Hi Stuart

How do i determine the tile?  And is the scenery designer part of FG ?

Regards
Shelton.

> Hi Stuart
>
> Thanks for the guide (quite a bit to take in) - I have got Blender up and
> running and it looks very polished in-deed.  So its going to take a while
> for me to get going - I will keep your notes in a safe place - what I am
> wondering is whether I can use the existing buildings and objects, eg a
> Tower to populate say San Jose airport ??  In the mean time I will have a
> play with Blender and AC3D.
>
> Regards
> Shelton.
>
> > > 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
> >
> >
> >
> >
> >
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