-------- Original-Nachricht --------
Betreff:        [Fwd: Re: [Flightgear-users] Modelling]
Datum:  Sun, 28 May 2006 14:02:25 +0200
Von:    Georg Vollnhals <[EMAIL PROTECTED]>
An:     FlightGear user list <[email protected]>



-------- Original-Nachricht --------
Betreff:        Re: [Flightgear-users] Modelling
Datum:  Sun, 28 May 2006 14:00:19 +0200
Von:    Georg Vollnhals <[EMAIL PROTECTED]>
An:     [email protected]
Referenzen:     <[EMAIL PROTECTED]>



Jeff Koppe schrieb:
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Though it's out of date, I was chronicling my FG adventure at my site: 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

Jeff, thank you, I will look at your site.
AC3D is good, nothing against it.
But no doubt, many aircraft for FlightGear have been designed with Blender the last time (output of course in *.ac).
Looking forward for your first model!
All the best
Georg






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