Windsock scenery models for Flight Unlimited III

Axles for rotating parts on static scenery models

noncommercial FU3 support page - just to keep FU3 flying !

There is just one rotating function for the static models inside FU3 - the red windsock.
There is a second one in the FU2 area as wind turbine near Altamont Pass but with poor rotation and a very simple model with 2 blades.

Rules for windsock objects


Wind generators with rotating blades


Flags in the wind

The E-code for the flag wind object


BEGIN "pol"

COMMENT{
// Converted by 3ds2e from: flagch0
}

MATERIALS{
1,""Pol"",,RGB 192,192,192,TRANSP 0;
2,""Flag"",,TMAP "flagch.gif",0,TRANSP 0;
3," -- default --",,RGB 224,224,224,TRANSP 0;
}

POINTS{
-0.046880,0.109380,12.000000;
-0.062500,0.125000,0.000000;
0.000000,-0.015630,0.000000;
0.000000,0.000000,12.000000;
0.062500,0.109380,12.000000;
0.093750,0.125000,0.000000;
-0.062500,0.125000,0.000000;
-0.046880,0.109380,12.000000;
0.000000,0.000000,12.000000;
0.000000,-0.015630,0.000000;
0.093750,0.125000,0.000000;
0.062500,0.109380,12.000000;
}

PARTS{
0,N,0,ff01,(0,1,2);
0,N,1,ff01,(0,2,3);
0,N,2,ff01,(4,5,6);
0,N,3,ff01,(4,6,7);
0,N,4,ff01,(8,9,10);
0,N,5,ff01,(8,10,11);
}

PART_MAPPINGS{
0,(-1.000000,-1.000000),(-1.000000,-1.000000),(-1.000000,-1.000000);
1,(-1.000000,-1.000000),(-1.000000,-1.000000),(-1.000000,-1.000000);
2,(-1.000000,-1.000000),(-1.000000,-1.000000),(-1.000000,-1.000000);
3,(-1.000000,-1.000000),(-1.000000,-1.000000),(-1.000000,-1.000000);
4,(-1.000000,-1.000000),(-1.000000,-1.000000),(-1.000000,-1.000000);
5,(-1.000000,-1.000000),(-1.000000,-1.000000),(-1.000000,-1.000000);
}

BEGIN "@x00po0099"

POINTS{
0.000000,-0.015630,9.984400;
0.000000,-0.015630,11.969000;
}

BEGIN "@x01aa0900"

POINTS{
0.031250,-1.593800,9.890600;
0.000000,-0.375000,11.875000;
}

BEGIN "@x02bb0909"

POINTS{
-0.015630,-1.281300,11.906000;
0.187500,-1.953100,9.921900;
}

BEGIN "@s00aa"

POINTS{
0.000000,-0.015630,9.984400;
0.000000,-0.015630,11.969000;
0.000000,-0.375000,11.875000;
0.031250,-1.593800,9.890600;
}

PARTS{
4,N,0,   2,(0,1,2);
4,N,1,   2,(0,2,3);
4,N,2,   2,(2,1,0);
4,N,3,   2,(2,0,3);
}

PART_MAPPINGS{
0,(0.128616,1.062360),(0.114152,1.941430),(0.233091,1.899793);
1,(0.128616,1.062360),(0.233091,1.899793),(0.648122,1.014357);
2,(0.233091,1.899793),(0.114152,1.941430),(0.128616,1.062360);
3,(0.233091,1.899793),(0.128616,1.062360),(0.648122,1.014357);
}

BEGIN "@s02cc"

POINTS{
0.187500,-1.953100,9.921900;
-0.015630,-1.281300,11.906000;
-0.187500,-2.468800,11.797000;
0.312500,-2.609400,9.812500;
}

PARTS{
4,N,0,   2,(0,1,2);
4,N,1,   2,(0,2,3);
4,N,2,   2,(2,1,0);
4,N,3,   2,(2,0,3);
}

PART_MAPPINGS{
0,(0.763683,0.995948),(0.531335,1.916753),(0.925573,1.903971);
1,(0.763683,0.995948),(0.925573,1.903971),(0.978487,0.921671);
2,(0.925573,1.903971),(0.531335,1.916753),(0.763683,0.995948);
3,(0.925573,1.903971),(0.763683,0.995948),(0.978487,0.921671);
}

BEGIN "@s01bb"

POINTS{
0.031250,-1.593800,9.890600;
0.000000,-0.375000,11.875000;
-0.015630,-1.281300,11.906000;
0.187500,-1.953100,9.921900;
}

PARTS{
4,N,0,   2,(0,1,2);
4,N,1,   2,(0,2,3);
4,N,2,   2,(2,1,0);
4,N,3,   2,(2,0,3);
}

PART_MAPPINGS{
0,(0.648122,1.014357),(0.233091,1.899793),(0.531335,1.916753);
1,(0.648122,1.014357),(0.531335,1.916753),(0.763683,0.995948);
2,(0.531335,1.916753),(0.233091,1.899793),(0.648122,1.014357);
3,(0.531335,1.916753),(0.648122,1.014357),(0.763683,0.995948);
}

END

The BSP compilation log


F:\Programme\Anim8or\Projects\WindSock>bsp Flagch0.e -es.92 -s1.0 -V
root pol:
   s(@s00aa -> @x00po0099)
      s(@s01bb -> @x01aa0900)
         s(@s02cc -> @x02bb0909)

Warning: atomic 284a@s00aa cuts 286pol:
Warning: atomic 283a@s00aa cuts 286pol:
Warning: atomic 282a@s00aa cuts 286pol:
Warning: atomic 281a@s00aa cuts 286pol:
Warning: atomic 280a@s00aa cuts 286pol:
Warning: atomic 51a@s00aa cuts 286pol:
***************************335 polygons, 54 split, 28 split planes
*30 polygons, 54 split, 29 split planes
4 polygons, 54 split, 29 split planes
*25 polygons, 54 split, 30 split planes

Information: André Meystre
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