George,

I've not been tinkering with FG for quite some time but about a year ago I was 
bitten with the FG modelling bug. I'm an experienced modellor so I decided to 
experiment making planes. What I found was that though FG uses PLIB and can "in 
theory" use any of the supported formats, the ony one I could successfully get 
into FG was *.ac (AC3D). While *.obj and *.3ds formats show up, their textures 
do not. Now, this is not to say that you have to use AC3D to make models (in 
fact there was--don't know if it is still the case--a few version differences 
in the AC3D format that AC3D creates and FG expects). I used Wings3d for 
modelling and used Blender to convert to the final *.ac format. In addition, I 
used Ultimate Unwrap for creating the UV maps (e.g., applying the textures to 
the model) and The Gimp for the graphics work. So you can use a medley of 
tools, if you wish.

You'll also need a good text editor. Once you get the hang of editing the XML 
by hand there's nothing quicker. Also, since *.ac is an ascii based format you 
can correct a multitude of modelling sins by delving into the code. Takes some 
patience to learn but it is the most efficient. 

Though it's out of date, I was chronicling my FG adventure at my site: 
www.static-lift.net.

--jeff

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