Step by Step SODE Jetway Tutorial
Step by Step SODE Jetway Tutorial
By Jirayu Tanabodee
31 Jan 2020
Actually, I am writing this tutorial for my own sake. The process is quite complicated, I always forget
here and there. It makes me waste my time to search and correct what is wrong. So, writing a tutorial
will help myself to do SODE jetway systematically and save time. This will be a Step-by-Step Tutorial
without computer technical terms and focus only on jetway. If there is a well-explained tutorial
elsewhere, I will not repeat it. I will direct you to the document and read from there.
A. Download the file and set up your system to SODE and prepare folders for mdl to be exported
to.
B. Making a jetway according to SODE requirements.
C. Export to MDL and obtain the related files. Modify the radius of MDL.
D. Placement via SODE placer or edit XML manually.
E. Problem solving if things do not get right.
A. Download the file and set up your system to SODE and prepare folders for mdl to be exported to.
Once you have downloaded, install to your computer. Windows XP is not supported. If you have made
jetway in Gmax or 3dsMax, you can convert it to SODE by the script. You need to download the file you
need from https://sode.12bpilot.ch/?page_id=9
SODE v1.6.5 (the most update for January 2020) to work with your FSX/P3D.
SODE jetway SDK v1.6
SODE demo file
1. Edit ModelDef.xml by unzip SODE jetway SDK and open the file SODE_modeldef.xml then copy
the text BETWEEN <ModelInfo> to </ModelInfo>. Go to either FSX sdk (Microsoft Flight
Simulator X SDK\SDK\Environment Kit|modeling SDK\bin) or P3D sdk (C:\Program
Files\Lockheed Martin\Prepar3D v4 SDK x.x.x\Modeling\3ds Max\bin). You will see
modeldef.xml and please make a copy of original one before you edit it. Then open
modeldef.xml and put the text that you copy from SODE_modeldef.xml AFTER <ModelInfo>.
Then you are done. Your Gmax and 3dsmax will know the animation of SODE. If you use FSX
Gmax game pack, you need to edit modeldef.xml in FSX sdk. If you do the model in 3dsmax,
you need to edit this file in P3D sdk. It depends on the program you are using for modelling.
2. Copy SODE folder in SODE_jetwaySDK-v1.6/script to the FSX Gmax game pack/script or 3dsmax
script folder in P3D sdk, depends on the version of 3dsmax you are using.
3. Make folders to your mdl You need to set up your Windows to show hidden files and folders.
The go to C:\ProgramData\12bPilot\SODE\SimObjects. Make a folder to host all your files in
there. I usually set up the name of the airport then follow with your company name. So when
other people do the same airport, it will not get mixed up. I set up VTSP_2020_AA folder to
host my file. Get into this folder and then you need to set up the folders as this example:
o Model.xxxxxx_SODE_jetway (xxxxxx is the name of you mdl you are going to export
form Gmax or 3dsmax. If you have more than one model, add number behind jetway
will make your life easier).
o Texture to host all the textures your models needs. Do not forget any textures such as
Fresnel ramp. If you miss one texture, your model will disappear.
o Sound Just put the sound file into this folder, if you need.
o Sim.cfg file (not folder) It is a text file but change .txt to .cfg . This file will tell how many
models you have and which texture to be use. Type this to the text file:
[General]
Category=Viewer
Module=SODE
[fltsim.0]
title=Your MDL name
model=Your MDL name
texture=
(if you have more than one mdl, just add [fltsim.1, fltsim.2 …..the same way)
Now you have folders for your MDL file to export to!
3. Check the file before doing any SODE script, please check that you check the box of the material
to SKINNED MESH. Sometimes you need more than one material. Glass jetway is the best
example. DO NOT forget to check this box to all the material you need for the model. Or else
you will end up with non-functioning jetway. Then SAVE your file. Beyond this point after script
NEVER, EVER SAVE YOUR FILE
12. Make a new text file as model.cfg, then type this to it and save:
[models]
Now you finish making your mdl. DO NOT SAVE your Gmax/3dsMax file after export. You
will lose all the file to make static jetway and there is NO RETURN. Just close the program
without saving or reset the scene without saving.
13. Reopen Gmax/3ds if you have closed. Or open up the same jetway file after you have reset it.
Now it is the time to make static jetway. Click on Script and choose
SODE_StaticJetway_Creator. Click on Load jetway.cfg file and choose the jetway.cfg that you
just did in step No 10. The box will turn green and you can set up you static jetway now. The
numbers in the boxes indicate the PERCENTAGE of rotation from the left to the right. That is
why I said to you to set up – and + rotation to the same number. Since when you choose 50 it
will be the middle, straight position. If you didn’t do the same number, you will get a big
headache to figure out which percentage to be the degree you want. Normally, I would set
rotation around 60 and bridge extension to 0. The extension often makes jetway too long and
hit the aircraft. Try to play with those numbers. If you use SODE placer, you have a better
chance to play with these numbers with SODE jetway and you will see through P3D. Then use
the same group of numbers to set up your static jetway here. If you edit XML by hand, you
need to write those numbers down and use them again when you edit XML for starting
position of SODE jetway.
14. Set up the folder for exporting Static jetway. I always use the same name of MDL for SODE
but change SODE to Static. I normally copy the whole folder of Model.xxxxxx_SODE_jetway.
And then rename it as Model.xxxxxx_Static_jetway. Don’t forget to edit the model.cfg inside,
delete jetway.cfg (because it is static). Rename the mdl inside to be xxxxxx_Static_jetway.
Then edit the Sim.cfg to add the new model to the list. After that you can export the static
model to this folder and overwrite the old xxxxxx_Static_jetway that you just rename. Do not
check on the Export Skin and Export Animation this time. After exporting DO NOT SAVE the
file. You can come back and do the static again as many times as you want. If you forget and
save it here, you will lose the original file and no way to come back.
XML will tell SODE where to place the MDL to be seen in Flight Sim or to be seen by different
condition. It is beyond the scope of this tutorial. I will tell you how to do just for the jetway. If you
have a new project, you should use SODE placer instead of editing XML manually. There is a
detailed tutorial for SODE placer in sode.12bPilot.ch already. Please follow that tutorial. Before
you use SODE placer, you need to know that your ADE file is final, no modifications are need.
On the other hand, if you convert your existing project to the SODE, you already have the
coordinate of the jetway. You should edit XML by yourself which is not hard to do too.
Hope you find this tutorial helps you with your work. The steps are too many and frequently loose on
the way. I collect those steps here to make myself follow. It might help you as well.