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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN"
"http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
<html xmlns="http://www.w3.org/1999/xhtml">
<head>
<title>Flightgear External Model Mini-HowTo</title>
</head>
<body bgcolor="white">
<h1>FlightGear External Model Mini-HowTo</h1>
<img src="model.jpg" />
<p>FlightGear now supports external views with user-defined 3D models.
Eventually, FlightGear will probably support a single definition file
that specifies a package containing a flight model, engine model,
panel, external 3D model, and sounds; for now, however, users must
specify each of these separately.</p>
<p>FlightGear uses the open-source <a
href="http://plib.sourceforge.net/">PLIB</a> library, which (as of
version 1.3.1) includes support for several 3D file formats:</p>
<ul>
<li>VRML</li>
<li>3DS</li>
<li>AC3D</li>
<li>SSG (its native format)</li>
<li>ASE</li>
<li>DXF</li>
<li>TRI</li>
<li>OBJ</li>
<li>MD2</li>
<li>MDL (<cite>Microsoft Flight Simulator</cite> format)</li>
</ul>
<p>(Note that some of these have restrictions; see the PLIB
documentation for details.) As new formats are added to PLIB,
FlightGear will automatically be able to support them.</p>
<p>First, you need to find a 3D model for the aircraft you want to see
during an external view. Your best bet is probably to download an
MSFS MDL file from one of the many flight-simulator Web sites, such as
<a href="http://www.flightsim.com/">www.flightsim.com</a>. You then
need to install the main model file (with the appropriate extension)
somewhere under <code>$FG_ROOT</code>, and install any associated
textures in <code>$FG_ROOT/Models/Textures</code>.</p>
<blockquote>
<p><strong>NOTE: if your model appears untextured and you are
using a case-sensitive filesystem, you may need to fiddle with the
case of the texture file names.</strong></p>
</blockquote>
<p>Next, you need to set the property <code>/sim/model/path</code> to
the model file's name, relative to $FG_ROOT.</p>
<p>It is possible that the model may not be aligned correctly, and
will appear to fly too high, too low, sideways, vertically, etc. If
so, you can use the additional properties described at the end of this
mini-howto to adjust to model so that it appears to fly
realistically.</p>
<div>
<h2>Example</h2>
<p>You have downloaded a zip package containing a 3D Cessna model for
Microsoft Flight Simulator, and you want to use that model in
FlightGear. First, you unzip the package, where you find a series of
files, including one with the extension "<code>mdl</code>" and several
with extensions ending in "<code>af</code>"; you can safely ignore any
other files for the installation, but you should, of course, read any
files describing your usage rights.</p>
<p>Change to the location of <code>$FG_ROOT</code>
(<code>/usr/local/FlightGear</code> on my system) and copy all of the
<code>*af</code> texture files to <code>Models/Textures/</code>. In
Unix, assuming you unzipped in /tmp/cessna</p>
<pre>
cp /tmp/cessna/*af Models/Textures
</pre>
<p>Next, copy to <code>*.mdl</code> file to any location under
$FG_ROOT; it's probably a good idea to put it inside
<code>Models/</code>. In Unix</p>
<pre>
cp /tmp/cessna/*.mdl Models
</pre>
<p>To use the model in FlightGear, use the <var>--prop</var> option
with the <code>/sim/model/path</code> property:</p>
<pre>
fgfs --prop:/sim/model/path=Models/C172SKH.mdl
</pre>
<p>Press the 'v' key to switch to external view, and see how it
looks.</p>
<p>If the model does seem to have the correct position or orientation,
you can adjust it using the properties described below. When
everything is correct, you can add the properties to your .fgfsrc file
so that you do not have to type them every time.</p>
<!-- end of "Example" -->
</div>
<div>
<h2>Properties</h2>
<p>These properties allow you to specify the path of the 3D model for
external views and to adjust the model's position and orientation so
that it seems to fly in the correct position. For example, if the
model is pointing backwards, you can specify</p>
<pre>
--prop:/sim/model/h-rotation=180
</pre>
<p>to turn it around the right way. If the model seems to float a
half meter above the ground, you can specify</p>
<pre>
--prop:/sim/model/z-offset=0.5
</pre>
<p>to lower it a bit.</p>
<table border="1">
<thead>
<tr>
<th>Property</th>
<th>Default</th>
<th>Description</th>
</tr>
</thead>
<tbody>
<tr>
<td><code>/sim/model/path</code></td>
<td align="center"><code>Models/Geometry/glider.ac</code></td>
<td>The pathname of a file containing a 3D model, relative to
<code>$FG_ROOT</code>.</td>
</tr>
<tr>
<td><code>/sim/model/x-offset</code></td>
<td align="center"><code>0.0</code></td>
<td>The backward/forward offset in meters. Positive is backwards,
negative is forwards.</td>
</tr>
<tr>
<td><code>/sim/model/y-offset</code></td>
<td align="center"><code>0.0</code></td>
<td>The left/right offset in meters. Positive is right, negative is
left.</td>
</tr>
<tr>
<td><code>/sim/model/z-offset</code></td>
<td align="center"><code>0.0</code></td>
<td>The up/down offset in meters. Positive is down, negative is
up.</td>
</tr>
<tr>
<td><code>/sim/model/h-rotation</code></td>
<td align="center"><code>0.0</code></td>
<td>The heading rotation in degrees. Positive is counter-clockwise,
negative is clockwise.</td>
</tr>
<tr>
<td><code>/sim/model/p-rotation</code></td>
<td align="center"><code>0.0</code></td>
<td>The bank rotation in degrees. Positive is left bank, negative is
right bank.</td>
</tr>
<tr>
<td><code>/sim/model/r-rotation</code>
<td align="center"><code>0.0</code></td>
<td>The pitch rotation in degrees. Positive is nose up, negative is
nose down.</td>
</tr>
</tbody>
</table>
<!-- end of "Properties" -->
</div>
<hr />
<address>David Megginson,
<a href="mailto:david@megginson.com">david@megginson.com</a>,
2000-11-08</address>
</body>
</html>