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sdk:scenerydev6 [2020/01/19 03:37] jfsdk:scenerydev6 [2020/01/19 03:51] jf
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    * 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==== ====Populating Vehicles Recap====
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 [[ https://rechneronline.de/geo-coordinates/]] [[ 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