sdk:scenerydev
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— | sdk:scenerydev [2017/03/31 05:01] – created jf | ||
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+ | ===== Object Import into Scenery Tutorial ===== | ||
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+ | Are you interested in importing objects into Aerofly FS 2 scenery? This is how you do it. Use this tutorial for creating your own objects as well! | ||
+ | Let's get started. | ||
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+ | ====Prerequisites: | ||
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+ | * **Aerofly FS 2 Flight Simulator** - Must be installed. | ||
+ | * **AC3D 8.0.50a** - | ||
+ | * **Aerofly SDK Package** - Download it from [[https:// | ||
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+ | In this example we will use a small farmhouse. //Download the farmhouse here:// | ||
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+ | {{: | ||
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+ | We will also need the OBJ importer plugin for AC3D. //You can download the plugin here:// [[http:// | ||
+ | ]] | ||
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+ | * Unzip obj_import.zip to any location. | ||
+ | * Move the obj_import.p file to the appropriate directory of AC3D. **Note** The common location is: **C: | ||
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+ | **The SDK package comes with an IPACS export plugin for AC3D.** | ||
+ | * Copy the **ipacs_ac3d_to_tgi.p** file to the appropriate directory of AC3D. **Note** The common location is: **C: | ||
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+ | {{: | ||
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+ | ====Preparing the texture files:==== | ||
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+ | * Unzip **2l9281qs868w-Model.zip** to any location. | ||
+ | * Now start any graphics program and open the file **Farmhouse Texture.jpg** and save it as BMP with the file name **farmhouse_color.bmp**. | ||
+ | * Open the file Farmhouse Texture **Bump.jpg** as well and save it as **farmhouse_bump.bmp**. | ||
+ | * Move both BMP files to your destination directory of the SDK scenery_workshop. In my case this is: **\Documents\Aerofly FS 2\aerofly_fs_2_sdk\scenery_workshop\farmhouse**. | ||
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+ | ====Use AC3D:==== | ||
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+ | * Start AC3D and select the function File –Import : Farmhouse OBJ.obj **Note** You may get an error message " | ||
+ | * Next save file as: farmhouse.ac | ||
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+ | {{: | ||
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+ | * Reattach the BMP texture file to the 3D model. Object – Texture – Load texture: Select the **farmhouse_color.bmp** in our destination directory **\Documents\Aerofly FS 2\aerofly_fs_2_sdk\scenery_workshop\farmhouse** | ||
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+ | {{: | ||
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+ | The result is immediately visible. | ||
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+ | {{: | ||
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+ | Control the texture fitting by selecting all, then Tools – Texture Coordinate Editor (or just F10). | ||
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+ | {{: | ||
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+ | This image shows, that the texture position is still correct. | ||
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+ | {{: | ||
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+ | We have to calculate the size of the object. Select Vertex , click to the vertex point above the door and note the coordinate values. | ||
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+ | {{: | ||
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+ | Aerofly FS 2 uses metric measurements. This means, the height of the door is now 8.907 meters. We will scale it to 25% for a realistic door height. Select the whole model and set scale to 25%. **Note:** 1 meter = 1.09361 yards. | ||
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+ | {{: | ||
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+ | Next we shift the whole model back to the ground line. | ||
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+ | {{: | ||
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+ | Save your file again, then use the export function. File – Export – Ipacs TGI files (.tgi) Enter the name farmhouse and select again our destination directory **\Documents\Aerofly FS 2\aerofly_fs_2_sdk\scenery_workshop\farmhouse** | ||
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+ | {{: | ||
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+ | **Notes** | ||
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+ | * Please use for your file names only small characters without blanks (IPACS suggests this to avoid problems with cross platform data transfer). | ||
+ | * The BMP files have to be squares as in our example (If this is not the case, you have to create a square and perhaps remap the texture position). | ||
+ | * The BMP file requires the addition _color.bmp for the texture file. | ||
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+ | You will need 2 more files: **content_converter_config.tmc** and a **farmhouse.tsc** file. Copy them to the directory. This is the final content of our directory. | ||
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+ | {{: | ||
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+ | Before you run the final conversion, You will have to calculate the position. | ||
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+ | ====Excursion to geographic coordinates==== | ||
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+ | If you want to describe any position on earth in a unified system you may use geographic coordinates (as Aerofly FS 2 does). | ||
+ | We need 360 degrees to do a full circle, so the earth simplified as a bowl consists of 360 longitude lines. Longitude 0 is defined | ||
+ | It is half of a circle going from north pole to south pole. So lat +90 is the north pole, 0 is the equator line, -90 is the south pole. | ||
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+ | {{: | ||
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+ | {{: | ||
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+ | **Note** - Make sure that you take the sequence into account: Both ways **Lat/Lon** and **Lon/Lat** are common. (Aerofly FS 2 uses Lon/ | ||
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+ | * If you want to place an object at a certain position you may use this page for calculations: | ||
+ | | ||
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+ | {{: | ||
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+ | It displays Google map worldwide, so we can move and zoom into our desired position. Switch to Satellite, then click with the mouse to the favored point. This opens a window with the appropriate coordinates. | ||
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+ | {{: | ||
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+ | Open the file **farmhouse.tsc** with a text editor. | ||
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+ | {{: | ||
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+ | **Note** - Please compare the values with the coordinates from mygeoposition. You have to change the order of the coordinates, | ||
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+ | Open the file **content_converter_config.tmc** with a text editor. **Note** - You will have to enter the object only once. | ||
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+ | {{: | ||
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+ | Last step: Run the converter. Click file with right mouse button, select Aerofly FS 2 Content Converter | ||
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+ | {{: | ||
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+ | Do not interrupt the black shell window. After the process is finished, the tm.log documents the result of the conversion. Now there is a new subfolder farmhouse in the scenery places. | ||
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+ | {{: | ||
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+ | Start aerofly FS 2, open Location menu, move the map to the north of San Francisco. | ||
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+ | {{: | ||
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+ | Select the park position in the middle of the runway. | ||
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+ | {{: | ||
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+ | The position fits very well to our selection in mygeoposition. Be careful not to burn down the farmhouse with your afterburner. | ||
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+ | {{: | ||
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+ | **Important notes:** | ||
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+ | * Rotation of the object has yet to be done in the 3D model. IPACS is aware of this. | ||
+ | * You can display coordinates inaerofly FS 2 by Strg – F1. | ||
+ | * It shows only 2 decimal places, IPACS may provide another tool for coordinate readout in future version. | ||
+ | * You can fine tune the coordinates in the resulting file **farmhouse.tsc** without need for new conversion. | ||
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+ | {{: | ||
sdk/scenerydev.txt · Last modified: 2020/05/10 22:10 by jh