Mod to add parts that read and display models in OBJ format from local files.
Created to bring custom meshes parts into the game with less effort than creating a dedicated parts mod.
PartSettings
- OBJPath : Specifies the path to the OBJ file.(model data)
- MTLPath : Specifies the path to the MTL file.(material data associated with the OBJ)
(If not entered, it will follow the setting on the obj file side.) - Scale : Adjust the display size of the model.
- Offset : Adjust the position of the model.
- Collider : If true, the mesh is given a convex mesh collider.
- ColliderPath : Overwrite the collider shape with another OBJ file.
(If not entered, the shape of the collider is based on the model used for the display) - Input : If value <= 0, the model is hidden.
Supported MTL Tags
- Kd : MainColor
- Ka : EmissionColor(The original specification is ambient light, but in this mod it has been changed to emission due the shaders.)
- Ks : Metallic(The original specification is Specular color, but in this mod it has been changed to metallic due the shaders.Only read the R channel of the RGB.)
- Ns : Smothness(For this parameter only, specify a value in the range 0~1000.)
- d : Opacity. For transparent materials, be sure to add this item. (1: opaque, 0: completely transparent)
- map_Kd : main texture name
- map_Ka : emission map name
- map_Bump : Normal map name
It is not recommended to publish builds using this mod.
When publishing a build using this mod, please be sure to use models created by yourself or carefully check the terms of use of the model you are using before using it.
I am not responsible for any problems that may occur using this mod.
translation:DeepL
Update Log
- 1.11 : Added collider-related items
- 1.12 : Fixed a bug that caused meshes to flip left and right.
- 1.13 : Fixed uv bug. Removed the specification that the texture automatically becomes a transparent material when it contains an alpha channel.
I think the best solution would be to create a folder on the C drive for all users and name it SPobj.
thus, we will simplify our life if all the models are stored in one place, but they will be sorted something like
C:/SPobj/author name/craft name
C:/SPobj/MVC/BMwm5f90
@PlanariaLab We've updated our policy since that earlier comment. Players are no longer restricted to fuselage and block parts and are now allowed to use exported crafts from SimplePlanes in both personal and commercial projects under the following conditions:
We appreciate your interest and dedication to the SimplePlanes community. If you have any more questions, feel free to reach out.
Also, nice job with this mod!
@TunderTunder
It is technically possible since obj's internals are text data, but it would require modifying the library used for import, which would be tedious.
Also, the main reason I created this mod is to handle textured model data, but it is difficult to convert image files, which vary in number, size and format from model to model, into text to fit in xml....
What if we stored mesh data in to part xml, like label or cockpit? Of course i would make mesh much bigger, but that the price for it...
@PlanariaLab I'll See later, thanks btw
@PUMPKINSIDD
Enter the absolute path of the obj file on the device in the "OBJPath" of the part setting.
am i being stupid or, how do i import the Model to the Game?, the GIF is too blurry i cant see
@PlanariaLab It's sad to hear that, but please, my way sounds logical, but it can also be considered. The disadvantage is that the root disk will fill up, although this is not very critical, it all depends on the number of models that we will use.
although my practice has shown that obj format files that contain only a mesh do not take up much space.
@MVC
Perhaps your method is the simplest at this time.
As a solution on the mod side, I'm considering adding an option to ModSettings to specify an arbitrary folder, so that the model can be handled by a path relative to it.
The only problem I have not been able to do this is that ModSettings is broken in the latest version of SP and cannot save the settings.
@AndrewGarrison Have you considered adding 3d printed models of the stock planes to the merch store? I know of at least one person who would buy them
@PlanariaLab ah, ok
@RobertsAeronautics
Yes.
However, this mod works in conjunction with files on the device, so it takes a bit of work if you want to share builds.
So does this make it easier to add Blender-made parts to SimplePlanes?
This is a dream come true Awesome!!
what a game changer, Very amazing, Marvelous even
a mod so diabolically cracked that the gabe newell of the simpleplanes world responded
@PlanariaLab amazing
@RestlessGalaxies Thanks for the kind words! SimplePlanes and Juno: New Origins are free for educators.
@AndrewGarrison you know, Funnily enough, those updates in the policy make the "game" a legit and viable option to actually start learning some basic 3D modelling before moving on to a CAD and/or blender.
I really do wonder if Simpleplanes can be genuinely developed intl an education software that universities can actually integrate into the syllabus. Might be something the dev team could and should consider, I personally would love to teach children the basics of aerodynamics with Simpleplanes being a part of the actual syllabus instead of some game on the side with vague connection to the subject of Aero...
@MVC
The monkey in the thumbnail has no smooth shade attached.
However, the mod does support custom normal vectors for each vertex on each face.
So if properly configured and exported, it should work.
Smoothshade is working?
Also let me know when you get it set up so I can check it out:)
@jamesPLANESii good luck bro. 3d printing business’s are hard unless your cranking out slop
Oh no, I sure hope nothing bad comes out of letting users upload any object file to SimplePlanes.
@jamesPLANESii That's fine with us as long as you're getting permission from original authors (if applicable) and giving credit where it's due.