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== Getting Started == | == Getting Started == | ||
Generally one can start with a blueprint using their favorite imaging software like Gimp, Photoshop, or Paint shop pro then separate various views (front, back, etc...) into greyscale jpg files. | Generally one can start with a blueprint using their favorite imaging software like Gimp, Photoshop, or Paint shop pro then separate various views (front, back, etc...) into greyscale jpg files. Then import them as a background for easy modelling in your favorite 3D modelling software program. | ||
===3D Software=== | === 3D Software === | ||
To begin, you will need to create models in a 3d modeling appliction. Three popular ones are AC3D, Blender and SketchUp. FlightGear can display models in several formats, any format supported by [[PLIB]] is acceptable. AC3D is the most popular format for including scenery in Flightgear. Most or all of the default scenery bundled with a Flightgear release are in AC3D format. | To begin, you will need to create models in a 3d modeling appliction. Three popular ones are AC3D, Blender and SketchUp. FlightGear can display models in several formats, any format supported by [[PLIB]] is acceptable. AC3D is the most popular format for including scenery in Flightgear. Most or all of the default scenery bundled with a Flightgear release are in AC3D format. | ||
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There are several ways of doing this. The most direct way is to simply [[Adding shared models manually|add the required data by hand]]. | There are several ways of doing this. The most direct way is to simply [[Adding shared models manually|add the required data by hand]]. | ||
[[ | [[File:Placing objects with UFO html 439816e9.jpg|thumb|270px|The model adjustment dialog of the [[UFO]]]] | ||
The easiest way is to use the [[Placing 3D Objects with the UFO|UFO's object placement feature]] (in version 9.10 or higher). When operating the UFO, left-clicking the mouse anywhere on the ground will place an object, and pressing space-up or down will cycle through the models. Coordinates of placed models can then be dumped to the terminal or written to a configuration file. | The easiest way is to use the [[Placing 3D Objects with the UFO|UFO's object placement feature]] (in version 9.10 or higher). When operating the UFO, left-clicking the mouse anywhere on the ground will place an object, and pressing space-up or down will cycle through the models. Coordinates of placed models can then be dumped to the terminal or written to a configuration file. | ||
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=== Generation of textured light objects in Blender === | === Generation of textured light objects in Blender === | ||
<table style="margin-top:0.1em; margin-bottom:0.1em; margin-left:2em; padding:2px; font-size:95%; text-align:left; background: transparent;"><tr><td>[[ | <table style="margin-top:0.1em; margin-bottom:0.1em; margin-left:2em; padding:2px; font-size:95%; text-align:left; background: transparent;"><tr><td>[[File:1rightarrow.png|15px]] ''See http://members.aon.at/mfranz/flightgear/blender-textured-lights.html for the main article about this subject.''</td></tr></table> | ||
== Problems and Solutions == | == Problems and Solutions == | ||
*[[3D Model Rotates Around Nose]] | * [[3D Model Rotates Around Nose]] | ||
*[[Configuring Views in FlightGear]] | * [[Configuring Views in FlightGear]] | ||
*[[Howto: Decrease the number of faces|Decrease the number of faces]] | * [[Howto: Decrease the number of faces|Decrease the number of faces]] | ||
== Improving Models for Best FlightGear Performance == | == Improving Models for Best FlightGear Performance == | ||
[[ | [[File:Motor.jpg|thumb|270px|Using Multiple Models with varied detailing]] | ||
*Use a single mesh so far as is possible, for example, combine all the parts of a building into one Object. | * Use a single mesh so far as is possible, for example, combine all the parts of a building into one Object. | ||
*Use Materials on Objects instead of textures where possible. | * Use Materials on Objects instead of textures where possible. | ||
*Use a single texture. | * Use a single texture. | ||
*Textures, transparency and .xml included sub-models : The things that kill frame rate in FlightGear. Try to avoid them. | * Textures, transparency and .xml included sub-models : The things that kill frame rate in FlightGear. Try to avoid them. | ||
*If a model has to be detailed to a High Degree, use multiple Objects with different levels of detailing, and switch between them based on LOD. | * If a model has to be detailed to a High Degree, use multiple Objects with different levels of detailing, and switch between them based on LOD. | ||
== Resources == | == Resources == | ||
*[[Aircraft Information Resources ]] | * [[Aircraft Information Resources]] | ||
*[[Modeling Resources]] | * [[Modeling Resources]] | ||
{{3d}} | {{3d}} | ||
[[Category:Modeling]] | [[Category:Modeling]] |