gPoly status update #11

I have made some progress again on the gPoly tool. The two main features I worked on today are finishing the Bezier curves and extending the user interface so that you can edit the texture mapping of the polygons. Since these feature are difficult to explain with text or pictures, I have made a little preview video showing how you could use them. You can view this video here. Next item I am going to work on is vertex snapping. When that is done I will start laying down the polygons for my test airport. I am looking forward to … Continue reading gPoly status update #11

NL2000 v4.0 release

Over the last three years the NL2000 team has been working hard on making their scenery compatible with FSX and many improvements have been made to the scenery during these years as well. Tonight was finally the moment of the release, the new version is now available for downloading. Given the huge size of 32 GB don’t hold your breath while downloading. You can find all details here. Compared to the previous version I design less parts of the scenery myself. My involved was mainly with technical advice and with converting objects to the FSX format. In the end that … Continue reading NL2000 v4.0 release

gPoly status update #10

This evening I have been working on a feature for gPoly that will make it a lot easier to draw curved edges of your ground polygons. By using Bezier curves you don’t have to add many points to get a nice smooth curve. All you have to do is set the begin and end point and use a couple of control points to determine the shape of the curve. In the images below you see a few example I made while testing. The two points at the top are the control points that determine the shape. You can see that … Continue reading gPoly status update #10

ModelConverterX 1.2 released

A new stable version of ModelConverterX has been released. Especially for users converting COLLADA and SketchUp objects this should mean that they can use the stable version again. Since version 1.1 I changed so much, that we always had to tell those users that they needed the development release. Have a look at this post in the forum if you want to see the most important changes in this new version. At the moment I am focusing a bit more on the gPoly tool, but I still have enough interesting ideas for ModelConverterX as well. So for the short term … Continue reading ModelConverterX 1.2 released

gPoly status update #9

Just a quick status update for the gPoly tool. I think I got the code working now that will ensure that your polygons are automatically sliced into segments of no more than 100 meter. This ensures that there will be no issues with the curve of the earth in FSX. The same code can also be used to divide the polygons of the airport into different segments, so that not everything uses the same reference point and will be rendered at the same time. Especially for big airports I am sure this is important to keep the performance good, although … Continue reading gPoly status update #9

gPoly status update #8

I have now chosen the airport that I will use as a test field for developing the gPoly tool. It is Marshfield Municipal Airport (KGHG) in Massachusetts. So I have drawn some of the aprons and taxiways and am testing now if I can export them correctly to FS. At first I was exporting with the FS2002 style code used for ground polygons most of the time. As long as I export everything with one reference point things looked fine, but when I divided the polygons over different reference points, to have better control over the performance, I noticed that … Continue reading gPoly status update #8

Which airport?

Now that I can export some basic polygons from the gPoly tool, I am looking to go one little step further. I am looking for an airport that I can use as a test case to develop the tool further, since there is no better way to find bugs than while actually working with the tool on a project. In the end I will be using the tool for the EHAM Schiphol scenery of NL2000, but that airport is a bit too complex for a test airport. See this thread on FSDeveloper for a little more background on “my requirements” … Continue reading Which airport?

Abcoude church in FSX

And here is a screenshot of the church made with SketchUp in FSX. It has been converted with ModelConverterX and is showing on the NL2000 v4 scenery. I am not completely satisfied with the textures yet, they seem a bit too light when viewed in FSX, so I think I will change them a bit. Oh, and don’t expect to find this object in the coming NL2000 v4 release, since I am too late now to still add it. We are already further in the testing and release process.

SketchUp texturing and FSX conversion

Let’s start with the good news, I finished my model of the church in Abcoude. All the textures have been applied as you can see in the screenshot below. But I learned some interesting things while trying to get that far. Let me start with explaining my approach to texturing the building. I had decided to make separate texture files for each of the different walls. Mainly because I have not yet found a way in SketchUp to define the UV coordinates very accurately. So trying to map a sheet with many different texture elements would become hard that way. … Continue reading SketchUp texturing and FSX conversion

SketchUp texturing

After finishing the geometry of the church I am modelling in SketchUp, it was time to move on to the texturing of the object. So also for this part I tried the different options that SketchUp offers. First I tried to use the project texture function when using the match photo feature. This allows you to align your model to a photo and will then project this photo as a texture onto your model. I guess this might work well if you have an object that is not so complex in shape, but for my church it did not work … Continue reading SketchUp texturing