Hello Robicd
Thank you for the detailed reply.
Robicd writes
Hi Innis,
thank you for your interest. I appreciate that.
I started using the 737 model distributed with FG 0.9.9, this differs a lot
from the CVS version. That's why my TNT repaint does fit to the old model
only.
Yes the 737-300 is a brand new model with a slightly different texture
sheet which would not work on the older aircraft.
I am using the CVS version now (I downloaded the 0.9.10pre3 win32-bin
release, which I assume includes that one).
That has better texturing then the former one.
You can have my HLX 737-300 repaint at
http://www.geocities.com/robitabu/aircrafts/737-300_HLX.zip and look at a
snapshot at
http://www.geocities.com/robitabu/aircrafts/737-300_HLX_snapshot.jpg
Thank you
There are a couple of issues which are not AC3D bugs or something like
that; it's only the way you plan on making an UV mapping which makes a
difference between an easily customizable texture and one which fits just
to a few of models.
While it maybe good to agree on a basic style of texture sheet, ie one
1024x1024 as opposed to say 4 256x256 sheets, each model is going to
have a slightly different mapping
The 737 inside v.0.9.9 did a trick using the same mapping for both sides of
the rudder, which makes impossible to apply any kind of writings/logo on it
because one side will show the good one and the other side will show the
reversed (unreadable) one.
Yes this was done like that because at the time I did not know how to split
the tail in half to apply a texture to each half.Due to the fact that the
tail
fin is made up of 2 separate objects(vertical fin,rudder)that need to be
joined together to map the texture and then separated back to there
separate objects to allow for the animation.
Not much of a trick either.If you look closely you see that the UA logo
is backward on one side.:-)
I saw some other problem with the 747 which has a partially, and broken in
pieces, mapped fuselage (just for windows and company logo), so it's
impossible to apply paintings which cover the whole lenght of the aircraft.
There are other models which splits the fuselage mapping into smaller
parts, that's good if you have to apply many little textures on it but not
good at all if you have to apply an entire textures on the whole side
surface.
Yes that is why you will notice that I use one texture sheet.The only
problem with that is a 1024x1024 texture can become a little small when
doing large aircraft like the 747 and A380
As you see there are little issues which has to be taken care of if you
want to let other people adding modifications to your models. I simply quit
doing new repaints because it's frustrating. E.g. I was going to make some
A320 repaints but the model has a partial texture which covers just a part
of the fuselage and I can't put new painting which fit to the entire
surface. Making a new repaint involves creating new UV mapping and
releasing not only a new .rgb file with the texture, but instead a brand
new .ac file too. I'd prefer not doing that and keep people using the .ac
files they already have, and then letting them download a few add-on .rgb
texture files only.
Well you should be safe with this model as I don't plan on redoing the
model any time soon.The only thing maybe the addition of the over wing
emergency escape markings but that wont change the model mapping
It's a pity things are so non-standard in this area of FG, there should be
some guidelines which every A/C model could follow in order to make their
work more customizable. Don't forget people in the world like to customize
OpenSource stuff, it's one of it's potentials, you will loose this part of
the fun if you create something unasable on that side.
I could not agree more but it is a bit hard to dictate to model makers how
or even if they texture there 3D models.
Anyway, these are my ideas, I wish you have more ones so we will get
something powerfull in the next time :-)
Thank you for your thoughts I am now clear on your concerns unfortunately
you will have to do slightly different textures for the main model in FG and
the
model in AI.Also all the other aircraft in AI will have there own texture
sheet.
For example the 747 in AI is a different model to the one in FG with
different
mapping.So you may have to decide what you want to apply your textures to.
By and large the AI models will be built light(on polies) so the traffic
system does
not grind FG to a halt.Of course there will be nothing stopping you from
using the
main FG models as AI as long as you have a powerfull enough machine
Cheers
Innis
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