Hello Ampere,

I think the only practical way you could have several different 
liveries/colour schemes would be to include individual models, each one 
textured differently.

If FlightGear had a 'pre-hook' whereby some code could be run before FG 
started, then that could be used to copy the specific textures you wanted  
over the 'default' texture for the model.  But it doesn't, afaik, so you 

1.  The FG 'standard' is to locate the tip of the nose, excluding any probes, 
at the 0,0,0 origin.  This will mean that you will have to offset some of the 
camera views so they aim at the approx cg location for the apparent motion to 
look right.

2.  1 unit = 1 metre is probably the best thing to do, and works with .AC 
format models.  However, the first few models I did were in untextured .3DS 
format and iirc, I had to scale them down by 100x and rotate the model by 90 
deg about the length axis - i.e. the side view became a top view.

3.  Can't help you here - not tried using it yet.

4.  If another model had the U/C as a separate file, rather like the 3d 
instruments, you probably could share parts.  I'm assuming you're thinking 
about this to reduce the overhead of having to include an individual model 
for each colour scheme, as opposed to using the U/C from a completely 
different a/c.

Actually, this approach could work quite well, especially if there isn't a lot 
of art work on the wings - you could break the wings down too and call them 
in for each different colour scheme, so you would just need different 
fuselages and marked wing sections for each model.

5.  You don't need to use textures - depending on the model format, you should 
be able to colour specific polygons.  You get better anti-aliasing with 
textures though.

I can't help you with any MD-11 details - you'll have to research that 
yourself.  If they're in use somewhere near, go and watch them.  If not, 
you'll have to look at lots of photos and videos (from the web), and figure 
it out yourself.


On Thursday 06 May 2004 02:32, Ampere K. Hardraade wrote:
> For the textures, I was wondering whether it will be possible to have a set
> of textures for every airline.  For example, if the player wants to fly
> KLM, the command line can be --aircraft=MD-11-KLM; if the player wants to
> fly Swiss, then the command line can be --aircraft=MD-11-Swiss.  Can this
> be done?
> I also have some questions regarding how FlightGear handles models.
> 1.  How should the model be positioned in the 3D program: should the center
> of gravity locate at [0,0,0], or should the very left side of the aircraft
> be [0,y,z], the bow be [x,0,z], and the landing gear rest of [x,y,0]? 2. 
> Currently, I am using 1 unit = 10 centimeters as the scale in the 3D
> program that I am using.  What should the actual value be?  1 unit = 1
> meter? 3.  How does the LOD system in FlightGear works?  Is it capable of
> assigning different parts of the aircraft with different LOD?  Meaning, can
> the LOD of the engines change while that of the fuselage remains the same?
> 4.  Must the under carriages be included or does FlightGear allow parts
> sharing between models?
> 5.  Must there be textures?  If I want to leave some parts blank, will that
> create any problem?
> I also have some questions regarding the MD-11 itself:
> 1.  What is the size of the cockpit?
> 2.  What are the sizes of the undercarriage doors?
> 3.  In what way do the under carriages extend and retract?
> Thanks in advance,
> Ampere
> On May 5, 2004 08:05 pm, Durk Talsma wrote:
> > On Saturday 01 May 2004 07:09, Jim Wilson wrote:
> > > "Ampere K. Hardraade" said:
> > > > Hi,
> > > >
> > > > Sorry for the late reply.  I've just finished my exams earlier this
> > > > week. Here is what I have so far:
> > > > http://www.cs.yorku.ca/~cs233144/2004050100.jpg
> > > > http://www.cs.yorku.ca/~cs233144/2004050101.jpg
> > > > http://www.cs.yorku.ca/~cs233144/2004050102.jpg
> > > >
> > > > Does FlightGear support 3DS format?
> > >
> > > Nice looking model!  It does, because plib includes support for the 3DS
> > > format.  I'm not sure what limitations there are as far as configuring
> > > animation is concerned.  If there are issues there you can always use
> > > the converter included with FlightGear (see /util/3dconvert) to create
> > > ac3d files from the 3DS.
> >
> > Yes, I second that. Looks really nice!. Do you already have a
> > texture/livery in mind? If not, what about KLM for this one? After all,
> > they're one of the major passenger MD-11 operators. :-)
> >
> > So, is it possible to animate 3DS models from within flightgear, or do we
> > need to convert the model to AC3D for that?
> >
> > B.t.w., Ampere, feel free to sent me a copy of the model when you think
> > you have something ready, than I'll try and integrate the model with the
> > MD11 FDM configuration files.
> >
> >
> > Cheers,
> > Durk
> _______________________________________________
> Flightgear-devel mailing list
> http://mail.flightgear.org/mailman/listinfo/flightgear-devel

Flightgear-devel mailing list

Reply via email to