User Tools

Site Tools


sdk:scenerydev6

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
Last revisionBoth sides next revision
sdk:scenerydev6 [2020/01/19 03:21] jfsdk:scenerydev6 [2020/01/19 03:51] jf
Line 87: Line 87:
    * Now let's populate that vehicles. This can be done a few different ways so you can try different techniques to see what works best for you, but for this tutorial we will keep it basic.     * Now let's populate that vehicles. This can be done a few different ways so you can try different techniques to see what works best for you, but for this tutorial we will keep it basic. 
    * Click on the vehicle that you just attached to your path and right click/clone. Clone as an instance and keep the naming that 3DS Max chooses for you. Next using the '% along path' choose a random number from 1-100. This will place a new vehicle at the percentage along the path that you chose.      * Click on the vehicle that you just attached to your path and right click/clone. Clone as an instance and keep the naming that 3DS Max chooses for you. Next using the '% along path' choose a random number from 1-100. This will place a new vehicle at the percentage along the path that you chose.  
-   * Keep doing this until you have the amount of vehicles you want along the path. Now do the same for the remaining vehicles that you imported. Note- There is no limit to the amount of vehicles you have along a path. It's up to you to randomize them how you want them.+   * Keep doing this until you have the amount of vehicles you want along the path. Now do the same for the remaining vehicles that you imported. **Note-** There is no limit to the amount of vehicles you have along a path. It's up to you to randomize them how you want them.
 You can always adjust any vehicle by clicking on it and changing the '% along path' for that object.  You can always adjust any vehicle by clicking on it and changing the '% along path' for that object. 
  
-{{:manual:image_11.jpg?600|}}+{{:manual:aa91.jpg?600|}} 
 + 
 +====Populating Vehicles Recap==== 
 + 
 +   * 1. Import Vehicles 
 +   * 2. Attach vehicle to path 
 +   * 3. Choose follow and align the front of the vehicle to the path 
 +   * 4. Select vehicle and clone it 
 +   * 5. Choose the percentage along the path you want it 
 +   * 6. add as many vehicles that you want along the path 
 + 
 +**Note** If you now press the play button you will see your vehicles moving along the path. Note- Don't worry about the speed of your animations, this will be adjusted on the TSC file later. 
 + 
 +Once you have completed your path and added your vehicles to it, now it's time to export your creation. 
 + 
 +====Exporting==== 
 + 
 +   * 1. First let's group all of your vehicles. Select all vehicles that you attached to your path (do not include the path line to the group) 
 +   * 2. Name the group something that references that roadway. 
 +   * 3. Highlight the entire group along with the group name and choose 'export selected' 
 +   * 4. Create a project folder in a location of your choice and export using the IPACS TGI/TSC Exporter 
 +   * 5. Name your output file and use the 'aircraft model' export option. Note- Make sure that the scale is shown as '10000' otherwise change it now. 
 + 
 +{{:manual:image_12.jpg?600|}} 
 + 
 +   * 6. Once your export is complete you should now see three files and a TM log in your project folder 
 + 
 +{{:manual:image_13.jpg?600|}} 
 + 
 +   * 7. Now lets add the needed files into your project folder; You need the 'content converter config file', TSC file, and any texture map files (for your vehicles). In this tutorial I've included the content converter and TSC files that match this tutorial.  
 + 
 +{{:manual:image_14.jpg?600|}} 
 + 
 +   * 8. Next step is to modify the content converter config file. Open the file with Word Pad or equivalent. All that you need to change in this file is the output location. Make your edit and save/close the file. 
 + 
 +{{:manual:image_15.jpg?600|}} 
 + 
 +   * 9. Open the TSC file to begin making your edits for the project that you are working on. 
 +   * 10. The first edit to make in your TSC file is the coordinates which match your 3DS Max reference image with the real-world center point. To do this you will need to convert the center coordinates (Degrees, Minutes, Seconds)  that you captured with FSET to Aerofly coordinates (Decimal Degrees). For this I use the following site but you can use any site. 
 +[[ https://rechneronline.de/geo-coordinates/]] 
 + 
 +   * 11. Obtain the coordinates and enter them into the TSC (Make sure that follow the LONGLAT format) 
 + 
 +{{:manual:image_16.jpg?600|}} 
 +{{:manual:image_17.jpg?600|}} 
 + 
 +   * 12. Since these coordinates are the center points for both the project center and traffic path center the coordinates need to go into two locations 
 +   * 13. The final edits in the TSC that needs your attention are shown in the image below 
 + 
 +{{:manual:image_18.jpg?600|}} 
 + 
 +   * 14. Finally right click and select 'Run with Aerofly Content Converter' 
 +   * 15. You should now find a completed output folder in your Documents\Aerofly FS 2\scenery\places folder 
 +   * 16. Run Aerofly and head over to the area that you created your animated traffic and you should now see it in-game! 
 + 
 +**Note:** If your traffic doesn't line up well with the actual in-game roadways you may need to make adjustments in 3DS Max, re-export the output files and re-compile your job.  
 + 
 +**Note:** You can change the speed of your traffic by editing the decimal in your TSC file 
 + 
 +**Note:** You can add multiple paths to a single TSC 
 + 
 + 
 + 
 +