Canvas ND framework: Difference between revisions

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{{Note|The following section is currently work-in-progress, it is being written by 5H1N0B1 and drdavid, please get in touch to help reviewing/improving things.}}
{{Note|The following section is currently work-in-progress, it is being written by 5H1N0B1 and drdavid, please get in touch to help reviewing/improving things.}}
More detailed instruction. See if it could help.  
More detailed instruction. See if it could help.  
ND integration: How it was done on the mirage 2000 :
ND integration: How it was done on the Mirage 2000:
The integration is simple :
The integration is simple:


0) Have a update compiled version of flightgear.
0) Have an updated version of FlightGear (V. 3.0+).


1) Have the 3D model in this way :  
1) Set up the 3D model in this way:  


  3D MFD ->
  To create a 3D MFD ->
   - a) 3D Border (border of the screen, with scew etc)
   - a) Select a 3D Border (border of the screen, with screws, etc.)
   - b) 3D Button/swith, molette, turnable button
   - b) Need to have a 3D Button/switch, molette, or turnable knob
   - c) A 3D Screen object, with :
   - c) A 3D Screen object, with:
     - perfect size
     - correct dimensions
     - Single texture, -> with perfect size
     - Single texture, -> with correct dimensions
     - Perfect size of the UVmap
     - Correct dimension of the UVmap


2) Copy pasta ND.nas
2) Copy and paste the ND.nas file to the appropriate folder (In the Mirage 2000 this was the "Center-mfd" folder).
2.1)Add the ND.nas in your basis xml file at Nasal part.
  2.1) Add the ND.nas pathway to your base .xml file in the Nasal block.


3) Edit ND.nas :  
3) Edit ND.nas :  
   -a) Rename the screen to match with the object in 1)c)  
   -a) Rename the screen to match the object in 1)c) if needed.
   -b) If it a single mfd, you do not need another object, so suppress the line (when it's calling the object itself)
   -b) If installing a single MFD, you do not need another object, so suppress the line (when it's calling the object itself)
   -c) Keep the properties name -> it's just ok. We just need to input it with xml button in 1)b)
   -c) Keep the property's name -> it's ok. You just need to input it with the .xml button in 1)b)


4) Code the xml itself.
4) Code the xml itself.
Really simple, it's just playing with properties : for example this for airport property :  
 
Really simple, it's just playing with properties. For example, see this for the airport property:  




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Or here again for the range selection :
Or here again for the range selection:


   <animation>
   <animation>
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5) Then you can optionnaly put this :  
5) Then you can optionally add this:  
   
   
   <animation>
   <animation>
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Where 'blackbkd' is the screen 1)c). This last thing allow you to open a dialog box with what the actual canvas should display in your 1)c) screen. This is very usefull to check all the differents step when something isn't working well.
Where 'blackbkd' is the screen 1)c). This last option allows you to open a dialog box with what the actual canvas should display in your 1)c) screen. This is very useful to check all the different steps when something isn't working well.




Normally following these step, you should have a working Mfd.
Normally following these steps, you should have a working MFD.




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