Howto:Add shared models manually: Difference between revisions

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Clarifications about AC3D file format
(clarified distinction between shared and static models, and between objects and models)
(Clarifications about AC3D file format)
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You can add objects, known as "models" to FlightGear's world.  This howto explains one way to do so, especially with the shared models that are distributed with FlightGear and stored in the <tt>[[$FG_ROOT]]/Models</tt> directory.  These models are called "shared" because they are used to define many objects in different places.  (There are also "static models" which represent unique objects, such as famous buildings, that only exist in one place, but we won't have much to say about them.)
You can add objects to FlightGear's world by making use of "models" of those objects.  This howto explains one way to do so, especially with the shared models that are distributed with FlightGear.  These models are called "shared" because they are used to define many objects in different places.  (There are also "static models" which represent unique objects, such as famous buildings, that only exist in one place, but we won't have much to say about them.) Shared models are stored in the <tt>[[$FG_ROOT]]/Models</tt> directory.


You can also create your own models using a suitable modeling program such as [http://www.blender.org/ blender].  The most common file format used is .ac, but you can use any format that PLIB supports, such as AC3D.
You can also create your own models; see [[Modeling - Getting Started]].  Most Flightgear models are in the .ac (AC3D) format.




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=== Step 2 ===
=== Step 2 ===
Copy your .ac file containing the model into the <tt>$FG_ROOT/Models/MyModels</tt> directory. We'll use <tt>MyModel.ac</tt> as the name of that file.
Copy the file (usually has an .ac extension) containing your model into the <tt>$FG_ROOT/Models/MyModels</tt> directory. We'll use <tt>MyModel.ac</tt> as the name of that file.


=== Step 3 (optional) ===
=== Step 3 (optional) ===

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