Howto:Add shared models manually: Difference between revisions

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→‎Step 4: added reference to fgsd, other minor rewording
(→‎Step 4: another example of content not to copy: models)
(→‎Step 4: added reference to fgsd, other minor rewording)
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A useful resource at this stage are websites that allow you to get the coordinates of a point from aerial photographs.  One such is [http://itouchmap.com/ itouchmap.com], which relies on Google Maps.  Enter a street name, city, and state. When you get a good photo of your feature, click on map to place a marker there, then read the displayed coordinates.  Google Earth is also a good way to obtain position information, and there are other websites that will provide it also, or you can get it from a GPS.  (Coordinates of real-world locations are not copyrightable, so there is no legal problem with using these tools, but don't copy other content, such as images or models!)
A useful resource at this stage are websites that allow you to get the coordinates of a point from aerial photographs.  One such is [http://itouchmap.com/ itouchmap.com], which relies on Google Maps.  Enter a street name, city, and state. When you get a good photo of your feature, click on map to place a marker there, then read the displayed coordinates.  Google Earth is also a good way to obtain position information, and there are other websites that will provide it also, or you can get it from a GPS.  (Coordinates of real-world locations are not copyrightable, so there is no legal problem with using these tools, but don't copy other content, such as images or models!)


Once you've got at least a rough idea of the coordinates, you need to place the object visually. An easy way do this is with the [[UFO]] "airplane". In addition to making it easy to move around (or hover), it allows you to place objects and see what they look like there.  It calculates the positioning details for you and writes them out in the correct format.  See [[Howto: Place 3D objects with the UFO]].  Here, though, we'll continue by describing a manual way to do it, for people who may need or want to know the inside details. 
Once you've got at least a rough idea of the coordinates, you need to place the object visually.  


Start FG and fly to the location where you want to place the object. Open up the property browser in FG (File->Browse Internal Properties), and the <tt>/position</tt> key.  Check that the values for <tt>latitude-deg</tt> and <tt>longitude-deg</tt> are what you want, or write them down if you're positioning things visually, and also note the <tt>ground-elev-m</tt>. If you want to place the object above ground level, then add the appropriate number of meters.  Then, go to the <tt>/environment</tt> key and write down the tile number (current-tile-id).
One easy way do this is with the [[UFO]]. In addition to making it easy to move around (or hover), it allows you to place objects and see what they look like there.  See [[Howto: Place 3D objects with the UFO]].  Another easy way is with the [[FlightGear Scenery Designer]].  Both tools calculate the positioning details for you and write them out in the correct format. 
 
Here, though, we'll continue by describing a manual way to do it, for people who may need or want to know the inside details. 
 
Start FG and fly to the location where you want to place the object (or use [[command line options]] to start in that location). Open up the property browser in FG (File->Browse Internal Properties), and the <tt>/position</tt> key.  Check that the values for <tt>latitude-deg</tt> and <tt>longitude-deg</tt> are what you want, or write them down if you're positioning things visually, and also note the <tt>ground-elev-m</tt>. If you want to place the object above ground level (or partially bury it), then adjust the number appropriately.  Then, go to the <tt>/environment</tt> key and write down the tile number (current-tile-id) for that location.


=== Step 5 ===
=== Step 5 ===

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