Conversion of model of aircraft from MFS in X-Plane
At once to business:
The programs:
3D Ripper DX www.deep-shadows.com/hax/3DRipperDX.htm
3ds max 7(or better)
AC3D 6.1(or better) www.ac3d.org
AC3D X-Plane Plugin (Beta) scenery.x-plane.com/tools.php
Imagetool
Corel PHOTO-PAINT or Adobe Photoshop
DataRefs.txt
Download all programs, differently process will not go so fast as it is necessary..
Run 3D Ripper DX.

Also we adjust all as it shown in the picture. .
Attention!
Please select Direct X 9 application to analize: - in this line it is necessary to indicate a path up to MFS.
Camera FOV: - look angle of the Camera. At normal in MFS an angle is 45 degrees! If to do a smaller or bigger scale, the look angle there varies!! !!
Press button Launch!
Loading
MFS.
We choose the airplane that is necessary to us, and place it in an airport..

Relaid to exterior and there is an inscription ready to capture topscreen .
It means that the program works and can save the scene.
That we also do by pressing F12.
Attention! The process of saving can take some time, depending on the scene and your digital computer.
The camera should be at right angle with left, right behind or in front! For example as shown in a photo. Differently you receive the distorted model and the process should be retried. Therefore you should do some "pictures - saves " of the scene, with different angles.
As soon as you got saved the necessary quantity of the scenes, come out of MFS.
The program 3D Ripper DX is not required us anymore
Run 3ds max 7.
Next File->Import go in a folder My Documents\3DReaperDX\Frames that is the place where program has saved the scenes. We choose the necessary one and click Open.

Adjust import as shown in the drawing.
Depending on your computer the scene can be imported faster.
That's what we receive:

How to understand it?
That's not difficult. Zoom in a point of coordinates 0, 0, 0 on a upper-left screen, there should be an airplane.
Now select all airplane, invertible selection and delete all waste objects from the scene.
Select the airplane again and go in Hierarchy->Pivot->Affect Pivot Only-Center to Object.
Now it is possible to deliver temporarily object in center.
You can save and edit an airplane as more conveniently for you.
Further it will be necessary to change a scale of an airplane and its arrangement thus that in X-Plane he is maximum close approached to acf of model.
And it is possible to start the last stage -unwrap of textures
For the beginning it is necessary to save texture in a format png at once.
Open Imagetool

Now Image->Format->24-Bit (we're changing a format of the graphic pallet)
File-> Save as.. Choose Tagra tga and save with the same name.
Attention! The name should not exceed a format 8.3! 8 numerals in name and 3 on extesions, differently 3dmax will not understand them at the export.
If you have saved it, open Corel PHOTO-PAINT or Adobe Photoshop.
Now save our texture in png format. Ayou can begin unwrapping of textures on model.
So we iterate with all textures!
Run 3ds max 7.
In Material Editor (is invoked by the button M) superimpose textures on a stuff.
By one texture on a stuff! It is necessary to impose to the diffuse canal. Push the button Show map in Viewport to map our texture on object.
Now quote our stuff to object which one we want to plot texture on ( what it was extracted on. You can find it out only by having tried).
Further we see that texture like should be mapped on this object, but it places insecurely.
Go to Modify->Modifier List->Unwrap UVW->Edit.
The window of the modifying agent texture coordinates will be opened.
Select all coordinates.
Tools->Flip Verticaly
Now move texture coordinate to other extremity, but only upright!
The problem is that they were distorted, and we have mirrored them and placed on it's starting place.
Just like it shown on the photo.
Now iterate it for all objects.
The procedure is long, but after that it will not be necessary to mirror texture.
You can reduce this procedure having mirrored texture upright and having imposed on objects.
Attention! If the texture was not imposed on object, but the stuff of any colour was, imposing the texture of the same colour is better.
So we have imposed all textures and now we transfer to export of model.
We should export model but as much objects as textures are.
Go in Material Editor and press the button Select by Material
The window of selection with already elected objects to us will be discovered it is required only to click Select.
Now File->Export Selected...
We choose the file format he should be 3ds.
If us will ask Preserve Max's
texture Coordinates that switch on a tag and push OK.
So it is necessary to repeat with all "bunches" of objects. Usually them from 3 up to 6. (Can be and more, if there are more textures)
All of us have made export of all objects. It is more 3ds max to us it is not required.
Run AC3D 6.1.
Plugin X-Plane export\import should be installed!
Now attention! Before import the file of model and texture should be in one folder.
File->Import our file of a part of model also is imported without problems.
One model one texture here is exact also!
Therefore remaining parts of model yet will not be necessary to us.
The last stage Animation.
At once to business.
We allocate one of objects which one we want to make animated. (if it is bunch that one too is possible, later you aggregate them in bunch).
We press X-Plane->Make Rotation (I has selected rotation because any model contains 80 % of animation of rotation).
In coordinates 0 0 0 is visible the yellow line has appeared.
It is a steering axis, which one we shall adjust, and we shall attach it to object.
Its dimensions it is possible both to reduce and to correct somehow it simply line.

We select a line.
Press F9 or Tools -> Object Propierties Editor.
Was discovered a window.
We see a line dataref.
Now we open the file DataRefs.txt
We discover there necessary variable we shall say sim/flightmodel/controls/swdirqst (it is a wing sweep from 0.00 to 1.00)
Write dataref=sim/flightmodel/controls/swdirqst
Close a window.
Open X-Plane -> X-Plane Object Propierties
Value 0 -first value
Angle 0 -first angle initial. I.e. beginning of animation.
Value 1 -last value
Angle 1 -final angle i.e. extremity of animation.
We put out such values
value0=0.000000
angle0=0.000000
value1=1.000000
angle1=90.000000
Here we see that to the extremity of animation of a wingsweep the object will rotate on 90 grades.

Now we allocate an axes and is slid it we shall say to a door. (actually to your object)
Now we put an axes thus that she has appeared in center of loops of a door.
Have delivered? Well.
We allocate an axes and your object (for me a door).
Now X-Plane -> Make Animation Group
Now these both objects are switched on in one bunch and are selected together.
Let's push F8 and we shall see an arbor of objects where there is a bunch of animation.
X-Plane -> Animation Time press
The window is opened out where it is possible to move rollers and to see animation.

In Value it is possible to indicate any values, but those are better that you have installed in Plane-Maker for ACF of model, we shall say ailerons from -20 up to 20 or flaps from 0 up to 40 and ect.
Everything, we export, we load in X-Plane and is checked(tested) as works.
If not works is checked a variable.
The variables are best for checking plugin Data Inspector
The variables are on вс ё from a flap before rotation of sprockets.

How to install object?
Run Plane-Maker.
For the beginning place all files as it is necessary!

Now it is necessary to install these objects on our airplane.
Now them it became visible in Plane-Maker, so the animation will work in X-Plane.

All is ready also all works! ;-)
How it is possible to make lighting through the file of object?
Even so
I
800
OBJ
TEXTURE
POINT_COUNTS 0 0 0 0
LIGHT_NAMED airplane_taxi -0.736524 0.350638 2.091
LIGHT_NAMED airplane_taxi 0.736524 0.350638 2.091
LIGHT_NAMED airplane_landing 4.36505 -0.250145 19.0818
LIGHT_NAMED airplane_landing -4.36505 -0.250145 19.0818
LIGHT_NAMED airplane_beacon 0 3.10023 11.3697
LIGHT_NAMED airplane_beacon 0 -0.12402 9.69875
LIGHT_NAMED airplane_beacon 0 7.78712 32.8387
LIGHT_NAMED airplane_nav_tail 0 7.33996 35.7334
LIGHT_NAMED airplane_strobe -14.8717 0.0290001 24.5857
LIGHT_NAMED airplane_strobe 14.8717 0.0290001 24.5857
LIGHT_NAMED airplane_nav_left -14.8717 0.0290001 24.5857
LIGHT_NAMED airplane_nav_right 14.8717 0.0290001 24.5857
All titles of light sources is possible to find in
X-Plane 8.60\Resources\bitmaps\world\lites\lights.txt
There it is possible to create and own.
We convert the airplane now is possible and to use other textures for a diversification. Repeat Imagetool.

That's all!
Help on 3D Ripper DX www.deep-shadows.com/hax/3DRipperDX.htm
Help on animation AC3D X-Plane Plugin (Beta) Creating animated objects in AC3D 6.1 (new)
The help under the remaining programs in programs.
Tu-134 with files 3ds and AC keeping animation built in AC3D 6.1.
Saturn X-Plane.Rus Page