$$DUMMY [0 polys]
_CS_GLOW_8 [12 polys]
$$$DUMMY [0 polys]
_CS_GLOW_9 [12 polys]
$$$DUMMY [0 polys]
_CS_RMA02 [56 polys]
$$$DUMMY [0 polys]
_CS_BULB11 [68 polys]
$$$DUMMY [0 polys]
_CS_GLOW30 [12 polys]
$$$DUMMY [0 polys]
_CS_GLOW31 [12 polys]
$$$DUMMY [0 polys]
_CS_LMA02 [56 polys]
You have excceded 1200 polys [6890]. We suggest reduce the number of polys or use collision meshes.
Writing kex.
Model Pitts-Foamy.kex has 6890 polys.
Done.

C:\Documents and Settings\user\Desktop\3ds2kex\ready for .KEX>


After you've received output like that, please open the generated .sup - file from the .kex - exporter. Cause this is normally not a file format linked to any standard application in windows, your will be asked what programm to use for this file from your windows system. Cause it's a ASCI - file, you can take any write - program. The easiest to take here is the standard - notepad from windows.

Let's see what the .kex - exporter has written in our .sup - file, while generating the .kex - file for us. Cause we have a lot of objects, the . sup file is not really small:

IsPivot=No
Name=_CS_RME
Parent=_CS_RMHS
Pivot=

[_CS_GLOW33]
IsPivot=No
Name=_CS_GLOW33
Parent=_CS_LEFTWI
Pivot=

[$$$DUMMY]
IsPivot=No
Name=$$$DUMMY
Parent=FUSELAGE
Pivot=

[_CS_COLL10]
IsPivot=No
Name=_CS_COLL10
Parent=FUSELAGE
Pivot=

[_CS_BULB_2]
IsPivot=No
Name=_CS_BULB_2
Parent=_CS_RMW01
Pivot=

[_CS_MMVS]
IsPivot=No
Name=_CS_MMVS
Parent=$$$DUMMY
Pivot=

[_CS_COLL12]
IsPivot=No
Name=_CS_COLL12
Parent=FUSELAGE
Pivot=

[_CS_COLL_M]
IsPivot=No
Name=_CS_COLL_M
Parent=FUSELAGE
Pivot=

[_CS_GLOW16]
IsPivot=No
Name=_CS_GLOW16
Parent=_CS_MMR
Pivot=

[_CS_COLL_2]
IsPivot=No
Name=_CS_COLL_2
Parent=FUSELAGE
Pivot=

[_CS_BULB_3]
IsPivot=No
Name=_CS_BULB_3
Parent=$$$DUMMY
Pivot=

[_CS_GLOW34]
IsPivot=No
Name=_CS_GLOW34
Parent=_CS_LEFTWI
Pivot=

[_CS_BULB12]
IsPivot=No
Name=_CS_BULB12
Parent=_CS_LEFTWI
Pivot=

[_CS_GLOW22]
IsPivot=No
Name=_CS_GLOW22
Parent=_CS_LME
Pivot=

[_CS_BULB_4]
IsPivot=No
Name=_CS_BULB_4
Parent=_CS_RMW02
Pivot=

[_CS_GLOW26]
IsPivot=No
Name=_CS_GLOW26
Parent=_CS_LMA01
Pivot=

[_CS_GLOW14]
IsPivot=No
Name=_CS_GLOW14
Parent=_CS_MMR
Pivot=

[_CS_GLOW35]
IsPivot=No
Name=_CS_GLOW35
Parent=_CS_LEFTWI
Pivot=

[_CS_RMW01]
IsPivot=No
Name=_CS_RMW01
Parent=$$$DUMMY
Pivot=

[_CS_GLOW_9]
IsPivot=No
Name=_CS_GLOW_9
Parent=$$$DUMMY
Pivot=

[RootFrame]
IsPivot=No
Name=RootFrame
Parent=
Pivot=

[_CS_LMA02]
IsPivot=No
Name=_CS_LMA02
Parent=$$$DUMMY
Pivot=

[_CS_COLL_3]
IsPivot=No
Name=_CS_COLL_3
Parent=FUSELAGE
Pivot=

[FUSELAGEST]
IsPivot=No
Name=FUSELAGEST
Parent=$$$DUMMY
Pivot=

[_CS_BULB_5]
IsPivot=No
Name=_CS_BULB_5
Parent=_CS_MMVS
Pivot=

[_CS_GLOW_8]
IsPivot=No
Name=_CS_GLOW_8
Parent=$$$DUMMY
Pivot=

[_CS_BULB_R]
IsPivot=No
Name=_CS_BULB_R
Parent=_CS_RMA01
Pivot=

[_CS_GLOW36]
IsPivot=No
Name=_CS_GLOW36
Parent=_CS_LMW02
Pivot=

[_CS_GLOW12]
IsPivot=No
Name=_CS_GLOW12
Parent=_CS_MMR
Pivot=

[_CS_GLOW_7]
IsPivot=No
Name=_CS_GLOW_7
Parent=_CS_RMW01
Pivot=

[_CS_RIGHTW]
IsPivot=No
Name=_CS_RIGHTW
Parent=$$$DUMMY
Pivot=

[_CS_COLL_F]
IsPivot=No
Name=_CS_COLL_F
Parent=FUSELAGE
Pivot=

[_CS_BULB_6]
IsPivot=No
Name=_CS_BULB_6
Parent=_CS_RME
Pivot=

[_CS_COLL_4]
IsPivot=No
Name=_CS_COLL_4
Parent=FUSELAGE
Pivot=

[_CS_GLOW_6]
IsPivot=No
Name=_CS_GLOW_6
Parent=_CS_RMW01
Pivot=

[CONTACT02]
IsPivot=No
Name=CONTACT02
Parent=MOTOR
Pivot=

[_CS_GLOW21]
IsPivot=No
Name=_CS_GLOW21
Parent=_CS_RMHS
Pivot=

[_CS_GLOW37]
IsPivot=No
Name=_CS_GLOW37
Parent=_CS_LMW02
Pivot=

[_CS_GLOW_5]
IsPivot=No
Name=_CS_GLOW_5
Parent=_CS_RIGHTW
Pivot=

[_CS_LEFTWI]
IsPivot=No
Name=_CS_LEFTWI
Parent=_CS_LMW01
Pivot=

[_CS_GLOW10]
IsPivot=No
Name=_CS_GLOW10
Parent=$$$DUMMY
Pivot=

[_CS_BULB_7]
IsPivot=No
Name=_CS_BULB_7
Parent=_CS_RMHS
Pivot=

[_CS_LME]
IsPivot=No
Name=_CS_LME
Parent=_CS_LMHS
Pivot=

[_CS_GLOW25]
IsPivot=No
Name=_CS_GLOW25
Parent=_CS_LMHS
Pivot=

[_CS_LMW01]
IsPivot=No
Name=_CS_LMW01
Parent=$$$DUMMY
Pivot=

[_CS_BULB_F]
IsPivot=No
Name=_CS_BULB_F
Parent=$$$DUMMY
Pivot=

[_CS_GLOW_4]
IsPivot=No
Name=_CS_GLOW_4
Parent=_CS_RIGHTW
Pivot=

[_CS_COLL_5]
IsPivot=No
Name=_CS_COLL_5
Parent=FUSELAGE
Pivot=

[_CS_GLOW19]
IsPivot=No
Name=_CS_GLOW19
Parent=_CS_RME
Pivot=

[_CS_BULB_8]
IsPivot=No
Name=_CS_BULB_8
Parent=_CS_LMHS
Pivot=

[_CS_LMHS]
IsPivot=No
Name=_CS_LMHS
Parent=$$$DUMMY
Pivot=

[_CS_GLOW_3]
IsPivot=No
Name=_CS_GLOW_3
Parent=_CS_RIGHTW
Pivot=

[_CS_GLOW29]
IsPivot=No
Name=_CS_GLOW29
Parent=_CS_LMW01
Pivot=

[_CS_ENGINE]
IsPivot=No
Name=_CS_ENGINE
Parent=$$$DUMMY
Pivot=

[_CS_GLOW_2]
IsPivot=No
Name=_CS_GLOW_2
Parent=_CS_RIGHTW
Pivot=

[_CS_BULB_9]
IsPivot=No
Name=_CS_BULB_9
Parent=_CS_LMA01
Pivot=

[_CS_BULB11]
IsPivot=No
Name=_CS_BULB11
Parent=$$$DUMMY
Pivot=

[_CS_GLOW17]
IsPivot=No
Name=_CS_GLOW17
Parent=_CS_MMR
Pivot=

[_CS_COLL_6]
IsPivot=No
Name=_CS_COLL_6
Parent=FUSELAGE
Pivot=

[_CS_COLL11]
IsPivot=No
Name=_CS_COLL11
Parent=FUSELAGE
Pivot=

[_CS_GLOW_1]
IsPivot=No
Name=_CS_GLOW_1
Parent=_CS_RMA01
Pivot=

[_CS_GLOW20]
IsPivot=No
Name=_CS_GLOW20
Parent=_CS_RMHS
Pivot=

[_CS_COLL13]
IsPivot=No
Name=_CS_COLL13
Parent=FUSELAGE
Pivot=

[_CS_GLOW_0]
IsPivot=No
Name=_CS_GLOW_0
Parent=_CS_RMA01
Pivot=

[_CS_RMA01]
IsPivot=No
Name=_CS_RMA01
Parent=_CS_RMW01
Pivot=

[_CS_COLL_R]
IsPivot=No
Name=_CS_COLL_R
Parent=FUSELAGE
Pivot=

[_CS_RMW02]
IsPivot=No
Name=_CS_RMW02
Parent=$$$DUMMY
Pivot=

[_CS_GLOW15]
IsPivot=No
Name=_CS_GLOW15
Parent=_CS_MMR
Pivot=

[_CS_GLOW24]
IsPivot=No
Name=_CS_GLOW24
Parent=_CS_LMHS
Pivot=

[MOTORSTABA]
IsPivot=No
Name=MOTORSTABA
Parent=$$$DUMMY
Pivot=

[_CS_COLL_7]
IsPivot=No
Name=_CS_COLL_7
Parent=FUSELAGE
Pivot=

[MOTORPART1]
IsPivot=No
Name=MOTORPART1
Parent=_CS_SPINNE
Pivot=

[_CS_BULB13]
IsPivot=No
Name=_CS_BULB13
Parent=_CS_LMW02
Pivot=

[_CS_GLOW28]
IsPivot=No
Name=_CS_GLOW28
Parent=_CS_LMW01
Pivot=

[_CS_GLOW13]
IsPivot=No
Name=_CS_GLOW13
Parent=_CS_MMR
Pivot=

[_CS_MMR]
IsPivot=No
Name=_CS_MMR
Parent=_CS_MMVS
Pivot=

[CONTACT01]
IsPivot=No
Name=CONTACT01
Parent=MOTOR
Pivot=

[_CS_RMHS]
IsPivot=No
Name=_CS_RMHS
Parent=$$$DUMMY
Pivot=

[_CS_COLL_8]
IsPivot=No
Name=_CS_COLL_8
Parent=FUSELAGE
Pivot=

[FUSELAGE]
IsPivot=No
Name=FUSELAGE
Parent=RootFrame
Pivot=

[_CS_GLOW30]
IsPivot=No
Name=_CS_GLOW30
Parent=$$$DUMMY
Pivot=

[MOTOR]
IsPivot=No
Name=MOTOR
Parent=$$$DUMMY
Pivot=

[MOTORPART0]
IsPivot=No
Name=MOTORPART0
Parent=$$$DUMMY
Pivot=

[_CS_GLOW11]
IsPivot=No
Name=_CS_GLOW11
Parent=_CS_RMW02
Pivot=

[_CS_BULB_L]
IsPivot=No
Name=_CS_BULB_L
Parent=_CS_LME
Pivot=

[_CS_LMW02]
IsPivot=No
Name=_CS_LMW02
Parent=$$$DUMMY
Pivot=

[_CS_GLOW31]
IsPivot=No
Name=_CS_GLOW31
Parent=$$$DUMMY
Pivot=

[_CS_COLL_9]
IsPivot=No
Name=_CS_COLL_9
Parent=FUSELAGE
Pivot=

[_CS_GLOW23]
IsPivot=No
Name=_CS_GLOW23
Parent=_CS_LME
Pivot=

[_CS_RMA02]
IsPivot=No
Name=_CS_RMA02
Parent=$$$DUMMY
Pivot=

[_CS_BULB_M]
IsPivot=No
Name=_CS_BULB_M
Parent=_CS_MMR
Pivot=

[FUSELAGES1]
IsPivot=No
Name=FUSELAGES1
Parent=$$$DUMMY
Pivot=

[_CS_GLOW27]
IsPivot=No
Name=_CS_GLOW27
Parent=_CS_LMA01
Pivot=

[_CS_GLOW32]
IsPivot=No
Name=_CS_GLOW32
Parent=_CS_LEFTWI
Pivot=

[_CS_BULB10]
IsPivot=No
Name=_CS_BULB10
Parent=_CS_LMW01
Pivot=

[_CS_LMA01]
IsPivot=No
Name=_CS_LMA01
Parent=_CS_LMW01
Pivot=

[_CS_SPINNE]
IsPivot=No
Name=_CS_SPINNE
Parent=$$$DUMMY
Pivot=

[_CS_COLL_L]
IsPivot=No
Name=_CS_COLL_L
Parent=FUSELAGE
Pivot=

[_CS_BULB_1]
IsPivot=No
Name=_CS_BULB_1
Parent=_CS_RIGHTW
Pivot=

[_CS_GLOW18]
IsPivot=No
Name=_CS_GLOW18
Parent=_CS_RME
Pivot=

[_CS_COLL_1]
IsPivot=No
Name=_CS_COLL_1
Parent=FUSELAGE
Pivot=


As you can see, every object, that is exported by the .kex - exporter is refered in the .sup - file as:

[Object Name] -> Object Name like the .kex - exporter is finding that object in the .3ds - file

IsPivot=No -> If the .kex - exporter is thinking, that this is a Pivot - Dummy - Object or not.

Name=[New Object Name] -> Name how the object will be exported and refered in the .kex file. That's important, because only objects with ~CS_ will be selectable in the aircraft editor of G3 (3.5) as component frame.

Parent=[Parented object in hierachy above] -> To which other object [Object Name] will be linked in the exported .kex - file. Here is your last chance to change hierarchy structure after you've exported your x. - file to the .3ds - file.

Pivot= ->

To stick with the readme - file of the .kex - exporter:

The pivot mesh is a primitive mesh that is used for its local origin and orientation. Meshes that reference pivots will automatically have their pivot axes moved to match that of the pivot dummy node.

Pivot - Objects are a very unique feature of 3dsmax itself. Cause we have luck, and gmax is "nearly" the same editor like 3dsmax and from the version standard also support Pivots, which are kept during the export - process from .gmax - files to .x - files, you should never see something in that line as long as you are working with gmax.

This line will become very important, if you are not working with gmax. Cause Deep Exploration is able to handle a huge amount of 3D -, and CAD - formats, which not all supports Pivoting (I call it like that now ), you are not bound to gmax by 100%. As said in the readme of the .kex - exporter, and as we will see later in the pp - example file from KE, we can simply create Dummy - Objects in any 3D - editor we like and refer them with the .kex - exporter as Pivot point. That's a really cool feature of this .sup - file KE, thank you!

But let me say something to that in addition: The problem with this hole thing "Make your own aircraft in whatever software you like" never was and never will be the problem, a lot of people designing with other 3d - editors are fighting to death. Especially NOT the Pivoting!

THE PROBLEM IS THE FILE - FORMAT ITSELF!

The .3ds - file format has a very special Node system, describing hierarchy structure and objects. While 3dsmax of course can handle with that, NO freeware .3ds - exporter, or freeware 3D - editors is able to handle that.

Let's get back to our .sup - file. Cause every object that should be selectable as component frame in the aircraft editor of G3 (3.5) must begin with "~CS_", we now will rename every object that we want to create as physical component in the aircraft editor of G3 (3.5).

That means: The fuselage, all wing and rudder areas (seperated in left in right), all rudders and every other object that you want to be able to rotate. Please have a look on the pp - example - files and the KnifeEdge - Tutorials for further informations.

Every other object not having this naming convention will be attached in hierarchy to the next object part in hierarchy above, till your are ending in a "~CS_" - object. For example, if you have a left wing called like in the KE - Tutorials, "~CS_LMW" and have a winglet - object called "Winglet" in hierarchy linked below this object, the winglet - object will be attached to the "~CS_LMW" - object and if the wing falls apart during a crash, the winglet - object will stick on the "~CS_LMW" - object like glue, because "~CS_LMW" - object and the "Winglet" - object became one object, when you export from .3ds to .kex with a .sup file setup like that.

So you will not be able to see that winglet object in the aircraft editor of G3 (3.5), when you give it only the name "Winglet".

Somebody now will think, why we didn't changed the naming of the object in Deep Exploration, so we only have to export the file from .3ds to .kex and everything is fine.

The reason is, that every object whether you name it in gmax or in Deep Exploration with ~CS_[OBJECT NAME] is exported into .x and .3ds as _CS_[OBJECT NAME].

Well, probably someone will now be thinking, that the developers of G3 (3.5) had deactivated their brains when the decision was made to make aircrafts for G3 in .3ds and referring all object as "~CS_" (please don't kill me KE ) The "~" - sign is a special sign and in fact the most efficient export/import - killer working between nearly all file formats.

Although it's difficult to handle, slow and not reliable .3ds is a good file format. The main reason: You can do EVERYTHING with 3dsmax -> Modelling, Animation, Rendering, CAD - Design................................

Let's change the naming of your objects in the following way:

(1) If an object should be selectable as component frame in the aircraft editor of G3 (3.5), change the ouput in the .sup - file from that:

[_CS_RMHS]
IsPivot=No
Name=_CS_RMHS
Parent=FUSELAGE
Pivot=


to that:

[_CS_RMHS]
IsPivot=No
Name=~CS_RMHS
Parent=FUSELAGE
Pivot=


(2) If an object should not be selectable as component frame in the aircraft editor of G3 (3.5) leave the entry in the .sup - file as it is. BUT check, to what "Parent" it is linked and if these two object's should become one.

Keep also in mind, that the name of "Parent" - object is the name, how it is written in your .sup - file. So don't make changes like that in the .sup - file:

[_CS_RME]
IsPivot=No
Name=~CS_RME
Parent=~CS_RMHS
Pivot=

It have to be edited in your .sup - file like that, because ~CS_RMHS is refered in your .sup - file as "_CS_RMHS":

[_CS_RME]
IsPivot=No
Name=~CS_RME
Parent=_CS_RMHS
Pivot=


Let's have a look on our .sup - file after the needed changes:

[_CS_RME]
IsPivot=No
Name=~CS_RME
Parent=_CS_RMHS
Pivot=

[_CS_GLOW33]
IsPivot=No
Name=~CS_GLOW33
Parent=_CS_LEFTWI
Pivot=

[_CS_COLL10]
IsPivot=No
Name=~CS_COLL10
Parent=FUSELAGE
Pivot=

[_CS_BULB_2]
IsPivot=No
Name=~CS_BULB_2
Parent=_CS_RMW01
Pivot=

[_CS_MMVS]
IsPivot=No
Name=~CS_MMVS
Parent=FUSELAGE
Pivot=

[_CS_COLL12]
IsPivot=No
Name=~CS_COLL12
Parent=FUSELAGE
Pivot=

[_CS_COLL_M]
IsPivot=No
Name=~CS_COLL_M
Parent=FUSELAGE
Pivot=

[_CS_GLOW16]
IsPivot=No
Name=~CS_GLOW16
Parent=_CS_MMR
Pivot=

[_CS_COLL_2]
IsPivot=No
Name=~CS_COLL_2
Parent=_CS_RMW01
Pivot=

[_CS_BULB_3]
IsPivot=No
Name=~CS_BULB_3
Parent=_CS_RMA02
Pivot=

[_CS_GLOW34]
IsPivot=No
Name=~CS_GLOW34
Parent=_CS_LEFTWI
Pivot=

[_CS_BULB12]
IsPivot=No
Name=~CS_BULB12
Parent=_CS_LEFTWI
Pivot=

[_CS_GLOW22]
IsPivot=No
Name=~CS_GLOW22
Parent=_CS_LME
Pivot=

[_CS_BULB_4]
IsPivot=No
Name=~CS_BULB_4
Parent=_CS_RMW02
Pivot=

[_CS_GLOW26]
IsPivot=No
Name=~CS_GLOW26
Parent=_CS_LMA01
Pivot=

[_CS_GLOW14]
IsPivot=No
Name=~CS_GLOW14
Parent=_CS_MMR
Pivot=

[_CS_GLOW35]
IsPivot=No
Name=~CS_GLOW35
Parent=_CS_LEFTWI
Pivot=

[_CS_RMW01]
IsPivot=No
Name=~CS_RMW01
Parent=FUSELAGE
Pivot=

[_CS_GLOW_9]
IsPivot=No
Name=~CS_GLOW_9
Parent=_CS_RMA02
Pivot=

[RootFrame]
IsPivot=No
Name=RootFrame
Parent=
Pivot=

[_CS_LMA02]
IsPivot=No
Name=~CS_LMA02
Parent=FUSELAGE
Pivot=

[_CS_COLL_3]
IsPivot=No
Name=~CS_COLL_3
Parent=FUSELAGE
Pivot=

[FUSELAGEST]
IsPivot=No
Name=FUSELAGEST
Parent=FUSELAGE
Pivot=

[_CS_BULB_5]
IsPivot=No
Name=~CS_BULB_5
Parent=_CS_MMVS
Pivot=

[_CS_GLOW_8]
IsPivot=No
Name=~CS_GLOW_8
Parent=_CS_RMA02
Pivot=

[_CS_BULB_R]
IsPivot=No
Name=~CS_BULB_R
Parent=_CS_RMA01
Pivot=

[_CS_GLOW36]
IsPivot=No
Name=~CS_GLOW36
Parent=_CS_LMW02
Pivot=

[_CS_GLOW12]
IsPivot=No
Name=~CS_GLOW12
Parent=_CS_MMR
Pivot=

[_CS_GLOW_7]
IsPivot=No
Name=~CS_GLOW_7
Parent=_CS_RMW01
Pivot=

[_CS_RIGHTW]
IsPivot=No
Name=_CS_RIGHTW
Parent=_CS_RMw01
Pivot=

[_CS_COLL_F]
IsPivot=No
Name=~CS_COLL_F
Parent=FUSELAGE
Pivot=

[_CS_BULB_6]
IsPivot=No
Name=~CS_BULB_6
Parent=_CS_RME
Pivot=

[_CS_COLL_4]
IsPivot=No
Name=~CS_COLL_4
Parent=FUSELAGE
Pivot=

[_CS_GLOW_6]
IsPivot=No
Name=~CS_GLOW_6
Parent=_CS_RMW01
Pivot=

[CONTACT02]
IsPivot=No
Name=CONTACT02
Parent=MOTOR
Pivot=

[_CS_GLOW21]
IsPivot=No
Name=~CS_GLOW21
Parent=_CS_RMHS
Pivot=

[_CS_GLOW37]
IsPivot=No
Name=~CS_GLOW37
Parent=_CS_LMW02
Pivot=

[_CS_GLOW_5]
IsPivot=No
Name=~CS_GLOW_5
Parent=_CS_RIGHTW
Pivot=

[_CS_LEFTWI]
IsPivot=No
Name=_CS_LEFTWI
Parent=_CS_LMW01
Pivot=

[_CS_GLOW10]
IsPivot=No
Name=~CS_GLOW10
Parent=_CS_RMW02
Pivot=

[_CS_BULB_7]
IsPivot=No
Name=~CS_BULB_7
Parent=_CS_RMHS
Pivot=

[_CS_LME]
IsPivot=No
Name=~CS_LME
Parent=_CS_LMHS
Pivot=

[_CS_GLOW25]
IsPivot=No
Name=~CS_GLOW25
Parent=_CS_LMHS
Pivot=

[_CS_LMW01]
IsPivot=No
Name=~CS_LMW01
Parent=FUSELAGE
Pivot=

[_CS_BULB_F]
IsPivot=No
Name=~CS_BULB_F
Parent=FUSELAGE
Pivot=

[_CS_GLOW_4]
IsPivot=No
Name=~CS_GLOW_4
Parent=_CS_RIGHTW
Pivot=

[_CS_COLL_5]
IsPivot=No
Name=~CS_COLL_5
Parent=FUSELAGE
Pivot=

[_CS_GLOW19]
IsPivot=No
Name=~CS_GLOW19
Parent=_CS_RME
Pivot=

[_CS_BULB_8]
IsPivot=No
Name=~CS_BULB_8
Parent=_CS_LMHS
Pivot=

[_CS_LMHS]
IsPivot=No
Name=~CS_LMHS
Parent=FUSELAGE
Pivot=

[_CS_GLOW_3]
IsPivot=No
Name=~CS_GLOW_3
Parent=_CS_RIGHTW
Pivot=

[_CS_GLOW29]
IsPivot=No
Name=~CS_GLOW29
Parent=_CS_LMW01
Pivot=

[_CS_ENGINE]
IsPivot=No
Name=~CS_ENGINE1
Parent=FUSELAGE
Pivot=

[_CS_GLOW_2]
IsPivot=No
Name=~CS_GLOW_2
Parent=_CS_RIGHTW
Pivot=

[_CS_BULB_9]
IsPivot=No
Name=~CS_BULB_9
Parent=_CS_LMA01
Pivot=

[_CS_BULB11]
IsPivot=No
Name=~CS_BULB11
Parent=_CS_LMA02
Pivot=

[_CS_GLOW17]
IsPivot=No
Name=~CS_GLOW17
Parent=_CS_MMR
Pivot=

[_CS_COLL_6]
IsPivot=No
Name=~CS_COLL_6
Parent=FUSELAGE
Pivot=

[_CS_COLL11]
IsPivot=No
Name=~CS_COLL11
Parent=FUSELAGE
Pivot=

[_CS_GLOW_1]
IsPivot=No
Name=~CS_GLOW_1
Parent=_CS_RMA01
Pivot=

[_CS_GLOW20]
IsPivot=No
Name=~CS_GLOW20
Parent=_CS_RMHS
Pivot=

[_CS_COLL13]
IsPivot=No
Name=~CS_COLL13
Parent=FUSELAGE
Pivot=

[_CS_GLOW_0]
IsPivot=No
Name=~CS_GLOW_0
Parent=_CS_RMA01
Pivot=

[_CS_RMA01]
IsPivot=No
Name=~CS_RMA01
Parent=_CS_RMW01
Pivot=

[_CS_COLL_R]
IsPivot=No
Name=~CS_COLL_R
Parent=FUSELAGE
Pivot=

[_CS_RMW02]
IsPivot=No
Name=~CS_RMW02
Parent=FUSELAGE
Pivot=

[_CS_GLOW15]
IsPivot=No
Name=~CS_GLOW15
Parent=_CS_MMR
Pivot=

[_CS_GLOW24]
IsPivot=No
Name=~CS_GLOW24
Parent=_CS_LMHS
Pivot=

[MOTORSTABA]
IsPivot=No
Name=MOTORSTABA
Parent=FUSELAGE
Pivot=

[_CS_COLL_7]
IsPivot=No
Name=~CS_COLL_7
Parent=FUSELAGE
Pivot=

[MOTORPART1]
IsPivot=No
Name=MOTORPART1
Parent=FUSELAGE
Pivot=

[_CS_BULB13]
IsPivot=No
Name=~CS_BULB13
Parent=_CS_LMW02
Pivot=

[_CS_GLOW28]
IsPivot=No
Name=~CS_GLOW28
Parent=_CS_LMW01
Pivot=

[_CS_GLOW13]
IsPivot=No
Name=~CS_GLOW13
Parent=_CS_MMR
Pivot=

[_CS_MMR]
IsPivot=No
Name=~CS_MMR
Parent=_CS_MMVS
Pivot=

[CONTACT01]
IsPivot=No
Name=CONTACT01
Parent=MOTOR
Pivot=

[_CS_RMHS]
IsPivot=No
Name=~CS_RMHS
Parent=FUSELAGE
Pivot=

[_CS_COLL_8]
IsPivot=No
Name=~CS_COLL_8
Parent=FUSELAGE
Pivot=

[FUSELAGE]
IsPivot=No
Name=FUSELAGE
Parent=RootFrame
Pivot=

[_CS_GLOW30]
IsPivot=No
Name=~CS_GLOW30
Parent=_CS_LMA02
Pivot=

[MOTOR]
IsPivot=No
Name=MOTOR
Parent=FUSELAGE
Pivot=

[MOTORPART0]
IsPivot=No
Name=MOTORPART0
Parent=FUSELAGE
Pivot=

[_CS_GLOW11]
IsPivot=No
Name=~CS_GLOW11
Parent=_CS_RMW02
Pivot=

[_CS_BULB_L]
IsPivot=No
Name=~CS_BULB_L
Parent=_CS_LME
Pivot=

[_CS_LMW02]
IsPivot=No
Name=~CS_LMW02
Parent=FUSELAGE
Pivot=

[_CS_GLOW31]
IsPivot=No
Name=~CS_GLOW31
Parent=_CS_LMA02
Pivot=

[_CS_COLL_9]
IsPivot=No
Name=~CS_COLL_9
Parent=FUSELAGE
Pivot=

[_CS_GLOW23]
IsPivot=No
Name=~CS_GLOW23
Parent=_CS_LME
Pivot=

[_CS_RMA02]
IsPivot=No
Name=~CS_RMA02
Parent=FUSELAGE
Pivot=

[_CS_BULB_M]
IsPivot=No
Name=~CS_BULB_M
Parent=_CS_MMR
Pivot=

[FUSELAGES1]
IsPivot=No
Name=FUSELAGES1
Parent=FUSELAGE
Pivot=

[_CS_GLOW27]
IsPivot=No
Name=~CS_GLOW27
Parent=_CS_LMA01
Pivot=

[_CS_GLOW32]
IsPivot=No
Name=~CS_GLOW32
Parent=_CS_LEFTWI
Pivot=

[_CS_BULB10]
IsPivot=No
Name=~CS_BULB10
Parent=_CS_LMW01
Pivot=

[_CS_LMA01]
IsPivot=No
Name=~CS_LMA01
Parent=_CS_LMW01
Pivot=

[_CS_SPINNE]
IsPivot=No
Name=~CS_SPINNER1
Parent=FUSELAGE
Pivot=

[_CS_COLL_L]
IsPivot=No
Name=~CS_COLL_L
Parent=FUSELAGE
Pivot=

[_CS_BULB_1]
IsPivot=No
Name=~CS_BULB_1
Parent=_CS_RIGHTW
Pivot=

[_CS_GLOW18]
IsPivot=No
Name=~CS_GLOW18
Parent=_CS_RME
Pivot=

[_CS_COLL_1]
IsPivot=No
Name=~CS_COLL_1
Parent=FUSELAGE
Pivot=

(3) Save your .sup - file and make a backup - copy of it. If you are editing objects in gmax and export a new changed .x - file, which you export to .3ds too, you will not have to edit the whole .sup - file again, as long as you have not changed the names of the objects. If you don't make a copy, the .kex - exporter will overwrite your old .sup - file with changes without prompting and you will have to edit the whole .sup file again.

Let's have a look what the .kex - exporter makes with our changed .sup - file:

(4) Change back to the DOS-console and input the following:

C:\Documents and Settings\user\Desktop\3ds2kex\3ds2kex -v3 -s Pitts-Foamy.3ds

[...]
(The ouput was to big, so that not everything could be saved in the buffer of the console; here is standing the interesting part)

Node _CS_GLOW34.
Node _CS_GLOW35.
Node _CS_LMA01.
Node _CS_BULB_9.
Node _CS_GLOW26.
Node _CS_GLOW27.
Node $$$DUMMY.
Node _CS_LMHS.
Node _CS_BULB_8.
Node _CS_GLOW24.
Node _CS_GLOW25.
Node _CS_LME.
Node _CS_BULB_L.
Node _CS_GLOW22.
Node _CS_GLOW23.
Node $$$DUMMY.
Node _CS_GLOW10.
Node $$$DUMMY.
Node _CS_ENGINE.
Node $$$DUMMY.
Node _CS_BULB_F.
Node _CS_COLL10.
Node _CS_COLL11.
Node _CS_COLL12.
Node _CS_COLL13.
Node _CS_COLL_1.
Node _CS_COLL_2.
Node _CS_COLL_3.
Node _CS_COLL_4.
Node _CS_COLL_5.
Node _CS_COLL_6.
Node _CS_COLL_7.
Node _CS_COLL_8.
Node _CS_COLL_9.
Node _CS_COLL_F.
Node _CS_COLL_L.
Node _CS_COLL_M.
Node _CS_COLL_R.
Reading support file.
Applying properties.
Applying heirarchy.

Reparenting MOTORSTABA to FUSELAGE.
Reparenting MOTORPART0 to FUSELAGE.
Reparenting MOTOR to FUSELAGE.
Reparenting FUSELAGEST to FUSELAGE.
Reparenting FUSELAGES1 to FUSELAGE.
Reparenting MOTORPART1 to FUSELAGE.
Reparenting _CS_SPINNE to FUSELAGE.
Reparenting _CS_BULB_3 to _CS_RMA02.
Reparenting $$$DUMMY to FUSELAGE.
Reparenting _CS_GLOW_8 to _CS_RMA02.
Reparenting $$$DUMMY to FUSELAGE.
Reparenting _CS_GLOW_9 to _CS_RMA02.
Reparenting $$$DUMMY to FUSELAGE.
Reparenting _CS_RMA02 to FUSELAGE.
Reparenting $$$DUMMY to FUSELAGE.
Reparenting _CS_RMW02 to FUSELAGE.
Reparenting _CS_RMW01 to FUSELAGE.
Reparenting _CS_RMHS to FUSELAGE.
Reparenting _CS_RIGHTW to _CS_RMW01.
Reparenting _CS_MMVS to FUSELAGE.
Reparenting _CS_BULB11 to _CS_LMA02.
Reparenting $$$DUMMY to FUSELAGE.
Reparenting _CS_GLOW30 to _CS_LMA02.
Reparenting $$$DUMMY to FUSELAGE.
Reparenting _CS_GLOW31 to _CS_LMA02.
Reparenting $$$DUMMY to FUSELAGE.
Reparenting _CS_LMA02 to FUSELAGE.
Reparenting $$$DUMMY to FUSELAGE.
Reparenting _CS_LMW02 to FUSELAGE.
Reparenting _CS_LMW01 to FUSELAGE.
Reparenting _CS_LMHS to FUSELAGE.
Reparenting _CS_GLOW10 to _CS_RMW02.
Reparenting _CS_ENGINE to FUSELAGE.
Reparenting _CS_BULB_F to FUSELAGE.
Reparenting _CS_COLL_2 to _CS_RMW01.
Removing pivot nodes.
Applying node names.
Renaming _CS_COLL10 to ~CS_COLL10.
Renaming _CS_COLL11 to ~CS_COLL11.
Renaming _CS_COLL12 to ~CS_COLL12.
Renaming _CS_COLL13 to ~CS_COLL13.
Renaming _CS_COLL_1 to ~CS_COLL_1.
Renaming _CS_COLL_3 to ~CS_COLL_3.
Renaming _CS_COLL_4 to ~CS_COLL_4.
Renaming _CS_COLL_5 to ~CS_COLL_5.
Renaming _CS_COLL_6 to ~CS_COLL_6.
Renaming _CS_COLL_7 to ~CS_COLL_7.
Renaming _CS_COLL_8 to ~CS_COLL_8.
Renaming _CS_COLL_9 to ~CS_COLL_9.
Renaming _CS_COLL_F to ~CS_COLL_F.
Renaming _CS_COLL_L to ~CS_COLL_L.
Renaming _CS_COLL_M to ~CS_COLL_M.
Renaming _CS_COLL_R to ~CS_COLL_R.
Renaming _CS_SPINNE to ~CS_SPINNER1.
Renaming _CS_RMA02 to ~CS_RMA02.
Renaming _CS_BULB_3 to ~CS_BULB_3.
Renaming _CS_GLOW_8 to ~CS_GLOW_8.
Renaming _CS_GLOW_9 to ~CS_GLOW_9.
Renaming _CS_RMW02 to ~CS_RMW02.
Renaming _CS_BULB_4 to ~CS_BULB_4.
Renaming _CS_GLOW11 to ~CS_GLOW11.
Renaming _CS_GLOW10 to ~CS_GLOW10.
Renaming _CS_RMW01 to ~CS_RMW01.
Renaming _CS_BULB_2 to ~CS_BULB_2.
Renaming _CS_GLOW_6 to ~CS_GLOW_6.
Renaming _CS_GLOW_7 to ~CS_GLOW_7.
Renaming _CS_RMA01 to ~CS_RMA01.
Renaming _CS_BULB_R to ~CS_BULB_R.
Renaming _CS_GLOW_0 to ~CS_GLOW_0.
Renaming _CS_GLOW_1 to ~CS_GLOW_1.
Renaming _CS_BULB_1 to ~CS_BULB_1.
Renaming _CS_GLOW_2 to ~CS_GLOW_2.
Renaming _CS_GLOW_3 to ~CS_GLOW_3.
Renaming _CS_GLOW_4 to ~CS_GLOW_4.
Renaming _CS_GLOW_5 to ~CS_GLOW_5.
Renaming _CS_COLL_2 to ~CS_COLL_2.
Renaming _CS_RMHS to ~CS_RMHS.
Renaming _CS_BULB_7 to ~CS_BULB_7.
Renaming _CS_GLOW20 to ~CS_GLOW20.
Renaming _CS_GLOW21 to ~CS_GLOW21.
Renaming _CS_RME to ~CS_RME.
Renaming _CS_BULB_6 to ~CS_BULB_6.
Renaming _CS_GLOW18 to ~CS_GLOW18.
Renaming _CS_GLOW19 to ~CS_GLOW19.
Renaming _CS_MMVS to ~CS_MMVS.
Renaming _CS_BULB_5 to ~CS_BULB_5.
Renaming _CS_MMR to ~CS_MMR.
Renaming _CS_BULB_M to ~CS_BULB_M.
Renaming _CS_GLOW12 to ~CS_GLOW12.
Renaming _CS_GLOW13 to ~CS_GLOW13.
Renaming _CS_GLOW14 to ~CS_GLOW14.
Renaming _CS_GLOW15 to ~CS_GLOW15.
Renaming _CS_GLOW16 to ~CS_GLOW16.
Renaming _CS_GLOW17 to ~CS_GLOW17.
Renaming _CS_LMA02 to ~CS_LMA02.
Renaming _CS_BULB11 to ~CS_BULB11.
Renaming _CS_GLOW30 to ~CS_GLOW30.
Renaming _CS_GLOW31 to ~CS_GLOW31.
Renaming _CS_LMW02 to ~CS_LMW02.
Renaming _CS_BULB13 to ~CS_BULB13.
Renaming _CS_GLOW36 to ~CS_GLOW36.
Renaming _CS_GLOW37 to ~CS_GLOW37.
Renaming _CS_LMW01 to ~CS_LMW01.
Renaming _CS_BULB10 to ~CS_BULB10.
Renaming _CS_GLOW28 to ~CS_GLOW28.
Renaming _CS_GLOW29 to ~CS_GLOW29.
Renaming _CS_BULB12 to ~CS_BULB12.
Renaming _CS_GLOW32 to ~CS_GLOW32.
Renaming _CS_GLOW33 to ~CS_GLOW33.
Renaming _CS_GLOW34 to ~CS_GLOW34.
Renaming _CS_GLOW35 to ~CS_GLOW35.
Renaming _CS_LMA01 to ~CS_LMA01.
Renaming _CS_BULB_9 to ~CS_BULB_9.
Renaming _CS_GLOW26 to ~CS_GLOW26.
Renaming _CS_GLOW27 to ~CS_GLOW27.
Renaming _CS_LMHS to ~CS_LMHS.
Renaming _CS_BULB_8 to ~CS_BULB_8.
Renaming _CS_GLOW24 to ~CS_GLOW24.
Renaming _CS_GLOW25 to ~CS_GLOW25.
Renaming _CS_LME to ~CS_LME.
Renaming _CS_BULB_L to ~CS_BULB_L.
Renaming _CS_GLOW22 to ~CS_GLOW22.
Renaming _CS_GLOW23 to ~CS_GLOW23.
Renaming _CS_ENGINE to ~CS_ENGINE1.
Renaming _CS_BULB_F to ~CS_BULB_F.
Counting polygons.
RootFrame [0 polys]
FUSELAGE [224 polys]
$$$DUMMY [0 polys]
$$$DUMMY [0 polys]
$$$DUMMY [0 polys]
$$$DUMMY [0 polys]
$$$DUMMY [0 polys]
$$$DUMMY [0 polys]
$$$DUMMY [0 polys]
$$$DUMMY [0 polys]
$$$DUMMY [0 polys]
$$$DUMMY [0 polys]
$$$DUMMY [0 polys]
$$$DUMMY [0 polys]
$$$DUMMY [0 polys]
$$$DUMMY [0 polys]
$$$DUMMY [0 polys]
$$$DUMMY [0 polys]
$$$DUMMY [0 polys]
~CS_COLL10 [34 polys]
One or more collision frames were found in this model. See notes about collision frames.
~CS_COLL11 [82 polys]
~CS_COLL12 [116 polys]
~CS_COLL13 [58 polys]
~CS_COLL_1 [116 polys]
~CS_COLL_3 [82 polys]
~CS_COLL_4 [58 polys]
~CS_COLL_5 [50 polys]
~CS_COLL_6 [28 polys]
~CS_COLL_7 [52 polys]
~CS_COLL_8 [52 polys]
~CS_COLL_9 [12 polys]
~CS_COLL_F [278 polys]
~CS_COLL_L [28 polys]
~CS_COLL_M [120 polys]
~CS_COLL_R [12 polys]
MOTORSTABA [12 polys]
MOTORPART0 [340 polys]
MOTOR [346 polys]
CONTACT01 [96 polys]
CONTACT02 [96 polys]
FUSELAGEST [80 polys]
FUSELAGES1 [224 polys]
MOTORPART1 [420 polys]
~CS_SPINNER1 [596 polys]
$$$DUMMY [0 polys]
$$$DUMMY [0 polys]
$$$DUMMY [0 polys]
~CS_RMA02 [56 polys]
~CS_BULB_3 [68 polys]
~CS_GLOW_8 [12 polys]
~CS_GLOW_9 [12 polys]
$$$DUMMY [0 polys]
~CS_RMW02 [107 polys]
~CS_BULB_4 [117 polys]
~CS_GLOW11 [12 polys]
~CS_GLOW10 [12 polys]
~CS_RMW01 [58 polys]
~CS_BULB_2 [66 polys]
~CS_GLOW_6 [12 polys]
~CS_GLOW_7 [12 polys]
~CS_RMA01 [104 polys]
~CS_BULB_R [18 polys]
~CS_GLOW_0 [12 polys]
~CS_GLOW_1 [12 polys]
_CS_RIGHTW [116 polys]
~CS_BULB_1 [120 polys]
~CS_GLOW_2 [12 polys]
~CS_GLOW_3 [12 polys]
~CS_GLOW_4 [12 polys]
~CS_GLOW_5 [12 polys]
~CS_COLL_2 [34 polys]
~CS_RMHS [45 polys]
~CS_BULB_7 [73 polys]
~CS_GLOW20 [12 polys]
~CS_GLOW21 [12 polys]
~CS_RME [184 polys]
~CS_BULB_6 [20 polys]
~CS_GLOW18 [12 polys]
~CS_GLOW19 [12 polys]
~CS_MMVS [56 polys]
~CS_BULB_5 [68 polys]
~CS_MMR [211 polys]
~CS_BULB_M [161 polys]
~CS_GLOW12 [12 polys]
~CS_GLOW13 [12 polys]
~CS_GLOW14 [12 polys]
~CS_GLOW15 [12 polys]
~CS_GLOW16 [12 polys]
~CS_GLOW17 [12 polys]
$$$DUMMY [0 polys]
$$$DUMMY [0 polys]
$$$DUMMY [0 polys]
~CS_LMA02 [56 polys]
~CS_BULB11 [68 polys]
~CS_GLOW30 [12 polys]
~CS_GLOW31 [12 polys]
$$$DUMMY [0 polys]
~CS_LMW02 [107 polys]
~CS_BULB13 [117 polys]
~CS_GLOW36 [12 polys]
~CS_GLOW37 [12 polys]
~CS_LMW01 [58 polys]
~CS_BULB10 [66 polys]
~CS_GLOW28 [12 polys]
~CS_GLOW29 [12 polys]
_CS_LEFTWI [116 polys]
~CS_BULB12 [120 polys]
~CS_GLOW32 [12 polys]
~CS_GLOW33 [12 polys]
~CS_GLOW34 [12 polys]
~CS_GLOW35 [12 polys]
~CS_LMA01 [8 polys]
~CS_BULB_9 [18 polys]
~CS_GLOW26 [12 polys]
~CS_GLOW27 [12 polys]
~CS_LMHS [45 polys]
~CS_BULB_8 [73 polys]
~CS_GLOW24 [12 polys]
~CS_GLOW25 [12 polys]
~CS_LME [12 polys]
~CS_BULB_L [20 polys]
~CS_GLOW22 [12 polys]
~CS_GLOW23 [12 polys]
~CS_ENGINE1 [12 polys]
~CS_BULB_F [244 polys]
Writing kex.
Model Pitts-Foamy.kex has 6890 polys.
Done.

C:\Documents and Settings\user\Desktop\3ds2kex>


As you can see, the .kex - exporter is reading out the .sup - file with the same name like the .3ds - file and rename every object according to your changes. I have also left some object - parts of this small foamy flyer unlinked to their correct component frame object in the .3ds - file, to show you that the .kex - exporter is also able to rearrange hierarchy.

You should have recognized, that the .kex - exporter also have found the collision - mesh - objects, which are necessary for aircrafts over 8000 Polygons.

Let's make that thing fly! ( I hope you didn't forget to overwrite the .tga - file Deep Exploration generated )

(5) Fire up Realflight G3 (3.5) and import the generated .kex - file via File -> Import -> ".KEX..."

If everything worked, you should now see your aircraft in the preview - window of G3 (3.5) without any texture errors (Screenshot 1)

(6) Go to Aircraft -> "Edit Aircraft .....". The aircraft editor appears. Check if the graphical orientation of your aircraft is the same as the pyhsical orientation. If not, you have to rotate your whole aircraft under 180 dagree in gmax and restart the whole export - process (I hope you didn't forget to make a backup - copy of your .sup - file).

(7) Go to "Options" and activate "Display Advanced Properties". Select any part you like and look under "Component Frame", that only the parts you want to be selectable are listed in the Drop - Down - Menue (Screenshot 2).

You will have probably recognized, that I've named a lot of parts in the .sup - file from _CS_[BULB/GLOW]_[OBJECT NAME] to ~CS_[BULB/GLOW]_[OBJECT NAME]. These are the "lightning" - objects. ~CS_BULB - objects are "lightning" - objects visible at day and at night, while ~CS_GLOW - objects are "lighting" - objects, which are only visible at night (Screenshot 3).

(8) Check if all Pivots were imported correctly by moving the rudders a little bit around. If the aren't moving correctly, you are forced to change the pivots in the x. - file, or in gmax and export your aircraft again to the x. - file.

(9) Generate the physical aircraft model in the Realflight G3 (3.5) aircraft editor. If you don't like the writing of the colour scheme in the preview, simply go to "Aircraft" - > "Save Color Scheme as..." -> Enter the new name of your colour scheme -> Select it via "Aircraft" -> "Select Color Scheme..." -> Export the entire aircraft as .G3X - file and upload it on the swap pages.

I hope I can say now CONGRATULATIONS! You have generated your first aircraft for Realflight G3 (3.5).

In the next part, we will learn where material values can be edited in Deep Exploration and how changes to them will reflect on your aircraft. We will also learn how to generate aircrafts completely without using pivots from gmax with the pp - example - from KE.
Attached Images
File Type: jpg 1.jpg (334.8 KB, 175 views)
File Type: jpg 2.jpg (329.9 KB, 113 views)
File Type: jpg 3.jpg (318.2 KB, 207 views)

Last edited by maxkop; 01-06-2007 at 05:26 PM.
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