PythonOne Posted August 1, 2008 Posted August 1, 2008 Could anyone explain to me how to find the exact x, y, z values of pylon positions of weapons. For example, lets say there was a new model, and you are trying to line up the weapons to the pylons by editing the meinit. Any help would be appreciated, because right now, I'm doing it the manual way, edit a little and see in game, and that takes wayy too long and its innaccurate.
Highwayman-Ed Posted August 2, 2008 Posted August 2, 2008 I did this for the SIM-MOD A-10 with trial and error my friend, the same way that you are doing it :( I understand your pain. Intel i9-9900KF @5.2GHz MSI Z390 Gaming Pro Carbon 32GB G.Skill Trident Z DDR3200 RAM MSI RTX 2080 Ti Gaming X Trio 40" Panasonic TH-40DX600U @ 4K Pimax Vision 8K Plus / Oculus Rift CV1 / HTC Vive Gametrix JetSeat with SimShaker Windows 10 64 Bit Home Edition [sIGPIC][/sIGPIC]
PythonOne Posted August 2, 2008 Author Posted August 2, 2008 really? That's how everyone does it? Man....that sucks lol So could you explain a bit on what each value means. Because I basically moved it by 1 and the weapon is far off the pylon. So I have to go by decimal which....isn't really fun.
Grimes Posted August 2, 2008 Posted August 2, 2008 I've yet to test this, but you'd think that the a pylon will be in the same relative location once imported into lockon as it would be in 3dmax. The size of the aircraft should at least be at the same scale on all axis when you export from 3dmax to lockon. Therefore you should be able to find approximate locations for all pylons by taking a pylons location in 3dmax and multiplying by the factor of scale within lockon. So in lamens terms... Find x,y,z value of a pylon (preferably something off centerline) Find exact location within 3dmax Compare both x,y,z values to find any scaling differenes Find the rest in 3dmax, convert to lockon, and test Just a theory but I don't see any reason why it wouldn't work.... The right man in the wrong place makes all the difference in the world. Current Projects: Grayflag Server, Scripting Wiki Useful Links: Mission Scripting Tools MIST-(GitHub) MIST-(Thread) SLMOD, Wiki wishlist, Mission Editing Wiki!, Mission Building Forum
ViPer_svrd Posted August 2, 2008 Posted August 2, 2008 Missile's model XYZ (0,0,0) will concide to the pylon placement coordinates. So, in my opinion, a convenient decision is create an dummy object near the pylonwhere you want a missile's (0,0,0) to see and than copy-paste its coordinates into meinit.xml. [sIGPIC][/sIGPIC] отдам тепловоз в хорошие руки.
Kuky Posted August 2, 2008 Posted August 2, 2008 Weapons coordiantes are in relation to the centre of 3D model of an aircraft, has nothing to do with coordinates of an aircraft in game on the map. PC specs: Windows 11 Home | Asus TUF Gaming B850-Plus WiFi | AMD Ryzen 7 9800X3D + LC 360 AIO | MSI RTX 5090 LC 360 AIO | 55" Samsung Odyssey Gen 2 | 64GB PC5-48000 DDR5 | 1TB M2 SSD for OS | 2TB M2 SSD for DCS | NZXT C1000 Gold ATX 3.1 1000W | TM Cougar Throttle, Floor Mounted MongoosT-50 Grip on TM Cougar board, MFG Crosswind, Track IR
Highwayman-Ed Posted August 2, 2008 Posted August 2, 2008 (edited) Here is a guide that I wrote over on the SIM-MOD site a while back for editing the meinit.xml. At the bottom, you'll find the stuff to do with weapons placement. The meinit.xml File What is is: The meinit file contains a list of objects, weapons, aircraft, and pylons and defines each item, and how they are used together. The document is clearly structured and uses xml tags such as <Launcher> </Launcher> to define items Settings Explaned: The example below defines the MER-3 launcher uniquely, loaded with 3x Mk20 Rockeye bombs. <Launcher CLSID="{B83CB620-5BBE-4BEA-910C-EB605A327EF9}" Name="MER-3*3 Rockeye Mk20" Picture="ROCKEYE" Weight="726" WorldID="2"> <Element ShapeName="MBD-3"> <Position X="0" Y="0" Z="0"></Position> </Element> <Element ShapeName="ROCKEYE"> <Position X="0" Y="-0.123" Z="0.160"></Position> <DrawArg Key="1" Value="1"></DrawArg> <DrawArg Key="2" Value="1"></DrawArg> <DrawArg Key="3" Value="-0.6"></DrawArg> </Element> <Element ShapeName="ROCKEYE"> <Position X="0" Y="-0.123" Z="-0.160"></Position> <DrawArg Key="1" Value="1"></DrawArg> <DrawArg Key="2" Value="1"></DrawArg> <DrawArg Key="3" Value="0.6"></DrawArg> </Element> <Element ShapeName="ROCKEYE"> <Position X="0" Y="-0.384" Z="0"></Position> <DrawArg Key="1" Value="1"></DrawArg> <DrawArg Key="2" Value="1"></DrawArg> </Element> </Launcher> The Launcher object CLSID= Defines this object Name= Defines the friendly name of this object, as it is seen from the payload editor Picture= Defines the picture (dds) that will be displayed in the payload editor when the item is selected Weight= Defines the weight of the item itself fully loaded with munitions in Kg WorldID= Defines what type of object this item is. Beware, this item means different things in the meinit.xml depending upon which section it is in! The list below relates to the weapons section 1 = Weapon with requirements (ie Targeting pods) 2 = Bomb Launcher 3 = Bomb 4 = Missile 5 = Missile Launcher 6 = Internal weapon(s) 7 = Fuel Tank 8 = Countermeasures Pod 9 = Targeting Pod Elements are then used to define the actual models for placement into the simulation, which relate to this unique object Element ShapeName= Defines the lom used for this object Position: Defines the co-ordinates that the lom is placed at with regard to the weapon pylon on which it is attached (defined in the aircraft section of the meinit) X = position defined on the longditudal axis of the pylon: + moves the object forward Y = position defined on the vertical axis of the pylon: + moves the object up Z = position defined on the horizontal axis of the pylon: + moves the object to the right (starboard) side DrawArg Key= These arguments are defined within the original 3D model itself, but are not required. 1 = 2 = 3 = Used to define rotation around the longditudal axis (roll), usually from +60 (1) to - 60 (-1) degrees so that weapons mate correctly with launchers The last remaining item of note with a launcher is the order in which Elements are listed. This will define in which order the munitions are released, fired, launched or dropped by the launcher if there is more than one. In the meinit, weapons are always released from the bottom of the list to the top. </Element> <Element ShapeName="ROCKEYE"> <Position X="0" Y="-0.123" Z="0.160"></Position> <DrawArg Key="1" Value="1"></DrawArg> <DrawArg Key="2" Value="1"></DrawArg> <DrawArg Key="3" Value="-0.6"></DrawArg> </Element> <Element ShapeName="ROCKEYE"> <Position X="0" Y="-0.123" Z="-0.160"></Position> <DrawArg Key="1" Value="1"></DrawArg> <DrawArg Key="2" Value="1"></DrawArg> <DrawArg Key="3" Value="0.6"></DrawArg> </Element> <Element ShapeName="ROCKEYE"> <Position X="0" Y="-0.384" Z="0"></Position> <DrawArg Key="1" Value="1"></DrawArg> <DrawArg Key="2" Value="1"></DrawArg> </Element> In the above example the Rockeye on the centre station will be released first (Z="0") Followed by the weapon on the right as we are looking at the pictures above (Z="-0.160") Followed by the weapon on the left (Z="0.160") before anybody says it, I know that these are not Rockeyes in the pictures ;) Edited August 2, 2008 by Highwayman-Ed 1 Intel i9-9900KF @5.2GHz MSI Z390 Gaming Pro Carbon 32GB G.Skill Trident Z DDR3200 RAM MSI RTX 2080 Ti Gaming X Trio 40" Panasonic TH-40DX600U @ 4K Pimax Vision 8K Plus / Oculus Rift CV1 / HTC Vive Gametrix JetSeat with SimShaker Windows 10 64 Bit Home Edition [sIGPIC][/sIGPIC]
SuperKungFu Posted August 2, 2008 Posted August 2, 2008 If it helps, you could save time by finding the exact weapons position manually for 1 pylon, and you can estimate the other pylon's located by ratio. So however much the new variable moved compared to the stock one, move the second pylon around the same variable. The Good thing is if you solved the pylon position on one side of the aircraft (ie. right wing), then the left side would be the same value or a different sign (like + or -) [sIGPIC][/sIGPIC]
PythonOne Posted August 2, 2008 Author Posted August 2, 2008 Thanks you guys! This really helped! Cheers.
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