Howto:Step-by-step Scenery

From FlightGear wiki
Jump to navigation Jump to search
This article is a stub. You can help the wiki by expanding it.

Status: TeXnicer 05:50, 29 February 2012 (EST)

Scenery Development: Step by Step

Aspects of Modelling and Simulation

  • Terrain Data and Texture (Landclass?)
  • Usable Surface (e.g. Runways, Taxiways, Parking areas)
  • 3D-Models (e.g. different LOD, day/dusk|dawn/night)
  • Navigation data (e.g. ILS/VOR/NDB/TACAN, radio, tower, ground)
  • Interaction (e.g. reaction of models to environment like wind, weather, radio requests)
  • AI (automatic, semi-automatic, interactive behaviour of NPC/NPV)

Usable Surface


3D Modelling


  • Use the older version: 2.49b, since 2.6 throws errors using outputs with FlightGear, further 2.6 has not an proper .ac export yet.
  • python needs to be installed
  • Keep the amount of faces low, better use textures.
  • Textures are in 2^n x 2^m size (e.g. 512px x 256px) and .png format. Recommended programs: inkscape, The GIMP.
  • LOD should not be created by animation/distance feature but in OSB itself.
  • Still only Trigs and Quads are allowed faces. CTRL+R "loop cut" might help to control the faces' shape then.
  • Merge existing Objects into one


  • yellow lines flicker
  • some power pylons stand in groups too close together

some airports:

  • tower view location wrong and/or too low
  • objects(windsock, beacon) on runways
  • airports flooded with water or terrain
  • incorrect location of runway and reference point
  • better layout availible on