> Well if thats the case I don't mind doing something > for the Seattle region > because that will be a good flight from SAN FRAN - > off course if that is not > already modelled - and I will need help on how to do > it.
Hi Shelton, I went through this learning curve a couple of months ago - it is quite satisfying. Here's what I found. I used AC3D to create the buildings. You can get a 30-day trial period for free, which is enough time to get to grips with it and create a couple of buildings. I also tried Blender (which is free), but I found it much more complex so just shelled out for a AC3D license. Assuming you're using AC3D, the scale can be set to either meters or feet, then you simply generate the shapes you need. Luckily buildings are quite simple :) and with an elevation plan, or even some approximate sizes, you can get a decent model. To make life easier, I make the base of the building start at 0,0,0 so I can place it on the terrain easier later. Once you've got the shape right, you'll need to add a texture. You need to create a .rgb file that (I think - feel free to correct me) needs to be a factor-of-two in size (i.e. 128x128, 256x256). I use the GIMP for this. I set out part of the file for the wall texture, then part for the top of the building and just approximate shapes to begin with. Once you've applied the texture to the object, you can use the Texture Coordinate tool (from the Tools menu) to define what part of the texture file you wish to use for each surface of the building. If there is a repeating pattern on the wall, say a row of windows, you can create a couple of windows them you can get AC3D to repeat it horizontally and/or vertically, saving time and texture. You can also colour the objects directly in AC3D and control their luminosity so they look better at night. FlightGear natively supports the AC3D .ac files, so all you need to do is place it in the right location in the scenery. I often find this one of the more difficult things to achieve, as there is an element of trial and error. You need to determine the lat, long, elevation and angle (rotation) of the object and add it to the correct scenery tile on your install point. This is probably best understood by having a look at the San Fran tiles for an example, then the FG Scenery Designer to determine the correct tile, followed by hand-editing the tile file. Then, once it's complete, submit it to the FG Scenery Database so hopefully it willbe included in future releases. BTW, are we planning to integrate the FGSD objects in port 0.9.9 scenery releases? Hope this is of some use. -Stuart ___________________________________________________________ Yahoo! Messenger - NEW crystal clear PC to PC calling worldwide with voicemail http://uk.messenger.yahoo.com _______________________________________________ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d