[TUTORIAL] 3D objects for Condor Sceneries with Wings 3D

Everything related to creation of new sceneries for Condor...

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Xavier
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Re: [TUTORIAL] 3D objects for Condor Sceneries with Wings 3D

Postby Xavier » Mon Jun 09, 2014 1:55 pm

How to built or modify an object in Wings 3D (Wings 3D 1.4.1 to 2.0.4).

Starting from a primitive like a cube, you get, with Wings 3D, 63 functions to built your own object.

After a selection of one or several elements of the same type and a right click to show the adequate popup menu, make a function's choice, and the information line, at the bottom of the main window, will explain you, step by step, what you can modify with the function.

Don't forget, in the Information line, L, M, R are the shortcut for Left, Middle, Right mouse click.


Easy and fun
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Re: [TUTORIAL] Secret story of 3d object in Condor part 1/3

Postby Xavier » Wed Mar 11, 2015 10:42 am

To obtain a fair scenery, easy to fly in multi-player mode, with a lot of objects you must keep in your mind the following rules when you start a new 3D object for Condor:

3D objects:

Make simple object but don’t built caricatured object. Try to make low poly object and use “Dissolve” (backspace) in vertex mode to erase edges where it is useful to minimize the size of your object. Built itemized object is rewarding, but not adapted to Condor. For example you can use the texture to make the shadow of a window’s recess or the roof’s shadows on the wall instead of built them in the object and texture them on the UV map. You will get less faces and a simpler object and save time.

Another example: Built a wing.

Built a wing with a triangular profile can be acceptable only for propeller’s blades or rotor blades of helicopters! But built a wing with the aerodynamic profile chart coming from the NASA data is certainly superfluous where the curvatures of the profile are low.

The question is always: What you will see in Condor when you are nearby the object? So use extensively the “render mode” feature -Tab key in Wings 3D - to have a look over your semi-finalized object.


A careful look to wire-frame view shows sometime that you can erase more edges.

But no edges of the leading edge must be erased.
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Xavier
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Re: [TUTORIAL] Secret story of 3d object in Condor part 2/3

Postby Xavier » Wed Mar 11, 2015 10:47 am

Textures:

Contrary to what had been written in this Forum you can multiply the number of textures in one object, especially when you use the same “under-object” in many different objects, and that, without a notable weakening of the FPS - See the Merge and Copy options of Wings 3d for example. And for the same level of details the size of 1 texture for 1 object is often more important that the size of 3 or more textures if “under-object” textures are correctly sized and optimized. And if the “under-object” texture is shared with other objects the size of the textures of all your objects is drastically reduced and the time of loading of the scenery is divided by 2 to 3. This will not be true with Condor 2, but in this topic you will find a way to get only one texture per object.


Understand that you can merge in your modeler one time a generic wheel and duplicate this wheel as necessary in the object ; then changes all the geometrical characteristics of each duplicated wheels as you want without spending times to make a new UV mapping and a new texture. And you will get only one texture for your object and only one texture in your landscape textures directory for all your wheels of all your wheeled objects.

You can multiply this kind of generic under-objects: steering wheels, antennas, electric pylons etc..it is up to you! and if your generic under object is with only one color you can built a texture of one pixel by one pixel!


Continued on the next post
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Re: [TUTORIAL] Secret story of 3d object in Condor part 3/3

Postby Xavier » Wed Mar 11, 2015 10:52 am

It is important to understand the adaptability of UV maps and textures to 3d objects when you built your UV map.

It comes from a particularity, but logical, of UV coordinates of each vertex, in a 3D object, which are set in percent (0 to 1) on the UV-map.


In other words, when the UV map is done and finalized, the coordinates of each vertex of the UV map are independent of the real position (X, Y, Z) on the 3D object in your modeller. You can rotate move etc this vertex on the 3d object, or rotate or move etc.. the whole 3d object in the modeller. Don't forget that one vertex of the 3d object in the the modeller can be duplicated in your UV map for each unfolded outline which it belongs and the applied textures are extended or stretched to match with each vertex of your 3D object in the modeller.

In another way, textures maps in pixels are also independent of UV coordinates and it will be worthy to use big texture maps in pixels when you prototype your object in order to get precise textures. When your object, or your "under-object, is finalized, it is up to you to reduce and define what resolution you will use. Just change the size of the map to match to what will be acceptable for your objects. Tests will show you how much you must reduce your texture. Textures can be reduced to 128 x128 pixels. Do not hesitate!

Obviously you must change texture map from bmp to dds, or tga in order to minimize much more the size of your map.

In a different way, you can also duplicate and change the colours or markings of each texture map of the same object to obtain easily a great variety of the same object. But don't forget to collect and gather all your textures in one or several folders which must belong to the scenery folder and bind them to the appropriate cx files.
If you want to use different kind of the same generic wheel, create a new texture from the generic texture, merge again and copy the generic wheel, and bind in your modeller the new texture to the appropriate wheel.


Conclusions


The possibility to merge and copy "under-objects" or generic objects in a 3d object in the modeller, the independence between UV map, texture map and the 3d object etc show you the great flexibility to built adapted and structured 3d objects for Condor.

The use of these little advices will be worthy for your scenery in terms of:
- Time of loading of the scenery
- Time of loading of dds tiles during the task
- FPS
Etc.

At last if you want to improve your skill with Wings 3D about the manner to tailor very good and clean UV maps, have a look to these videos.

https://www.youtube.com/watch?v=wrV_YFnOGzU

Have fun to built new 3d objects!
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Re: [TUTORIAL] 3D objects for Condor Sceneries with Wings 3D

Postby Xavier » Thu Dec 17, 2015 1:49 pm

To illustrate the different ways to obtain "low poly" objects for Condor sceneries, have a look to one of the most heavy tow planes, built at more 12000 units, the famous DC3 (you can have a look to this object in K2 and Sargamatha2 sceneries).

Starting with a cylinder (16) to get an accurate airfoil (Naca 2215 at the root to Naca 2206), you obtain a perfect wing with few extrusions. The fuselage comes with a cylinder (16) as for engines. Some difficulties occur with the cockpit and the undercarriage. No difficulties come with rudder and stabilizer.

The only problem is the junction between wing and fuselage. Solved by cutting out the path of the junction on the wing and the path onto the fuselage. A simple "Bridge" between these 2 non-planar faces, 3 "Flow Connect" and a little bit of "tweaking" give a fair result.

This DC3 is less of 1500 poly

Good flight!
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Re: [TUTORIAL] 3D objects for Condor Sceneries with Wings 3D

Postby Xavier » Tue Jun 14, 2016 5:36 pm

Hi,

When you want to build a new object has a glider or anything else, you normally use a sketch or a three views drawing to help you.

To import your sketch or three views drawings you use "Image Plane" (Right Click in the "Geometry Window")

But the object "Image Plane" is not a plane. It have a thickness of 0.001 Wings Unit.

That is the beginning of some trouble when you want to scale your map in "Face" Mode or when your make a big scaling in "body" mode.


My two pence
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Re: [TUTORIAL] 3D objects for Condor Sceneries with Wings 3D

Postby OXO » Sat Jun 18, 2016 11:52 am

Xavier,

While multiple materials per object may work in V1, it definitely won't work in V2....
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Re: [TUTORIAL] 3D objects for Condor Sceneries with Wings 3D

Postby Xavier » Mon Jun 27, 2016 6:15 pm

Hi OXO,

1/ If I understand correctly the meaning of your message, only one texture per object will be admitted with Condor V2.

2/ For, quite every objects the textures can be reduced to one texture. But we lost the advantage of the "Merge" Function, with a standard sub-object with one texture that can be reused with all other objects like my standard wheel. And it will be hard to merge a Glider pilot into a glider or to built a sketch.

2/ I have not yet find a solution to add in the same texture the transparencies of a canopy. Any Idea?

3/ But, is that statement also true with the O and G airport files? With the G airport file the problem is easy to solve, but only one texture with a O airport file for big airport like Sion, or Geneva will be a little bit difficult.


4/ Your statement want to tell us that that today, no one old sceneries will work with Condor 2, without some adaptation, even the sceneries with generic airport files.


Would you be enough kind to answer to these questions, in order to prepare my old and new sceneries for Condor V2!
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Re: [TUTORIAL] 3D objects for Condor Sceneries with Wings 3D

Postby Xavier » Sun Sep 11, 2016 11:56 am

Message obsolete
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Re: [TUTORIAL] 3D objects for Condor Sceneries with Wings 3D

Postby OXO » Wed Sep 14, 2016 11:35 am

Xavier wrote:Would you be enough kind to answer to these questions, in order to prepare my old and new sceneries for Condor V2!



You can have multiple materials per object file, but within that file each separate part can only have one material.
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Re: [TUTORIAL] 3D objects for Condor Sceneries with Wings 3D

Postby GregHart1965 » Thu Sep 15, 2016 5:55 pm

That is not strictly correct Chris. You can assign multiple maps to the same object and recycle materials at will.

Just select which faces of an object you wish to map a certain colour and make the UV map. Then its always a good idea to import the image of that colour (or texture) into wings itself. Once imported drag and drop the image into the UV editor window which can then be closed if you happy with allignment scale etc. Next is the most important part. Pick up the texture/image in the outliner window and drop it onto the "cube1 AUV" or whatever your recently made shows up as. Select diffuse from the pop up menu. Then select the AUV and right click assign to selection (the faces you selected for the UV map) then right click again and rename the AUV. The renaming is the most important step as this recycles that material and opens it up for use in further UV maps. You may wish to rename tbe texture image you imported to make editing of the .cx easier later.

One point to note is that if you later wish to adjust the UV map you will need to select the same faces again right click UV mapping again to call up that specific map. If you use tools 》uv editor you will see a uv map with all of the maps for that object piled on top of one another - not very useful.

Also remember you can flip objects in the UV map so the wheel above needed only one image of the side with both uv maps of the sides (one of them flipped) on top.

The recycling of materials may be the answer for canopies, try it and see. Just remember to build the inside of the cockpit before starting tbe fuselage so that the draw order is correct and the interior shows through the canopy.

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Re: [TUTORIAL] 3D objects for Condor Sceneries with Wings 3D

Postby OXO » Thu Sep 15, 2016 6:30 pm

This is a Condor engine limitation, not wings or obj format limits.

Condor requires that there is one material per object. If you need different material, you must split the object into separate parts.
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Re: [TUTORIAL] 3D objects for Condor Sceneries with Wings 3D

Postby GregHart1965 » Fri Sep 16, 2016 8:36 pm

The material is recycled in wings wben you rename the AUV's. Thus it is only one material but may be mapped to several UV maps. You follow?

Please try the assignation to selection and renaming process described above. It opens the door for very simple textures of one colour tbat can be shared by many, many objects or parts of objects. This helps to keep the world/textures folder smaller.

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Re: [TUTORIAL] 3D objects for Condor Sceneries with Wings 3D

Postby GregHart1965 » Fri Sep 16, 2016 8:42 pm

For example I map the roof of a house seperate to the walls. One roofing texture is used by many buildings. The walls I usually export a texture from wings and render that seperate from the roof. But the building itself is just one simple block, with one material but mapped to more than one UV map.

It works, Micheus has a you tube video about it which is wbere I learnt this. If anyone knows Wings its him. Most of my objects in Cape of Storms are built like this and display perfectly.

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Re: [TUTORIAL] 3D objects for Condor Sceneries with Wings 3D

Postby GregHart1965 » Fri Sep 16, 2016 11:30 pm

Ok I see your point now Chris, having spent the entire evening building my first rather crude sailplane. The canopy can be UV mapped as glass even though it is the same object as the fuselage, however one cant see the fuselage through the canopy. Only after it was loop cut off and became a seperate object (and hence another material) did the fuselage become visible behind it. Interestingly the wings were drawn after the canopy and yet are also visible behind the canopy even though the draw order is incorrect. Hmmm now to make .cx and see if that still holds true in Condor.


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