One of the beauties of this forum is that it tends to be more civil, and frankly the discussion more fun, than is frequently
the case on the M6 Orbiter Forums (forii?). Most of us here do have a presence there, anyway. And yes, the addons forum here
is supposed to be for Dan's addons specifically (a method of discussion I wish more ship authors would employ).
Importing models: here is the loose process.
It is better if you have access to the model creation file. Then you have to change its coordinate system to match Orbiter's
coordinate system (one of the problems using 3dsMax is that designers frequently forget this step). Of course, recheck all
textures and materials because Orbiter does not support multimaterials or multiple layers (you have to flatten them). Export
the result into Orbiters mesh format and test. Check to make sure all normals and vertices came out correct.
If you just have access to the dds files, you must convert them to a form that the model programs and graphics programs can
understand. Fortunately there are many tools available to do just that. Once converted, load them into your modeling program
and proceed as before.
That is just for the visual aspects of the vessel. Then you have to write the dll file to control the vessels behaviour in
Orbiter. This can be relatively simple, by merely using one for another ship already in Orbiter (review how to set ship's
parameters in Orbiter config files). Better behaviour control is by rewriting the dll file for the model. For this, you need
a C++ compiler and Orbiter's SDK with its library files. (Orbiter and its libraries are written in Visual C++ 6).
As you can see, it is a time consuming process and there are a multiple of choices and directions for you to go in. In
general, you will use a minimum of five different programming and image manipulation tools.
While I haven't done it myself (my own ego requires I do my own, not use someone else's work), I would imagine that it would
take as long to convert a model from another game as it would be to start from scratch in Orbiter. Bear in mind that some
ships in Orbiter have a very long design cycle and are team efforts. David413 and Donamy's efforts in the Shuttle 3.8 series
immediately comes to mind.
This has been a very brief description of the process. Don't let it put you off. It can be a lot of fun and a very good
learning process, which is what Orbiter is all about, really.
If you do wish to transfer a ship from another game, ensure that you handle all legal aspects correctly. Many models and designs are copyrighted. You must have permission of the author or copyright holder before you begin the process. Do not assume that a model is in the public domain. Carefully read all licencing details.
Post Edited ( 08-05-05 22:12 )