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I am new at aircraft making and... (Read 269 times)
Jan 18th, 2006 at 3:51pm

gijake   Offline
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I have a 3ds model that I want to turn into an aircraft in this game?  Where is the editor for this?
 
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Reply #1 - Jan 18th, 2006 at 6:16pm

Katahu   Offline
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Any file that is made in 3Ds Max [a rather expensive design tool] will have the extention *.3DS. Gmax [a free design tool] can import this file so that you can can model it. You can download Gmax and register it at www.turbosquid.com.

Be warned. In Gmax, or in any design tool, modeling an addon for FS is not going to be easy. 3D modeling never is easy. There are tutorials available www.freeflightdesign.com. The turbosquid website provide basic tutorials on how to model a P-38 using simple objects.

There are a handleful of websites that can provide tutorials that range from basic modeling to complex techniques and steps for exporting a model to FS. When you install Gmax, you need the following gamepack from Microsoft:

Make Model SDK - http://www.microsoft.com/games/flightsimulator/fs2004_downloads_sdk.asp

Just scroll down a little and click on the highlighted link that says Make Model SDK.

EDIT: The Gmax Gamepack SDK also provides important files needed for exporting.
 
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Reply #2 - Jan 18th, 2006 at 8:41pm

gijake   Offline
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I have the model done I imported it to gmax.  I havent the slightest idea of how to texture it and put it into flight sim.
 
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Reply #3 - Jan 18th, 2006 at 9:10pm

Katahu   Offline
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That's where the tutorials come in. However, the part of the textures will be the tricky part since you will have to grasp the understanding on how naming a texture can effect the looks of a texture in FS. Not only that, you also have to understand the steps that are involved. Here are the basic steps for texturing:

Create a normal bitmap texture* > Apply to model in Gmax > line up textures in Gmax > Convert textures to neccesary format > reload textures in Gmax** > Export model to FS.

* Make sure to save the new texture in a texture subfolder of the new addon in the Aircraft forlder.

** Reloading the textures in Gmax will refresh the information about the textures. The new info will make the converted textures look all grayish in Gmax just before exporting [this is normal].
 
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Reply #4 - Jan 18th, 2006 at 11:20pm

H   Offline
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Just a little info by someone likened to do retexturing: if possible, try to split textures along natural breaks. That is, say, you have verticle color bands or sheeting edges that can be put along the border of one of the textures where two textures meet. This may, however, have some conflict with the 'stretching' effect if one texture is applied to a larger area of the finished view than the other. Obviously, the more textures that are applied to a finished side view, the less stretching takes place.
As said, just a mention, if possible. Wink
« Last Edit: Jan 19th, 2006 at 3:04am by H »  
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Reply #5 - Jan 18th, 2006 at 11:30pm

Milton   Offline
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This might be a good start on model UVW mapping, applying textures, etc.

http://www.aerodynamika.com/cgi-bin/yabb/YaBB.cgi?board=General;action=display;n...
 

Milton&&Dash 7, Aero Commanders, Howard 500, D18S, Spartan, XP47J, Beechcraft A28 (Grizzly)
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Reply #6 - Jan 19th, 2006 at 7:27am

Felix/FFDS   Offline
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Quote:
This might be a good start on model UVW mapping, applying textures, etc.

http://www.aerodynamika.com/cgi-bin/yabb/YaBB.cgi?board=General;action=display;n...



Someone actually read that post?  I'm amazed!
 

Felix/FFDS...
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Reply #7 - Jan 19th, 2006 at 9:27am

Milton   Offline
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Props forever!

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LOL Felix.  If one heeds not your posts, then one is missing many intricate tidbits about FS life itself.  Thank you for summing up the 1,2,3's of learning mapping in that post.  We need more of that kind of thing for budding designers.  Wink
 

Milton&&Dash 7, Aero Commanders, Howard 500, D18S, Spartan, XP47J, Beechcraft A28 (Grizzly)
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