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sdk:scenerydev [2020/05/10 17:38] jhsdk:scenerydev [2020/05/10 22:10] (current) – [Prerequisites] jh
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-===== Adding Scenery Objects =====+====== Adding Scenery Objects ======
  
 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!  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. Let's get started.
  
-====Prerequisites:====+==== Prerequisites ====
  
-   **Aerofly FS 2 Flight Simulator** -  Must be installed.  +   [[sdk:intro|Aerofly SDK]] 
-   * **AC3D 8.0.50a** -   Needed for 3D work and IPACS export.  +   A supported 3D modelling software with *.tgi exporter, in this tutorial we used AC3D 8.0.50a
-   * **Aerofly SDK Package** - Download it from [[https://www.aerofly.com/aerofly_fs_2/sdk/]] +
  
-In this example we will use a small farmhouse. //Download the farmhouse here://  [[http://tf3dm.com/3d-model/old-farm-house-91130.html]] //Be sure to give credits to the author.//+==== Required AC3D Plugins ====
  
-{{:wiki:farmhouse.jpg?600|}}+We will need the OBJ importer plugin for AC3D as well as the Aerofly *.tgi exporter plugin from the SDK. 
 +**Note** The common installation location for AC3D plugins is:\\ 
 +**C:\Program Files (x86)\AC3D 8.0.50a\plugins**
  
-We will also need the OBJ importer plugin for AC3D. //You can download the plugin here:// [[http://www.inivis.com/forum/showpost.php?p=31428&postcount=3 +You can download the OBJ importer plugin from here:\\ 
-]]+[[http://www.inivis.com/forum/showpost.php?p=31428&postcount=3]] 
 +   * Unzip the download to any location. 
 +   * Move the obj_import.p file to the appropriate plugin directory of AC3D.
  
-   * Unzip obj_import.zip to any location. +From the aerofly SDK package 
-   * Move the obj_import.p file to the appropriate directory of AC3D. **Note** The common location is: **C:\Program Files (x86)\AC3D 8.0.50a\plugins** +   * Copy the **ipacs_ac3d_to_tgi.p** file to the appropriate directory of AC3D.
- +
-**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:\Program Files (x86)\AC3D 8.0.50a\plugins**+
  
 {{:wiki:file_link.jpg?600|}} {{:wiki:file_link.jpg?600|}}
  
-====Preparing the texture files:====+==== Using an existing model ==== 
 + 
 +In this example we will use a small farmhouse. //Download the farmhouse here://  [[http://tf3dm.com/3d-model/old-farm-house-91130.html]] //Be sure to give credits to the author.// 
 + 
 +{{:wiki:farmhouse.jpg?600|}} 
 + 
 + 
 +==== Preparing the Textures ====
  
    * Unzip **2l9281qs868w-Model.zip** to any location.    * Unzip **2l9281qs868w-Model.zip** to any location.
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    * 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**.     * 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**. 
  
-====Use AC3D:====+==== Preparing the Model ====
  
    * Start AC3D and select the function File –Import : Farmhouse OBJ.obj **Note** You may get an error message "Can’t open mtl file ‘Farmhouse’ for reading, default material will be used." Just go on with import.    * Start AC3D and select the function File –Import : Farmhouse OBJ.obj **Note** You may get an error message "Can’t open mtl file ‘Farmhouse’ for reading, default material will be used." Just go on with import.
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 {{:wiki:tutorial_house5.jpg?600|}} {{:wiki:tutorial_house5.jpg?600|}}
  
-We have to calculate the size of the object. Select Vertex , click to the vertex point above the door and note the coordinate values. +We have to calculate the size of the object. Select Vertex, click to the vertex point above the door and note the coordinate values. 
  
 {{:wiki:tutorial_house_6.jpg?700|}} {{:wiki:tutorial_house_6.jpg?700|}}
  
-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.+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.
  
 {{:wiki:tutorial_house7.jpg?700|}} {{:wiki:tutorial_house7.jpg?700|}}
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 {{:wiki:tutorial_house8.jpg?700|}} {{:wiki:tutorial_house8.jpg?700|}}
  
-Save your file again, then use the export functionFile – 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**+Save your file again.
  
-{{:wiki:tutorial_house_export.jpg?400|}}+==== Export to TGI format ====
  
-**Notes** +When the preparations have been completed we use the export function to create the *.tgi file. Select File – Export – Ipacs TGI files (.tgi) Enter the name e.g. "farmhouse.tgi" and select your intermediate destination directory where all the .bmp textures are located, e.g. **\Documents\Aerofly FS 2\aerofly_fs_2_sdk\scenery_workshop\farmhouse\**
  
-   * Please use for your file names only small characters without blanks (IPACS suggests this to avoid problems with cross platform data transfer). +The TGI Format is the intermediate geometry file that is the same regardless which modeling software you usedThis way it doesn't matter which modelling software was used, the file is re-usable even if the modelling software is no longer supported or desired.
-   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. +
  
-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+{{:wiki:tutorial_house_export.jpg?400|}}
  
-{{:wiki:tutorial_files.jpg?600|}}+**Notes** 
  
-Before you run the final conversionYou will have to calculate the position. +   * Please use for your file names only small characters without blanks to enable cross platform compatibility 
 +   * The BMP files have to be squares with a power of two as in our example. E.g. 1024 x 1024 or 2048 x 2048. (If this is not the caseyou have to create a square and perhaps remap the texture position).  
 +   * The BMP file requires the addition "_color.bmp" for the color texture file.
  
-====Excursion to geographic coordinates====+==== Converting to Engine Format ====
  
-If you want to describe any position on earth in a unified system you may use geographic coordinates (as Aerofly FS does) +You will need more files: **content_converter_config.tmc** and **farmhouse.tsc** file. You can copy the one from our example airport tutorial and rename the .tsc file to "farmhouse.tsc". Place them into the intermediate directory where the TGI file is located as well as the bmp textures.
-We need 360 degrees to do full circle, so the earth simplified as a bowl consists of 360 longitude linesLongitude 0 is defined  through Greenwich, negative to the west  and positive to the east They meet again at the opposite side of the earth at -180/+180 degrees.  +
-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.  +
-  +
-{{:wiki:tutorial_lat_long.jpg?600|}}+
  
-{{:wiki:tutorial_latlong_color.jpg?700|}} +{{:wiki:tutorial_files.jpg?600|}}
- +
-**Note** - Make sure that you take the sequence into account: Both ways **Lat/Lon** and **Lon/Lat** are common. (Aerofly FS 2 uses Lon/Lat). +
  
-   * If you want to place an object at a certain position you may use this page for calculations: [[http://en.mygeoposition.com/]] +Before you run the final conversion, You will have to calculate the position of your object so that it shows up at the correct location.
-    Search for Little River, California. We get the first approach to our target position+
  
-{{:wiki:tutorial_geocode.jpg?700|}}+Find the coordinates of your desired location for the house as described in the [[sdk:scenery_coordinates|Geographic Coordinates]] wiki page.
  
-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. +==== Setting the Coordinates in the TSC File ====
  
-{{:wiki:tutorial_geocode2.jpg?700|}}+Open the file **farmhouse.tsc** with a text editor and change the "position" field.
  
-Open the file **farmhouse.tsc** with a text editor. +**Make sure to enter the coordinates as lon/lat (°E °N) and not the other way around** or your house will end up somewhere completely different!
  
 {{:wiki:tutorial_code3.jpg?700|}} {{:wiki:tutorial_code3.jpg?700|}}
  
-**Note** - Please compare the values with the coordinates from mygeoposition. You have to change the order of the coordinates, and it's restricted the input to 6 positions after decimal point.  
  
 Open the file **content_converter_config.tmc** with a text editor. **Note** - You will have to enter the object only once.   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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 {{:wiki:tutorial_code4.jpg?700|}} {{:wiki:tutorial_code4.jpg?700|}}
  
-Last step: Run the converter. Click file with right mouse button, select Aerofly FS 2 Content Converter +Last step: Run the converter. 
 + 
 +Click file with right mouse button, select Aerofly FS 2 Content Converter 
  
 {{:wiki:tutorial_converter2.jpg?600|}} {{:wiki:tutorial_converter2.jpg?600|}}
  
-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. +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.
  
 {{:wiki:tutorial_files2.jpg?500|}} {{:wiki:tutorial_files2.jpg?500|}}
  
-Start aerofly FS 2, open Location menu, move the map to the north of San Francisco.  Select the airfield Little River +==== Check the Result ==== 
 + 
 +Start Aerofly FS 2, open Location menu, move the map to the north of San Francisco.  Select the airfield Little River 
  
 {{:wiki:little_river.jpg?600|}} {{:wiki:little_river.jpg?600|}}
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 {{:wiki:parking.jpg?400|}} {{:wiki:parking.jpg?400|}}
  
-The position fits very well to our selection in mygeopositionBe careful not to burn down the farmhouse with your afterburner. +In the engine you should now see your new houseMake sure not to burn it down with your afterburners though ;-)
  
 {{:wiki:house_placement.jpg?600|}} {{:wiki:house_placement.jpg?600|}}
  
-**Important notes:** +The converter has automatically copied the tsc file into your user directory
- +You can also change this file to move the house around without having to start the converter againJust make sure that you copy your final result into your intermediate directory before you run the converter again.
-   * 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 +
 {{:wiki:tutorial_files3.jpg?400|}} {{:wiki:tutorial_files3.jpg?400|}}
  
sdk/scenerydev.1589125139.txt.gz · Last modified: 2020/05/10 17:38 by jh