sdk:scenery
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sdk:scenery [2020/05/10 20:05] – [Scenery Definition File (.tsc)] jh | sdk:scenery [2020/05/10 21:16] – jh | ||
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- | ====== Scenery | + | ====== Scenery |
- | ===== Kingman Example Airport | + | ==== Downloading the SDK ==== |
- | To get a better idea on how the whole process of creating | + | |
+ | Please read the [[sdk: | ||
+ | |||
+ | ==== Tutorial | ||
+ | |||
+ | We offer a step-by-step tutorial with an [[sdk: | ||
===== Scenery Definition File (TSC) ===== | ===== Scenery Definition File (TSC) ===== | ||
- | The [[sdk: | + | 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 ===== | ||
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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 ===== | ||
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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 ===== | ||
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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 === | ||
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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 ==== | ||
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=== Runway markings, taxiway lines === | === Runway markings, taxiway lines === | ||
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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 === | ||
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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 === | ||
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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 ==== | ||
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=== Vegetation and others === | === Vegetation and others === | ||
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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 ===== | ||
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- 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. |
sdk/scenery.txt · Last modified: 2020/05/10 21:17 by jh