ResViewer for Flight Unlimited III

ResViewer lets you view and modify the resources of Flight Unlimited III

noncommercial FU3 support page - just to keep FU3 flying !

Contact points around the plane

The contact points will define the collision space with other plane and objects.
Contact points are assigned to fuselage, left wing, right wing and tail.
When the collision is hard enough the plane will be broken at the specific place and the corresponding broken model is shown in the simulation.
The definition of the break forces are defined here.

The mass is not used and always 0

x,y,z are the position of the contact point in meters from the model center.

The number of contact points is unknown, there is 1 sub item for each.
Currently the insert of new sub item is not supported.
To add more contact points to your plane resource use the Plane Unlimited way to do this.

To see the location of the contact points copy the 3D-E-script from the right windows to a copy of your plane E-script.
To copy first select the full script with the mouse and then key Ctrl c.

First make a copy of your plane and select an unique material for all parts of the plane,
set the material to grey and transparent to see the points behind the plane.

Select a material for each of the 4 plane parts, ff01, ff02, ff03, ff04, ff05... (material numbers are hex)

When your model is not scaled to 1 then enter the same scale value as used for the BSP step as parameter -s
to get same scale for the contact points as for the plane.

For each contact point copy the E-script from the right window between the end of the plane model and the END statement.

The part name of a contact point is: cp_28_Fuselage    28 as sub item, Fuselage as plane part

you don't need to save the change as long you just modify the E-script.
Save value when you want to retain the plane part assignment or x,y,z position.

Scale, material and the E-script are never saved in the .res file

Look at the example code left below, or download the full script.

Once all contact points script are in the E-file compile it with BSP.EXE and/or convert it to 3ds using Eto3DS.EXE
then you can see model and contact points using ModelView or
import the 3ds model in Anim8or to move the points to a better position around the plane model, download the sample
after your update enter the new x,y,z values found with Anim8or into the Resviewer form.

You can import the model with the contact points as 3D-model into the plane .res file and then look at it inside of the fu3 simulation

Contact points in the E-script:
BEGIN "PLANE"

COMMENT{
//  Converted by BintoE from: Fokker.bin
}

MATERIALS{
1,"Plane",PHONG,RGB 128,128,128,TRANSP 40;
2,"RightWing",PHONG,RGB 0,0,255,TRANSP 0;
3,"LeftWing",PHONG,RGB 0,255,0,TRANSP 0;
4,"Tail",PHONG,RGB 255,0,0,TRANSP 0;
5,"Fuselage",PHONG,RGB 0,0,0,TRANSP 0;
}

POINTS{
1.36528,2.54e-005,0.280195;
1.36528,2.54e-005,-0.152963;
1.36528,-0.363437,-0.152963;
1.36528,-0.363437,-0.0247863;
1.36528,-0.319598,0.0956603;
1.36528,-0.237208,0.193849;
1.36528,-0.126204,0.257938;
1.30795,-0.481772,-0.173828;
1.30795,-0.481772,-0.00392079;
1.18253,-0.551357,-0.186098;
1.18253,-0.551357,0.00834903;
1.01301,-0.558568,-0.18737;
1.01301,-0.558568,0.00962048;
1.01301,-0.491193,-0.37248;
1.11561,-0.449255,-0.370264;
1.01301,-0.446841,-0.425336;
1.30795,-0.40697,-0.222326;
1.26368,-0.429667,-0.266675;
1.18253,-0.443346,-0.325837;
1.13827,-0.446307,-0.3581;
1.30795,-0.42366,0.15574;
1.18253,-0.484852,0.19107;
1.01301,-0.491193,0.194731;
1.30795,-0.314445,0.285897;
1.18253,-0.359864,0.340025;
1.01301,-0.36457,0.345634;
1.30795,-0.167301,0.370851;
1.18253,-0.191468,0.437249;
1.01301,-0.193972,0.444129;
1.30795,2.54e-005,0.400355;
1.18253,2.54e-005,0.471014;
1.01301,2.54e-005,0.478336;
1.36528,0.126255,0.257938;
1.36528,0.237259,0.193849;
1.36528,0.319649,0.0956603;
1.36528,0.363488,-0.0247863;
1.36528,0.363488,-0.152963;
1.30795,0.481822,-0.00392079;
1.30795,0.481822,-0.173828;
1.18253,0.551408,0.00834903;
1.18253,0.551408,-0.186098;
...
0.590362,0.654175,1.20761;
0.551252,0.648318,1.20626;
0.729494,0.775331,1.21241;
0.70721,0.778157,1.21164;
0.850925,0.740337,1.1715;
}

PARTS{
4,N,0,   1,(385,403,386);
4,N,1,   1,(463,476,462);
4,N,2,   1,(237,236,235);
4,N,3,   1,(237,235,234);
4,N,4,   1,(237,234,233);

...

4,N,36,   1,(0,1,13);
4,N,37,   1,(2,3,22);
4,N,38,   1,(2,1,0);
4,N,39,   1,(2,0,3);
}

BEGIN "cp_28_Fuselage"

POINTS{
1.900000,0.000000,0.200000;
2.100000,0.000000,0.200000;
2.000000,-0.100000,0.200000;
2.000000,0.100000,0.200000;
2.000000,0.000000,0.100000;
2.000000,0.000000,0.300000;
}

PARTS{
0,N,0,ff05,(0,4,3);
0,N,1,ff05,(3,4,1);
0,N,2,ff05,(1,4,2);
0,N,3,ff05,(2,4,0);
0,N,4,ff05,(0,3,5);
0,N,5,ff05,(3,1,5);
0,N,6,ff05,(1,2,5);
0,N,7,ff05,(2,0,5);
}

BEGIN "cp_29_Fuselage"

POINTS{
1.400000,-0.900000,-1.200000;
1.600000,-0.900000,-1.200000;
1.500000,-1.000000,-1.200000;
1.500000,-0.800000,-1.200000;
1.500000,-0.900000,-1.300000;
1.500000,-0.900000,-1.100000;
}

PARTS{
0,N,0,ff05,(0,4,3);
0,N,1,ff05,(3,4,1);
0,N,2,ff05,(1,4,2);
0,N,3,ff05,(2,4,0);
0,N,4,ff05,(0,3,5);
0,N,5,ff05,(3,1,5);
0,N,6,ff05,(1,2,5);
0,N,7,ff05,(2,0,5);
}

...

BEGIN "cp_44_Left Wing"

POINTS{
-0.700000,0.700000,-0.800000;
-0.500000,0.700000,-0.800000;
-0.600000,0.600000,-0.800000;
-0.600000,0.800000,-0.800000;
-0.600000,0.700000,-0.900000;
-0.600000,0.700000,-0.700000;
}

PARTS{
0,N,0,ff03,(0,4,3);
0,N,1,ff03,(3,4,1);
0,N,2,ff03,(1,4,2);
0,N,3,ff03,(2,4,0);
0,N,4,ff03,(0,3,5);
0,N,5,ff03,(3,1,5);
0,N,6,ff03,(1,2,5);
0,N,7,ff03,(2,0,5);
}

BEGIN "cp_45_Right Wing"

POINTS{
1.000000,-3.500000,1.400000;
1.200000,-3.500000,1.400000;
1.100000,-3.600000,1.400000;
1.100000,-3.400000,1.400000;
1.100000,-3.500000,1.300000;
1.100000,-3.500000,1.500000;
}

PARTS{
0,N,0,ff02,(0,4,3);
0,N,1,ff02,(3,4,1);
0,N,2,ff02,(1,4,2);
0,N,3,ff02,(2,4,0);
0,N,4,ff02,(0,3,5);
0,N,5,ff02,(3,1,5);
0,N,6,ff02,(1,2,5);
0,N,7,ff02,(2,0,5);
}

BEGIN "cp_46_Right Wing"

POINTS{
1.000000,-0.700000,1.400000;
1.200000,-0.700000,1.400000;
1.100000,-0.800000,1.400000;
1.100000,-0.600000,1.400000;
1.100000,-0.700000,1.300000;
1.100000,-0.700000,1.500000;
}

PARTS{
0,N,0,ff02,(0,4,3);
0,N,1,ff02,(3,4,1);
0,N,2,ff02,(1,4,2);
0,N,3,ff02,(2,4,0);
0,N,4,ff02,(0,3,5);
0,N,5,ff02,(3,1,5);
0,N,6,ff02,(1,2,5);
0,N,7,ff02,(2,0,5);
}

...

BEGIN "cp_59_Tail"

POINTS{
-3.800000,-1.400000,0.200000;
-3.600000,-1.400000,0.200000;
-3.700000,-1.500000,0.200000;
-3.700000,-1.300000,0.200000;
-3.700000,-1.400000,0.100000;
-3.700000,-1.400000,0.300000;
}

PARTS{
0,N,0,ff04,(0,4,3);
0,N,1,ff04,(3,4,1);
0,N,2,ff04,(1,4,2);
0,N,3,ff04,(2,4,0);
0,N,4,ff04,(0,3,5);
0,N,5,ff04,(3,1,5);
0,N,6,ff04,(1,2,5);
0,N,7,ff04,(2,0,5);
}

BEGIN "cp_60_Tail"

POINTS{
-4.100000,0.000000,1.200000;
-3.900000,0.000000,1.200000;
-4.000000,-0.100000,1.200000;
-4.000000,0.100000,1.200000;
-4.000000,0.000000,1.100000;
-4.000000,0.000000,1.300000;
}

PARTS{
0,N,0,ff04,(0,4,3);
0,N,1,ff04,(3,4,1);
0,N,2,ff04,(1,4,2);
0,N,3,ff04,(2,4,0);
0,N,4,ff04,(0,3,5);
0,N,5,ff04,(3,1,5);
0,N,6,ff04,(1,2,5);
0,N,7,ff04,(2,0,5);
}

END

Display plane and contact points with ModelView. Download this example here

Check correct settings of the contact points using fu3 simulation, here with wrong positioned Beaver contact points, so the plane goes through the hedge.

Modify position of the contact points using Anim8or. download the sample

Contact point entry form in ResViewer v2.x

Select plane part assignement.

Select material color depending on plane part. 

    


Information: André Meystre
back to FU3 Terrain Workshop      next to ResViewer v2.x