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[[Category:Scenery]] | [[Category:Scenery]] | ||
== SketchUp Textures and Texture mapping. == | |||
All the following information is to be viewed from a Mac users point of view. I have never seen SketchUp (Skp) on a PC, but I’m sure it is similar enough to the Mac version for PC users to convert it for the following methods. | All the following information is to be viewed from a Mac users point of view. I have never seen SketchUp (Skp) on a PC, but I’m sure it is similar enough to the Mac version for PC users to convert it for the following methods. | ||
== Textures. == | |||
Any textures found in the Skp paint-box are subject to Google copyright. As Flightgear operates under the terms of the General Public Licence, model makers must not use any item, be it texture, photograph, or code etc., unless it has been released under the terms of GPL. | Any textures found in the Skp paint-box are subject to Google copyright. As Flightgear operates under the terms of the General Public Licence, model makers must not use any item, be it texture, photograph, or code etc., unless it has been released under the terms of GPL. | ||
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The only things you can safely use in the Skp paint-box are the named colours. I recommend you open the ‘Colours-Named’ menu, and do everything from there, ignoring the rest of the main paint-box menus. That way you cannot accidentally use something you shouldn’t. | The only things you can safely use in the Skp paint-box are the named colours. I recommend you open the ‘Colours-Named’ menu, and do everything from there, ignoring the rest of the main paint-box menus. That way you cannot accidentally use something you shouldn’t. | ||
== Making your own Textures. == | |||
You can create new textures in Skp by selecting ‘New Texture’ from the ‘Colour’ menu inside the ‘Colours- Named’ section of the Skp paint-box. | You can create new textures in Skp by selecting ‘New Texture’ from the ‘Colour’ menu inside the ‘Colours- Named’ section of the Skp paint-box. | ||
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'''TIP:''' ''When you first start modelling, there is a lot of satisfaction to be had from making very detailed models. The downside of that is the large file size produced. This affects loading times in FlightGear'' | '''TIP:''' ''When you first start modelling, there is a lot of satisfaction to be had from making very detailed models. The downside of that is the large file size produced. This affects loading times in FlightGear'' | ||
. | . | ||
''By all means make your detailed model - take a snap for your own collection - then try to minimise the face count (MaverickAlex has produced a tutorial on this, see: [[ | ''By all means make your detailed model - take a snap for your own collection - then try to minimise the face count (MaverickAlex has produced a tutorial on this, see: [[ Howto: Decrease the number of faces|Howto: Decrease the number of faces ]]'' | ||
''Alternatively, you could keep your detailed model, and make a copy of the file to reduce the file size on. This copy would be the one you send to the Scenery database.'' | ''Alternatively, you could keep your detailed model, and make a copy of the file to reduce the file size on. This copy would be the one you send to the Scenery database.'' | ||
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'' | '' | ||
== Making a Texture Map. == | |||
If you only have one texture in a model there is no need to make a texture map, but if there are to be several textures used in the model, or, as in the Caribbean scenery project, the same textures used in many models - rather than have to forward/use multiple texture files, it is better to make a Texture Map. | If you only have one texture in a model there is no need to make a texture map, but if there are to be several textures used in the model, or, as in the Caribbean scenery project, the same textures used in many models - rather than have to forward/use multiple texture files, it is better to make a Texture Map. | ||
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I hope this tutorial is helpful to you. | I hope this tutorial is helpful to you. | ||
VicMar | |||
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