@V
(I'm sure even builds have similar concerns, but let's put that aside for a moment...)
If serious consideration is given, it would be appropriate to make it visible only to the user himself/herself, like WarThunder's user skin.
@TunderTunder
Added the ability to embed obj and mtl (except textures) in xml.
It seems to be working generally well, but there seems to be a very long delay when opening the part properties. (This is happening because we are dealing with long text, the same as with text label images.)
@jamesPLANESii
This is still a secret, but may be added in an next update I am working on.
(Adding shadows to part lights requires interfering with the overall game rendering settings. This could have side effects that would detract from the look of some builds, and I am currently investigating the scope of the impact and how to mitigate the side effects).
@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....
@MisterT
The mod does that by overriding mouse input, so this problem is unavoidable.
I wish I could have taken a more other approach, one that interacts more directly with the camera and input system, but I lack the knowledge now....
@GainTale
Unfortunately, I don't know of any.
A similar method is to connect the camera to a Pitch,Roll rotator and use mouse as joystick.
But this method is limited in angles, so I don't think it will meet your expectations...
@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.
@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.
@NewmanSTAR
Added it. Try setting Collider to true from the part properties.
For the time being, it is possible to make OBJs collide with the ground or with normal parts.
However, due to technical reasons, it is not possible at this time for two OBJs to collide with each other.
@AndrewGarrison
Thanks for the reply, I generally understand.
(I reposted comment because of a misunderstanding. Sorry for the consecutive posts)
P.S.
If there are any future problems due to malicious use of this mod, please contact me or remove this mod from the site immediately.
I don't want others to be infringed by my mod.
@llDeadboyll
>Witch unity version do i need for creating mods/maps ?
I remember it as 2022.3.9f1.
If not, after importing ModTools, a warning will appear in the ModBuilderWindow and you should follow it.
>Mine had always one part black and the rest transparant...
First, about the black parts.
If it looks black only on the edit menu, it is probably due to the light source on the game side. Countermeasures are under consideration.
If parts remain dark in flight, please let me know.
Next, transparent parts.
Assuming you are using exportModel from SP.
In the current exportModel texture, the alpha channel seems to be assigned the intensity of the luminescence.
However, in this mod, the alpha channel is treated as transparency, so I assume that the parts not set to emission on SP are transparent.
Please set Emission to 100% in all color palettes when exporting or modify the textures in your paint software.
@JP11 Ka originally indicates ambient light, but this mod substitutes emission, which is a close item due to shaders.
If it is not a glowing item, then 0 0 0 is fine.
@AndrewGarrison
I have created a mod that will runtime load the OBJ file on the device for use as a custom mesh part.
Since mod loads the local files on the device, when sharing a build that using it, the obj file itself must be shared as well.
“SP exportModel can be used for non-commercial projects if only fuselage parts and blocks are used.” I saw a comment earlier that said.
However, when the obj file itself is shared, as in this case, I believe it falls under the category of redistribution, not use in a project.
Can I still use models exported from SP(or edited based on that) in this case?
The topic of using exportModel is also discussed in this forum.
However, I'm not sure if we can treat them in the same way, since incorporating them into a project and sharing the model itself have different meanings.
If you're going to do it, I'd suggest you ask the developer first.
@MizeaO
It probably will not bring about any significant change.
The reason for this is that it is difficult to publish a build made with this mod.
Since this mod references a local file on the device, it is necessary to publish the model file along with it in order for it to function.
However, unless you created the model from scratch with modeling software, redistributing the model could cause rights issues.
.
The only few things this mod can do is improve the look of private builds, as well as place worker and prop models around the build to make the screenshots more gorgeous.
@Zer0x1
As for maneuverability, I will check again after the AC model (Loader4) and FCS are completed.
If you are still dissatisfied with the final build, you can adjust the speed-related parameters yourself, as they can be easily changed from the variable setter. (We have made these specifications with the expectation that they will be changed according to the contents of the assemble.)
@elruXo
After downloading to mobile, a warning message will appear stating that the mod is not included, but after closing it, do UnDo, and then do ReDo to successfully load all but the mod parts.
(The mod parts included in this build are only used for visual effects, so their absence will not affect the functionality of the build.)
@114514rtj
After playing ACVI, I became interested in the past titles. However, with the resurgence in popularity of the series, the price of used software has skyrocketed, making it difficult to obtain them...
@Graingy
The button portion for interact is embedded in the screen, so you can directly click (or tap in the case of mobile devices) on the displayed cell.
@Dracul0Anderson
1.
Basically, only text can be displayed with text labels, what looks like a line is a collection of hyphens and minus signs.
2.
Inputs can be embedded in text by using {} as shown below.
Throttle={Throttle}
3.
Also, when combined with rich text tags, it is possible to control the position of text, etc.(For more information on tags, search for Rich Text Tags in Unity TextMeshPro.)
<pos={1+sin(Time*180)}>←→
<voffset={sin(Time*180)}>↑↓
@VisionAviation @idkwhatosay
I think it's too late now, but I added the unit conversion feature.
Please add the variable UnitType to VariableSetters and set any value. (Details are in the description on this page.)
@L3FT2R1GHT
Metric system (default for SP and Unity)... but since ver 1.4.3, I added the ability to change to other unit systems.
.
Regarding the altimeter change mentioned in the comments.
Please find Altitude in the code and convert it to (Altitude-3.1). (There are 3 places in ver 1.4.3)
.
If you are using a text editor's bulk replace, convert Altitude* to (Altitude-3.1)*.
(Using Altitude as the replacement target will destroy AltitudeAgl).
.
As for HudDistance, it looks like your setup is correct...
If the same symptoms occur in ver 1.4.3, please let me know.
@V
+3(I'm sure even builds have similar concerns, but let's put that aside for a moment...)
If serious consideration is given, it would be appropriate to make it visible only to the user himself/herself, like WarThunder's user skin.
@Hahahahaahahshs
+1It would be even better if it supported VRM format.
@SAINAKAJIMA
link
<link> and <font> probably won't work
@StockPlanesRemastered
Mod part act as a single part.
@TunderTunder
+1Added the ability to embed obj and mtl (except textures) in xml.
It seems to be working generally well, but there seems to be a very long delay when opening the part properties. (This is happening because we are dealing with long text, the same as with text label images.)
@jamesPLANESii
This is still a secret, but may be added in an next update I am working on.
(Adding shadows to part lights requires interfering with the overall game rendering settings. This could have side effects that would detract from the look of some builds, and I am currently investigating the scope of the impact and how to mitigate the side effects).
@FaLLin1
+1this
It is hidden immediately after downloading, but can be displayed from the ViewMenu (eye icon) in designer.
@TunderTunder
+1It 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....
@MisterT
The mod does that by overriding mouse input, so this problem is unavoidable.
I wish I could have taken a more other approach, one that interacts more directly with the camera and input system, but I lack the knowledge now....
@GainTale
This may be a bit of a sneaky way to do it, but I have created a mod(link) to do it.
You can use it if you like.
@GainTale
Unfortunately, I don't know of any.
A similar method is to connect the camera to a Pitch,Roll rotator and use mouse as joystick.
But this method is limited in angles, so I don't think it will meet your expectations...
@GainTale
No problem.
If you have any questions about using this, please feel free to ask. I will help you as much as I can.
@Flukk180
Is the version of SimplePlanes 1.12.203.0?
If not, please update and see if it improves.
@Flukk180
I have been looking into it but have not found the cause...at least it works fine on my windows 10 desktop and raptops.
@SemedianIndustries
+1The curator team has been disbanded and Dev is now doing the curation work if I remember correctly.
@PUMPKINSIDD
Enter the absolute path of the obj file on the device in the "OBJPath" of the part setting.
@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.
@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.
@MVC
+1The 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.
@NewmanSTAR
+1Added it. Try setting Collider to true from the part properties.
For the time being, it is possible to make OBJs collide with the ground or with normal parts.
However, due to technical reasons, it is not possible at this time for two OBJs to collide with each other.
@NewmanSTAR
+1I forgot that mesh colliders can be used for RigidBody as long as they are convex in shape.
I will try to see if it is possible.
@AndrewGarrison
Thanks for the reply, I generally understand.
(I reposted comment because of a misunderstanding. Sorry for the consecutive posts)
P.S.
If there are any future problems due to malicious use of this mod, please contact me or remove this mod from the site immediately.
I don't want others to be infringed by my mod.
@llDeadboyll
>Witch unity version do i need for creating mods/maps ?
I remember it as 2022.3.9f1.
If not, after importing ModTools, a warning will appear in the ModBuilderWindow and you should follow it.
>Mine had always one part black and the rest transparant...
First, about the black parts.
If it looks black only on the edit menu, it is probably due to the light source on the game side. Countermeasures are under consideration.
If parts remain dark in flight, please let me know.
Next, transparent parts.
Assuming you are using exportModel from SP.
In the current exportModel texture, the alpha channel seems to be assigned the intensity of the luminescence.
However, in this mod, the alpha channel is treated as transparency, so I assume that the parts not set to emission on SP are transparent.
Please set Emission to 100% in all color palettes when exporting or modify the textures in your paint software.
@JP11
+1Ka
originally indicates ambient light, but this mod substitutes emission, which is a close item due to shaders.If it is not a glowing item, then 0 0 0 is fine.
@JP11
+1Please open the mtl file and try to lower the value of "ka"
@AndrewGarrison
+4I have created a mod that will runtime load the OBJ file on the device for use as a custom mesh part.
Since mod loads the local files on the device, when sharing a build that using it, the obj file itself must be shared as well.
“SP exportModel can be used for non-commercial projects if only fuselage parts and blocks are used.” I saw a comment earlier that said.
However, when the obj file itself is shared, as in this case, I believe it falls under the category of redistribution, not use in a project.
Can I still use models exported from SP(or edited based on that) in this case?
@llDeadboyll
The topic of using exportModel is also discussed in this forum.
However, I'm not sure if we can treat them in the same way, since incorporating them into a project and sharing the model itself have different meanings.
If you're going to do it, I'd suggest you ask the developer first.
@MizeaO
It probably will not bring about any significant change.
The reason for this is that it is difficult to publish a build made with this mod.
Since this mod references a local file on the device, it is necessary to publish the model file along with it in order for it to function.
However, unless you created the model from scratch with modeling software, redistributing the model could cause rights issues.
.
The only few things this mod can do is improve the look of private builds, as well as place worker and prop models around the build to make the screenshots more gorgeous.
@tehcosmicboy82
+1Sorry for the delay, but I added it.
@Graingy
Object created to reproduce the movements of the ArmoredCore (Mech) in the video game “ARMORED CORE VI FIRES OF RUBICON”.
With this cube as the core, add a mech skeleton and exterior around it.
+4@Zer0x1
+2As for maneuverability, I will check again after the AC model (Loader4) and FCS are completed.
If you are still dissatisfied with the final build, you can adjust the speed-related parameters yourself, as they can be easily changed from the variable setter. (We have made these specifications with the expectation that they will be changed according to the contents of the assemble.)
@ThePeruvianQuail
+1Work In Progress
@SAINAKAJIMA
np
@elruXo
+1After downloading to mobile, a warning message will appear stating that the mod is not included, but after closing it, do UnDo, and then do ReDo to successfully load all but the mod parts.
(The mod parts included in this build are only used for visual effects, so their absence will not affect the functionality of the build.)
@114514rtj
After playing ACVI, I became interested in the past titles. However, with the resurgence in popularity of the series, the price of used software has skyrocketed, making it difficult to obtain them...
Are you sure you have the right link for the mod?
@StinkyRice
The gyros do not provide sufficient control, so smaller engines are used instead.
The feeling is that they are like rocket attitude control thrusters.
@mitsuki
Probably quicker to look.
Put it in cockpit view, open the menu (or pause the game), and switch to Orbit view while still in that state.
@Graingy
I think it's faster to search the web than to ask someone
@crazyplaness
+4Can't people under 15 use the web to search?
@EternalDarkness
+1Sudoku sounds interesting, I'll put it on the candidate list.
Thanks for the suggestion.
@Graingy
The button portion for interact is embedded in the screen, so you can directly click (or tap in the case of mobile devices) on the displayed cell.
@EternalDarkness
I can make up to 23 squares horizontally without major changes, so I might do it in my spare time.
@overlord5453
If you don't know the rules, you can search for them in this web browser you are looking at.
Click (or tap on the screen for mobile devices) directly on the cell displayed on the screen.
Press the face icon to reset the game. (Same as Windows98 version)
@Dracul0Anderson
1.
Basically, only text can be displayed with text labels, what looks like a line is a collection of hyphens and minus signs.
2.
Inputs can be embedded in text by using {} as shown below.
Throttle={Throttle}
3.
Also, when combined with rich text tags, it is possible to control the position of text, etc.(For more information on tags, search for Rich Text Tags in Unity TextMeshPro.)
<pos={1+sin(Time*180)}>←→
<voffset={sin(Time*180)}>↑↓
Comment notifications for this build are turned off so I may not notice it.
@VisionAviation @idkwhatosay
I think it's too late now, but I added the unit conversion feature.
Please add the variable
UnitType
to VariableSetters and set any value. (Details are in the description on this page.)@L3FT2R1GHT
Metric system (default for SP and Unity)... but since ver 1.4.3, I added the ability to change to other unit systems.
.
Regarding the altimeter change mentioned in the comments.
Please find
Altitude
in the code and convert it to(Altitude-3.1)
. (There are 3 places in ver 1.4.3).
If you are using a text editor's bulk replace, convert
Altitude*
to(Altitude-3.1)*
.(Using
Altitude
as the replacement target will destroyAltitudeAgl
)..
As for HudDistance, it looks like your setup is correct...
If the same symptoms occur in ver 1.4.3, please let me know.
@linxiaofeng2339
Fixed it.
Sorry it took me so long to notice.
@EDEN971
Updated mod.
After updating the mod, please try to re-download the build that had the problem.