PROBLEM WITH SODE SHOWING OBJECTS

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Topic Resolution: Resolved

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  • #1052
    Elkw
    Participant

    I installed SODE as per intstructions all went well. I know it is up and running as I can use your SODE demo objects and see them fine and all commands work. I created a simple Hangar Model in GMAX with Two doors that slide apart to open and then come back to close.
    I can view this mdl in modelconverterX and it displays fine and the animation is opening and closing the doors. I can create a bgl and place it in FSX and it displays fine with the animation working. I created a Directory under the SODE in the program data directory as such Under Sim Objects I have two entries
    SODE_demo
    New_Hangar
    model.MyNewHangar
    MyNewHangar.mdl
    model.cfg
    texture
    contains both bmp and dds. textures for this model

    Also under Sim Objects is this config file
    Sim.cfg
    [General]
    Category=Viewer
    Module=SODE

    [fltsim.0]
    title= MYNewHangar
    sim=
    model= MYNewHangar
    texture=””

    Under the xml directory in ProgramData\12bPilot\SODE is my xml for New_Hangar

    <SODE>

    <!– Triggerable Animation and Visibility user induced –>
    <SimObject Name=”New Hangar”>
    <Placement Lat=”40.236167″ Lon=”-75.613667″ Alt=”0#AGL” Hdg=”330″/>
    <Model SimTitle=”MYNewHangar”>
    <TriggerableVisibility Input=”TextMenu” Action=”Show,Hide” VisibleOnLoad=”Yes”/>
    <TriggerableAnimation Input=”TextMenu” Action=”Open,Close” StartKF=”0″ EndKF=”100″ Duration=”4″>
    <Sound FileName=”SFX_SirenLoop.wav” Loop=”Yes” MinDistance=”20″ MaxDistance=”800″/>
    </TriggerableAnimation>
    </Model>
    </SimObject>

    </SODE>

    When I run FSX it acts like it has placed the object and gives me menu items to hide show or open close it yet it is not visible and event though I have not set detect crash or tried to remove the crash boxes I can’t run into it and crash. Have I missed something with SODE or is it something wierd that SODE sees with the textures as they work in fsx and modelconverterX.

    #1054
    12bPilot
    Keymaster

    Did you attach a special animation tag to your model? http://sode.12bpilot.ch/?document=filefolder-setup/the-modeldef-xml-file/animations
    You can’t use the standard “ambient” animation tags.

    Try to replace your object with one of my demo models -> put the the demo mdl file into your “model” folder and edit the model.cfg so that contains the demo mdl filename.
    Check if the demo model shows up in your scenery:
    If yes, then your object container is correctly set up and there is something odd with your model file.
    If no, then the object container is messed up (I don’t think so, your description of it sounds perfectly fine!)

    #1055
    Elkw
    Participant

    Hi,
    I tried your suggestion of placing one of you models in my model folder and editing the model.cfg file and it worked fine for the most part. I used AnimatedHangar2, it displayed and hid fine. Opening and closing worked but I was able to see a green column in front of the door when opening and a red column when closing. As per your question about the special animation . Yes I added your entries to the modeldef file and used the SODE_Trigger_1_3Sec (I think that was the name as I am not looking at gmax at the moment). As I stated in my first post this model views fine in modelconverterX and if converted and placed as a scenery bgl at the same location it shows. I did read that your program only supports one animation per object. This model has two sliding doors, which open away from each other and close towards each other. They are both set to open from 0 to 50 KF and they close from 50 back to 100 of course ending at 0. They are coupled to one animation event in the animation tool of fstools. Is it possible that your program is seeing this as two animations and not working because of that.

    #1056
    Elkw
    Participant

    Hi Jeffrey, (I think that’s your name judging from other posts I’ve read)

    Thanks for your suggestions, I finally solved the problem. It was a mismatch between the key frames listed in the model file and the key frames listed in the Animation trigger line. I was really surprised that this caused it not to display as I took the default Beech Baron and placed it at that spot and included the hide show and open close triggers. It displayed fine even though the open close trigger didn’t do anything. It surprised me when I found that mismatch in my entries and all of a sudden my object showed up.

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