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The '''AC3D file format''' is the native file format used by the [[AC3D]] modelling software, and is the best supported file format for 3D models in FlightGear. The file format specification has been made available [https://web.archive.org/web/20180814212703/http://www.inivis.com/ac3d/man/ac3dfileformat.html|online] by the software developer. These files contain meshes, UV-mappings, texture paths and material definitions. It's ASCII text and easy to edit via scripts or, to some extent, by hand. | |||
=== Materials | == Usage with other applications == | ||
=== Blender === | |||
{{main article|Working with the AC3D file format in Blender}} | |||
Blender is a free and powerful 3D editor. While Blender dropped built-in support for the AC3D file format after version 2.5, third-party addo-ons have been developed to maintain support for the file format. | |||
=== Open Scenegraph Library === | |||
The <tt>osgviewer</tt> demo in the [http://www.openscenegraph.org/ Open Scenegraph Library] is very useful for quickly looking at models. | |||
=== PrettyPoly === | |||
[http://prettypoly.sourceforge.net/ PrettyPoly] (ppe) is an unmaintained object editor that uses the same graphics library as FlightGear (plib). This has the advantage that objects look very much like in FlightGear (minus shader effects and shadows). Compiling ppe may be a challenge, though, and it's only useful for viewing, but hardly for editing objects. | |||
=== threedconvert === | |||
This is a converter for all plib supported 3D formats and comes with FlightGear (see utils/Modeller/3dconvert.cxx). It can read and write <tt>*.ac</tt> files, but a written file may lack UV mapping or have other defects. | |||
== Materials == | |||
[[File:AC_color.jpg|thumb|rgb 1 1 0]][[File:AC_ambient.jpg|thumb|amb 0.72 0.64 1]][[File:AC_emission.jpg|thumb|emis 1 0 0]][[File:AC_spec.jpg|thumb|spec 0 1 0]][[File:AC_trans.jpg|thumb|trans 0.5]] | [[File:AC_color.jpg|thumb|rgb 1 1 0]][[File:AC_ambient.jpg|thumb|amb 0.72 0.64 1]][[File:AC_emission.jpg|thumb|emis 1 0 0]][[File:AC_spec.jpg|thumb|spec 0 1 0]][[File:AC_trans.jpg|thumb|trans 0.5]] | ||
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: With transparency it get really interesting again. Make things transparent, even without using a [[Textures & Texture Maps in SketchUp|texture]]. | : With transparency it get really interesting again. Make things transparent, even without using a [[Textures & Texture Maps in SketchUp|texture]]. | ||
== Textures == | |||
Texture lines are found anywhere throughout the AC file and look like this: | Texture lines are found anywhere throughout the AC file and look like this: | ||
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== Identifying an object == | |||
If you write an XML file for your AC model (which you always should), you might want to refer from the XML file to certain objects in the AC file. This is necessary when you want to make certain objects rotate or change their size or illuminate them after nightfall or anything like that. | If you write an XML file for your AC model (which you always should), you might want to refer from the XML file to certain objects in the AC file. This is necessary when you want to make certain objects rotate or change their size or illuminate them after nightfall or anything like that. | ||
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<!-- The next part to be added should show how to load an .ac file that has multiple objects named in it and how to access those objects individually. --> | <!-- The next part to be added should show how to load an .ac file that has multiple objects named in it and how to access those objects individually. --> | ||
[[Category:Howto|AC files: Understanding and changing .ac code]] | [[Category:Howto|AC files: Understanding and changing .ac code]] |
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