I've started looking at the Bassett again. I can't use FSDS as I neeed to register it again. However it will not let me.
Is there a program that I can use to convert FSDS files for use with Blender, GMax etc?
TIA
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FSDS Bassett
- VulcanDriver
- MAIW Staff
- Posts: 4574
- Joined: 11 Aug 2006, 20:58
- Version: FSX
- Location: EGHH
FSDS Bassett
John
"That is the biggest fool thing we have ever done. The A-bomb will never go off, and I speak as an expert in explosives." - Admiral William Leahy
"That is the biggest fool thing we have ever done. The A-bomb will never go off, and I speak as an expert in explosives." - Admiral William Leahy
Re: FSDS Bassett
If I remember rightly When they stopped supporting it they release a key for everyone to use.
Steve
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Quid Si Coelum Ruat
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Quid Si Coelum Ruat
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Re: FSDS Bassett
If you can't get FSDS to register properly then try using MCX to convert the FSDS files.VulcanDriver wrote: ↑15 Jun 2024, 10:47 I've started looking at the Bassett again. I can't use FSDS as I neeed to register it again. However it will not let me.
Is there a program that I can use to convert FSDS files for use with Blender, GMax etc?
TIA
Unfortunately you may need to redo the animations.
- VulcanDriver
- MAIW Staff
- Posts: 4574
- Joined: 11 Aug 2006, 20:58
- Version: FSX
- Location: EGHH
Re: FSDS Bassett
I've now got the FSX version of FSDS working on my PC. Bassett is now being worked on. Its only FSX as I no longer use FS9
John
"That is the biggest fool thing we have ever done. The A-bomb will never go off, and I speak as an expert in explosives." - Admiral William Leahy
"That is the biggest fool thing we have ever done. The A-bomb will never go off, and I speak as an expert in explosives." - Admiral William Leahy
-
- Major
- Posts: 414
- Joined: 04 Oct 2015, 20:17
- Version: P3D
Re: FSDS Bassett
For what it is worth... I have never used FSDS myself nor do I even have a copy... All my modeling work is done with a combination of Blender and MCX. A couple of tips:
1. Collada .dae files work well with both programs and both programs import and export those readily
2. Blender can create "hinge points" for parts and MCX 1.7 will recognize them... great for animations requiring rotation such as hooks, gear doors ect...
3. Blender can do texture mapping... But once you export the mapped .dae part in MCX in the object hierarchy you will need to right click on the part and click "flip UV1" to make it line up properly with what you just did in blender...
4. Also recommend one you open the re-done part in MCX use the smooth shade object option under special tools..
Hope that helps on some level...
1. Collada .dae files work well with both programs and both programs import and export those readily
2. Blender can create "hinge points" for parts and MCX 1.7 will recognize them... great for animations requiring rotation such as hooks, gear doors ect...
3. Blender can do texture mapping... But once you export the mapped .dae part in MCX in the object hierarchy you will need to right click on the part and click "flip UV1" to make it line up properly with what you just did in blender...
4. Also recommend one you open the re-done part in MCX use the smooth shade object option under special tools..
Hope that helps on some level...