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Texturing problem

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334
Country
france
Hello

I try to create with FSDS 3.5 a simple open hangar; just 6 pillars and beams, with a concrete texture.

For roof, I first create a triangle polygon, extruded along the length axis; in polygon mode, I just keep the 2 rectangles of roof.
I need to texture the roof with "tole" texture; it works on 1 side, but I didn't find the way to texture the inside ; I tried "flip", but it just changes the side. I need texture on both side.

Second question: in an other project, I first textured some parts with material; now, I found a better texture, and applied it on parts. However, it seems the project can't get rid of the first material texturing, and new bmp texture doesn't appear.

Thanks for help.
Pierrot - FMEP
 
Hello

I try to create with FSDS 3.5 a simple open hangar; just 6 pillars and beams, with a concrete texture.

For roof, I first create a triangle polygon, extruded along the length axis; in polygon mode, I just keep the 2 rectangles of roof.
I need to texture the roof with "tole" texture; it works on 1 side, but I didn't find the way to texture the inside ; I tried "flip", but it just changes the side. I need texture on both side.

Polygons are 1 sided. You need to create a copy of the roof part and flip the normals of the polygons to create the "inside'. Texture the "inside" normally.
 
For the roof if you want the same texture on the top and on the inside simple make your rectangle and texture it then clone that part set “Copies “ to 1 and “Distance” to 0 then go into Polygon Mode and flip the second one.



For the second problem I cant help you I have seem this myself and the only thing I have found to do is remake the part, but now that I know this I make sure that the texture I am putting on the part is going to be the final one. Or if the part I am making is very complicated I will save the project as a temp .fsc file then put on the texture this way I can always go back and reload the temp file to put a new texture on it.

Farfy:D
 
Thanks for answers!

It works for roof; tole texture can be seen inside the hangar.

However, it doesn't work for triangular pediments (metallic tross); I can't change the normal.

Concerning changes from material to texture, it seems the only solution (as in FSDS3) is still to make an other project!

I join the fsc file; used textures:
001crepis for pillars and beams
hang_vert_tole for roof
Hangers2 for pediments


Pierrot - FMEP
 

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Hello

I made a completely new project; so it works, except transparency of tross.
I send a pic of hangar (with bank to see inside!), and the texture bmp file for tross.
Is there a way to make this texture work with transparency?
Or is it necessary to cut off hole parts from triangle?

As an other part, it seems absolutely necessary to keep an untextured version of project. I would create copies with other roof texture, just by changing this texture; it works in FSDS preview, but in FSX, no change: all stay similar as first project. Is there some parameter to check for this?

Thanks for help! I hope to succeed soon, but what a difficulty! Same project needed just some minutes with EOD!

Pierrot - FMEP
 

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There are a few ways to make transparences I use Martin Wright’s BMP 200
http://www.mnwright.btinternet.co.uk/index.htm
But I am not sure if this will work for FSX as I only work with FS9.
After looking at your hanger, and it’s a nice little hanger, if it was mine I don’t think I would bother making a transparent texture I would just make the truss from beams, but that’s just me you should make it the way you like. I have made a simple truss for you to look at.

Farfy:D:D

http://farfyscenery.katuu.com/
 
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Hello

Thanks for answer.
Indeed, I'll try to assemble some beams as in your model.
What is the easiest way to create such beam?
- first a rectangular box
- then in mode point to edit every vertex?

Do exist some pre-built models of parts for FSDS, such as roofs, ...?

Those hangers are for scenery concerning Madagascar; they are used to stock cotton or other harvest (corn, rice sacks, tobacco); I woukd modelise such objects.

Pierrot - FMEP
 
To make a beam all I did was made a box Width 1ft Height 20ft and Depth .2 but any sizes will work I set the Origin Position to END, this make it easer to change the length of your beam later.
Next I applied texture to it. I put the texture on this part now so I don’t have to apply it to each part later this is just a way to speed things up, but as we have talked about a few post up, make sure you have the texture you want, for me its just a solid colour I have made a texture with a few colours on it. Next I just make a copy of this part and move it over about a foot but that is up to you, it depends on how big you would like the beam to be. To do this go into the PART tab and down to CLONE I set copies to 1 and Distance to 1 (I have FSDS set to FT not Meters) and for the Axis I pick Z. Now I make a second copy but this time I just move it over 0.5ft, I now select the center part and rotate it 90 degrees. At this point I would save this then I would join the part into one and resave. I like to save every thing I make before I Join them just incase I need to make changes later. And with this you can make all sorts of things, by using the scale mode you can make this longer or shorter as you need. I hope this helps.

For roof I normally just use a BOX and re work its shape to suit my project. If you need more help on this I can make a more detailed note.

Farfy
 
Hi Pierrot & Farfy,

Perrot, nice frame on your hangar.

I am not an expert but I like to use the Tube tool in FSDS to make my beams. Works well for me and you can make them into different shapes, with a little work.

Farfy, good looking beam/frame object. Think I'll try a variation of that on one of the buildings I'm going to make.

A couple of the objects I'm working on... http://www.flickr.com/photos/sadde6/

Thanks to both of you for the ideas.

Regards,
Larry
 
Thanks for answers.

sadde6 stairs look very fantastic!
I just begin and try to create some genric buildings for Madagascar airfields / airports scenery.

I succeed to create the tross with beams.
I first calculate all length and angles I need; excellent for trigonometry!!! (see pic of plan in Corel Draw)
I used "I" section rails (about 20cm side, see template pic); I create a template with "I" form, then extrude to create all different lengths I need, each saved as part.

Then, in the project, I load every beam, then with move /rotate I place them approximatively; endly, precise coordinates and angles are modified in the "Part properties" window.

All seems to work in FSDS Preview (see pics).

Unfortunately, when creating mdl file, I get some messages concerning "warning : Degenerate poly detected". Maybe because to too close points due to intersection of beams?
However, mdl file is created, but the tross is not colored in FSX scenery.

I think I will make it again with simple "square" section beams.

Pierrot - FMEP
 

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Hi Pierrot,

Thanks for the kind comment.

You sure do get into details when you create parts. Nothing wrong with that, I think it is the correct way to proceed, just to complicated for me :confused:

Regarding your error message... something I do, which may not be the correct way, but I make my object and save it. Then I hit the "a" key to select all of the parts. I then hit the "j" key to join all parts and save that using the same name except I put _J at the end, so I know it is a joined object.

I then compile the Joined object into a .mdl file and add it to EZ-Scenery. Remember, for FSX all parts of an object must be textured, you can not assign a color to your objects in FSDS, like you can for FS9, and expect them to show up in FSX.

Hope that helps you.

Good luck,
Larry
 
Hello

Endly, I succeed in realizing my hangars!
Latest problem (solved!) there was a conflict between the farfy_fs_20.bmp texture you joined in zip and I used to texture tross; there was another version of same named file installed in other scenery (Dave's hangars).
Now, I will create some variations, with different floors, walls, ...

Concerning "I" shaped rails, I thought it didn't work because of too close points (3 cm); I tried with template scaled x10, but result is still strange with lines joining points in unpredictable manner.

Question: in first project, I didn't take care of night textures and didn't check "night" when choosing textures; is there a way to correct it now, unless I have to begin my project one more time???

Do exist detailed tutos for FSDS (as for GMax), other than official help file?

Pierrot - FMEP
 
Hi Pierrot


There should have been no conflict with that texture its just the same texture I use that one for anything that I want to add solid colour to??


To add night texture go to EDIT and down to Manage Texture List select the texture you have used and then click EDIT from here you can put the Night flag on it.

A very good site to find FSDS tutorials is

http://fsplaza.com/


Farfy:D
 
Hello

In fact they are not exactly same:

file in Dave's Hangers: 07/10/2007 ; 43k ; 256x256 16 bits
file you join above: 10/11/2007 ; 296k ; 256x256 ; 24 bits.

I realized easily many variations, with walls, ... I begin to appreciate Clone / Scale / Rotate / Move!

Main problem is to draw parts when not following axis; I think that some tools would be welcomed:
- snap to grid (or object)
- skew function to get slope parts easily from a "normal" box.

In boolean function, I only found the one uesd to cut off a part from another. Do exist all boolean operators? It would be convenient to "add" intersecting beams to get a single tross.

Thanks!

Pierrot - FMEP
 
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