All good stuff to know. I've been watching FG since it was at version 7.x or so. I remember playing with it the summer after my junior year in college, which would be sometime like 5 or six years ago now. It's changed a lot, and the UI has improved by leaps and bounds. All sorts of fun to fly down the mississippi river in realtime, at 3am.

As for blender, I've run into one problem that I don't seem to be able to solve on my own. How do I add a *single* vertex to a mesh in edit mode? I've been lightly tinkering with blender for a few months, too, but have yet to figure this out.

JD

Jeff Koppe wrote:

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Though it's out of date, I was chronicling my FG adventure at my site: 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