sdk:scenery
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- | ====== Scenery | + | ====== |
- | ===== Kingman Example Airport | + | ==== Downloading the SDK ==== |
- | To get a better idea on how the whole process of creating an airport for Aerofly FS 2 works, we have provided the airport ' | + | |
- | ===== Scenery Definition File (.tsc) ===== | + | Please read the [[sdk: |
- | The .tsc is a simple text file that defines the type of scenery object, its 3d model origin on the globe, elevation and use of auto height, its name as short and long version, description text and specific to airports: ICAO code identifier, parking positions, runway endpoints and threshold points, runway width and its approach light system, tower view position and more. We will address some of these features later on in this workshop. | + | |
+ | ==== Tutorial ==== | ||
+ | |||
+ | We offer a step-by-step tutorial with an [[sdk: | ||
+ | |||
+ | ===== Scenery Definition File (TSC) ===== | ||
+ | |||
+ | The [[sdk: | ||
Changing the .tsc file can be done in two different ways: | Changing the .tsc file can be done in two different ways: | ||
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===== Scenery Object Classes Overview ===== | ===== Scenery Object Classes Overview ===== | ||
+ | |||
The Aerofly FS 2 engine supports the following scenery classes. A more detailed description will be given further down. | The Aerofly FS 2 engine supports the following scenery classes. A more detailed description will be given further down. | ||
*ground (runways, taxiways, aprons) | *ground (runways, taxiways, aprons) | ||
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===== Exporting an Airport ===== | ===== Exporting an Airport ===== | ||
+ | |||
Go ahead and open the airport 3D model file in 3D Studio Max or Cinema 4D, whichever is preferred. Then the runway, decals, objects and alpha-to-coverage (atc) object have to be exported one after the other. When one of these is changed in the future, only the affected objects will need to be exported again. Running the Content Converter will update the results afterward. | Go ahead and open the airport 3D model file in 3D Studio Max or Cinema 4D, whichever is preferred. Then the runway, decals, objects and alpha-to-coverage (atc) object have to be exported one after the other. When one of these is changed in the future, only the affected objects will need to be exported again. Running the Content Converter will update the results afterward. | ||
To export the ground mesh follow these steps: | To export the ground mesh follow these steps: | ||
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===== Notes using the Content Converter ===== | ===== Notes using the Content Converter ===== | ||
+ | |||
Before the Aerofly FS 2 Content Converter can be started, several conditions have to be met. Otherwise the Content Converter throws an error and does not proceed. | Before the Aerofly FS 2 Content Converter can be started, several conditions have to be met. Otherwise the Content Converter throws an error and does not proceed. | ||
*The input and output folders have to be set to valid file paths that fit the specific folder structure of your machine. To configure these paths edit the ' | *The input and output folders have to be set to valid file paths that fit the specific folder structure of your machine. To configure these paths edit the ' | ||
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===== Starting the converter ===== | ===== Starting the converter ===== | ||
+ | |||
When the above conditions are met the Aerofly FS 2 Content Converter can be executed. | When the above conditions are met the Aerofly FS 2 Content Converter can be executed. | ||
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===== Coordinate System ===== | ===== Coordinate System ===== | ||
- | The entire airport is modeled in a local coordinate system whose origin is moved to the longitude and latitude or web-mercator coordinates defined in the .tsc file when the airport is loaded in the simulator. | + | |
+ | The entire airport is modeled in a local coordinate system whose origin is moved to the [[sdk: | ||
The x-axis of the modeling coordinate system points towards east; the y-axis is geographic north and the z-direction is defined up from the earth' | The x-axis of the modeling coordinate system points towards east; the y-axis is geographic north and the z-direction is defined up from the earth' | ||
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===== Model Scaling ===== | ===== Model Scaling ===== | ||
+ | |||
Scenery objects have to be scaled to fit web-mercator units. Close to the location defined in the .tsc file one web-mercator unit still equals one modeling unit but further away from the equator objects theoretically need to be bigger. For most airports sizes the effect is minimal and they can be modelled at a 1:1 scale with very little length error at the furthest point away from the .tsc reference point. | Scenery objects have to be scaled to fit web-mercator units. Close to the location defined in the .tsc file one web-mercator unit still equals one modeling unit but further away from the equator objects theoretically need to be bigger. For most airports sizes the effect is minimal and they can be modelled at a 1:1 scale with very little length error at the furthest point away from the .tsc reference point. | ||
===== Scenery Object Classes in Detail ===== | ===== Scenery Object Classes in Detail ===== | ||
+ | |||
We already briefly introduced the different object classes available in the Aerofly FS 2 engine. Now we will look closer into the individual properties of the ground mesh, decals, static objects and alpha-to-coverage objects. | We already briefly introduced the different object classes available in the Aerofly FS 2 engine. Now we will look closer into the individual properties of the ground mesh, decals, static objects and alpha-to-coverage objects. | ||
==== Ground ==== | ==== Ground ==== | ||
+ | |||
=== Runways, taxiways, apron === | === Runways, taxiways, apron === | ||
+ | |||
Usually, the ground mesh is one large joined mesh object that includes the runways, taxiways, aprons and surrounding area and is identified in Cinema 4D with the suffix %%' | Usually, the ground mesh is one large joined mesh object that includes the runways, taxiways, aprons and surrounding area and is identified in Cinema 4D with the suffix %%' | ||
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=== Ground materials === | === Ground materials === | ||
+ | |||
The materials for the ground mesh must have at least one UV-color texture assigned. Multiple UV-color maps are possible to reduce visual patterns created by the texture tiling. The default Aerofly FS 2 airports use two different UV-color textures with a 40m tiling color texture and 1200m variation ' | The materials for the ground mesh must have at least one UV-color texture assigned. Multiple UV-color maps are possible to reduce visual patterns created by the texture tiling. The default Aerofly FS 2 airports use two different UV-color textures with a 40m tiling color texture and 1200m variation ' | ||
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==== Decals ==== | ==== Decals ==== | ||
+ | |||
=== Runway markings, taxiway lines === | === Runway markings, taxiway lines === | ||
+ | |||
As decals we understand lines and markings on the ground that are usually painted onto the surface in the real world and require a higher level of detail than the ground itself. In the Aerofly FS 2 engine decals are rendered with a dynamic height offset over ground mesh to prevent z-fighting of the decals and the surface blow. The decal objects themselves must have a priority suffix at the end of their name, e.g. %%' | As decals we understand lines and markings on the ground that are usually painted onto the surface in the real world and require a higher level of detail than the ground itself. In the Aerofly FS 2 engine decals are rendered with a dynamic height offset over ground mesh to prevent z-fighting of the decals and the surface blow. The decal objects themselves must have a priority suffix at the end of their name, e.g. %%' | ||
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=== Decal materials === | === Decal materials === | ||
+ | |||
Materials for the decals and markings must have a UV color map. The texture must have the extension _color and use three 8bit RGB color channels. Optionally an 8bit alpha channel can be used. | Materials for the decals and markings must have a UV color map. The texture must have the extension _color and use three 8bit RGB color channels. Optionally an 8bit alpha channel can be used. | ||
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=== Object materials === | === Object materials === | ||
+ | |||
One of two combinations are possible for materials used for objects: | One of two combinations are possible for materials used for objects: | ||
- _color (mandatory), | - _color (mandatory), | ||
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==== Alpha-to-coverage ==== | ==== Alpha-to-coverage ==== | ||
+ | |||
=== Vegetation and others === | === Vegetation and others === | ||
+ | |||
Billboard trees or flat grass planes that consist of only very few intersecting polygons fall into this category. The Aerofly FS 2 engine uses different techniques to render their transparency quicker which makes this category the best choice for large sets of partly transparent objects that are not very important. | Billboard trees or flat grass planes that consist of only very few intersecting polygons fall into this category. The Aerofly FS 2 engine uses different techniques to render their transparency quicker which makes this category the best choice for large sets of partly transparent objects that are not very important. | ||
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===== Guidelines for creating or porting own scenery objects ===== | ===== Guidelines for creating or porting own scenery objects ===== | ||
+ | |||
- Create a new project folder where all textures and the 3D model will be stored.\\ The Aerofly convention for naming airports is icao_airport_name e.g. ' | - Create a new project folder where all textures and the 3D model will be stored.\\ The Aerofly convention for naming airports is icao_airport_name e.g. ' | ||
- Start 3D Studio Max or Cinema 4D and insert a background reference image that covers scenery region sufficiently. Save the project with the same name as the newly created project folder. | - Start 3D Studio Max or Cinema 4D and insert a background reference image that covers scenery region sufficiently. Save the project with the same name as the newly created project folder. | ||
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- Continue with decals, add the suffix ' | - Continue with decals, add the suffix ' | ||
- Use helper objects to set the coordinates of all runway endpoints and their threshold points. The threshold points will affect the positioning of the selected approach lighting system. | - Use helper objects to set the coordinates of all runway endpoints and their threshold points. The threshold points will affect the positioning of the selected approach lighting system. | ||
- | |||
- | V | ||
- | ===== Introduction ===== | ||
- | This section gives a brief overview of how Aerofly FS 2 simulates an aircraft, the units and coordinates systems and the different file types that are used by Aerofly FS 2 and the Aircraft Converter. | ||
- | |||
- | ==== Simulation ==== | ||
- | Aerofly FS 2 uses an object-based approach to simulate an aircraft for maximum flexibility. This means that each aircraft is defined in terms of many objects (also called (function) blocks or elements in commercial general purpose simulation packages), instead of a fixed set of variables that every aircraft must use. In addition to very general objects that can be used for any type of simulation, there are many objects specialized for flight simulation like aerodynamics forces, engines and propellers, avionics objects and many more. The designer of the aircraft is free to add any number of objects and connections to an aircraft by adding it to the dynamics section of the aircraft' | ||
- | |||
- | Please refer to the ' | ||
- | |||
- | ==== Units and Coordinate Systems ==== | ||
- | Aerofly FS 2 uses the international system of units (SI) exclusively. This means that all lengths and dimensions are meters, masses are in kilograms, forces are in Newtons, power values are in Watts, speeds are in meters per second. | ||
- | Any rotation uses the positive mathematical direction (anti-clockwise), | ||
- | Fractions are used instead of percentages (20% would be written as 0.2). | ||
- | The coordinate system the entire aircraft is defined in is set in the 3D model of the aircraft. The origin is usually placed close to the center of gravity but does not have to be. The direction of flight defines the x-axis of the aircraft' | ||
- | The y-axis points towards the left of the aircraft, the z-axis points straight up. One unit in the coordinate system represents a real world length of one meter. The 3D model may use a scale factor which is removed when the aircraft is exported. | ||
- | |||
- | ==== File Types ==== | ||
- | An aircraft in Aerofly FS 2 is defined by the files contained in one folder. The folder' | ||
- | |||
- | | Intermediate folder | Aerofly FS 2 aircraft folder | Description | | ||
- | | | ||
- | | xxxx.tgi | | Binary 3D model file created by the export plugins for 3D Studio Max or Cinema 4D. | | ||
- | | | xxxx.tmb | Binary 3D model that contains information like the vertex positions, texture coordinates, | ||
- | | xxxx.tmc | xxxx.tmc | Description file of the aircraft that contains the text shown in the aircraft menu together with the preview image. Also contains parameters to change the initialization of the aircraft: the orientation how the aircraft is placed on the runway, the maximum and minimum airspeed, landing speed and maximum altitude. | | ||
- | | xxxx.tmd | xxxx.tmd | Defines camera positions, the complete physics definition of the aircraft including engine and aerodynamic parameters, logic circuits, electrical systems, fuel systems and so on, as well as the graphics animation and sound definition. | | ||
- | | xxxx_takeoff.tmd xxxx_clean.tmd xxxx_landing.tmd | xxxx_takeoff.tmd xxxx_clean.tmd xxxx_landing.tmd | Used to set certain dynamics parameters that should be different from the standard values in the ' | ||
- | | controls.tmd | | Defines positions and sizes where interaction with the mouse or VR controllers is possible. | | ||
- | | .bmp .tif .png | | Source texture files. Must be square power-of-two bitmaps. BMPs 24 bit RGB only. TIF and PNG RGB or RGBA. Bump maps can use 16 / 48 bit to avoid terracing. | | ||
- | | | .ttx | Converted and compressed texture files | | ||
- | | preview_xxxx.png | | Preview file rendered by the converter | | ||
- | | | preview.ttx | Compressed preview texture for aircraft menu | | ||
- | | repaint.tmr | repaint.tmr | Repaint or livery description file defining the repaint' | ||
- | | .wav | | Source sound file. Must be PCM 22050 Hz mono | | ||
- | | | .tsb | Converted sound files that are created from .wav files by the converter tool. | | ||
- | | model.tmc | | Configuration file for aircraft conversion. Used to set non-default values for texture sizes, bump map strength and texture parameters if necessary. | | ||
- | |||
- | The ' | ||
- | |||
- | ==== Limitations ==== | ||
- | The Aircraft Converter that comes with this SDK is the same tool we use to convert aircraft. There are no limitations on objects or functions you can use to create your aircraft. | ||
- | |||
- | However, the SDK doesn' | ||
- | |||
- | ===== Creating an Aircraft for Aerofly FS 2 ===== | ||
- | |||
- | ==== Overview ==== | ||
- | |||
- | This overview shows the necessary steps to get an aircraft model from a 3D design software like 3D Studio Max or Cinema4D into Aerofly FS 2. The steps are described in more detail later in this chapter. | ||
- | |||
- | Steps 1. to 6. have already been done for the example aircraft that comes with this SDK so that you can start with step 7. right away and use the example aircraft as a reference for your projects. | ||
- | |||
- | - Create a new folder using lowercase letters a-z, digits 0-9 and the underscore only (like c172, b747, f4u, mustang, …). This folder will be referred to as the intermediate folder. The name of this folder will be the internal name of the aircraft (the name displayed in the aircraft menu can be set later) and determines the names of several files. In the following, we will choose the name to be xxxx. | ||
- | - Copy and/or export all necessary source texture and sound files to the intermediate folder. The files must be in a format supported by the Aircraft Converter (.bmp / .tif / .png / .wav). | ||
- | - Prepare the 3D model as described below. | ||
- | - Export the 3d model to the intermediate folder using the filename xxxx (this creates the ' | ||
- | - Create the aircraft definition and configuration files. You can create these files from scratch using the section ' | ||
- | - Add the ' | ||
- | - Run the aircraft converter. Right click on the ' | ||
- | - 8.Your new aircraft is available in Aerofly FS 2 now. Test and refine the dynamics, graphics and sounds as desired. | ||
- | |||
- | ==== Preparing the 3D Model ==== | ||
- | To achieve an error free export some preparation is needed to be done first. For the DR400 example aircraft all these steps have already been completed so that this plane can be used as a reference. | ||
- | |||
- | === Single 3D Model === | ||
- | Aerofly FS 2 works with just one 3D for an entire aircraft; there is no need to provide an external and internal model separately. The Aerofly FS 2 engine is optimized to draw only those objects that are in the view of the camera. | ||
- | |||
- | === Generic Modeling Units === | ||
- | The units of the aircraft model should be set to ' | ||
- | |||
- | === Alignment and coordinate system === | ||
- | The aircraft should be aligned to the x-axis as the forward flight direction, the positive y-axis towards the left and the positive z-axis pointing upwards. The origin of the model coordinate system should be placed close to the center of gravity. | ||
- | |||
- | Animated objects should have their axis and rotation pivots set to a plausible location. Hinged objects should have their local origin in their hinge location. The pivots and axes set in 3D Studio Max will be exported to the log files which will be used later on to animate the objects in the graphics section of the .tmd file. | ||
- | |||
- | Animated objects should be positioned in the following neutral positions before export: | ||
- | *control surfaces neutral, flaps up | ||
- | *gear down and compressed as if the aircraft would stay on the ground | ||
- | *gear doors closed to assure perfect alignment when the gear is retracted in flight | ||
- | *cabin doors and windows closed | ||
- | *knobs and switches that are not planned to be animated should be in an in-flight position | ||
- | *switches and knobs that will be animated are best exported in their off state | ||
- | *instrument needles point to zero or neutral depending on the instrument | ||
- | *magnetic compass points towards 090 degrees (East). This is needed because the x-axis of the global coordinate system of the Aerofly FS 2 points towards the East as well. | ||
- | |||
- | === Individual objects === | ||
- | All animated objects like the control surfaces (rudder, aileron, elevator) and trim rudders, switches and knobs, gear parts and so on have to be individual objects in the 3D model so that they can be animated independently from each other. The Aerofly FS 2 rendering engine is optimized to merge objects in the same GeometryList when the aircraft is loaded, so there is no real benefit combining objects. Experience has shown that development time can be reduced if all switches and knobs are available as individual objects right away and the model doesn' | ||
- | |||
- | Display screens have to be separate objects so you can set the display brightness independently of the background lighting later. | ||
- | |||
- | === Object naming conventions === | ||
- | 3D objects will be referenced by their name for display and animations, so it is essential that each object has a unique name. Objects should be named logically, and the name must not contain spaces or special characters (it is recommended to use A-Z, a-z, 0-9 only). While the object names have no meaning to the simulation, it is easier for everyone working on the project to use standardized names. We use the ' | ||
- | |||
- | Advisable names are e.g.:\\ Fuselage, LeftWing, LeftAileron, | ||
- | |||
- | === Materials === | ||
- | Materials are defined by the set of textures they use and by tags or hints that describe the intended usage. A simple material just needs a diffuse texture, but Aerofly FS 2 also supports ambient, specular, bump/ | ||
- | *Diffuse: diffuse color. An optional grayscale ' | ||
- | *Ambient: ambient color. This is a separate grayscale RGB map. | ||
- | *Bump: bump map if texture name ends with ' | ||
- | *Specular: specular highlight color and strength. Color and strength are given by RGB values of the texture, specular highlight width is controlled by the alpha channel | ||
- | *Reflection: | ||
- | *Self-Illumination: | ||
- | *Filter Color: illumination. RGB channels encode the illumination strength/ | ||
- | |||
- | We use the suffixes ' | ||
- | |||
- | === Textures === | ||
- | All textures must be square power-of-two images with a pixel depth of 24-bit RGB .bmp, 24/32-bit .png or .tif files. Bump maps can be 16-bit grayscale textures. There is no support for .psd files in the converter, the different layers for diffuse, ambient, .. have to be exported to the intermediate folder first. You can keep a .psd file assigned to a texture slot in the 3D software if it has the name as the bitmap file except for the suffix. | ||
- | |||
- | It is recommended to create all textures at a resolution of 4096x4096 or even 8192x8192 pixels, and use the appropriate converter setting to reduce the actual size used in the simulator. The smallest size recommended is 32x32 pixels, the maximum supported texture resolution by the engine is currently 4096x4096px. The total compressed texture amount should be in the range of 150 MB to ensure compatibility with all platforms. The final texture resolution can be set in the ' | ||
- | |||
- | === Refresh Texture assignments === | ||
- | If necessary, refresh the texture assignments in the 3D modeling software to use the exported textures in the intermediate folder. Again, you can keep a .psd file assigned to a texture slot in the 3D software if it has the name as the bitmap file except for the suffix. The converter ignores the texture suffix, so you can change from .bmp to .tif without changing or exporting the 3D model again. | ||
- | |||
- | === Material Tags or Hints === | ||
- | Each material can define tags or shader hints to support the selection of the best shader when the aircraft is loaded. Shader hints can be combined to describe the material properties as precise as possible. Currently, the following shader hints are supported: | ||
- | |||
- | | exterior | everything that is not in the cockpit/ | ||
- | | interior | everything that is in the cockpit and cabin, inside of windows and canopy | | ||
- | | default | | | ||
- | | standard | | | ||
- | | glass | | | ||
- | | canopy | | | ||
- | | window | | | ||
- | | instrument | | | ||
- | | darken | | | ||
- | |||
- | The hint can be added to a material in 3D Studio Max as follows: | ||
- | |||
- | - Select an object that uses the selected material | ||
- | - Open ' | ||
- | - Select 'Add to Type' -> ' | ||
- | - Select | ||
- | - Enter ' | ||
- | - Click the ' |