Just playing a bit with FSDS

Discussion, tutorials,hints and tips relating to designing military ai aircraft.
MIKE JG
MAIW Veteran
MAIW Veteran
Posts: 10976
Joined: 12 Aug 2006, 02:25
Version: MSFS

Post by MIKE JG »

We have a couple folks here who might take you up on the paint job. Problem is that the texture mapping is a critical part of getting the paint job to look correct.

Try looking at some of the recent AI fighter models produced to get an idea of what and how you should map the object.

Most modelers can get a decent paint job on the model. However some of the better texture artists can really give it that worn, weathered in look.

Remember that any surface that is going to be textured exactly the same on both sides, only need be mapped once as FSDS can invert the texture for the opposite side.
-Mike G.

Recovering flight sim addict, constant lurker.

Check out my real life RV-8 build here: RV-8 Builder Log
MIKE JG
MAIW Veteran
MAIW Veteran
Posts: 10976
Joined: 12 Aug 2006, 02:25
Version: MSFS

Post by MIKE JG »

One more thing I forgot to mention. You may want to invest in a program like PhotoShop or Paint Shop Pro, something that can work in layers. The older versions which work perfectly well can be had for next to nothing on EBay. It is so much easier to come up with textures when you can work from layers. I'm not sure if MS Paint can do layers.
-Mike G.

Recovering flight sim addict, constant lurker.

Check out my real life RV-8 build here: RV-8 Builder Log
max2202

Post by max2202 »

mspaint cannot work with layers. Fireworks can, I will install it later tonight. You explained something with FSDS flipping textures, but I think that is not the way you want it. Say if you have a number on the side of the fuselage or something, FSDS will mirror it. It is only interesting for the wheels and struts.
User avatar
nickblack423
MAIW Veteran
MAIW Veteran
Posts: 2155
Joined: 11 Aug 2006, 21:43
Version: FS9
Location: Ipswich, UK
Contact:

Post by nickblack423 »

Thats what Mike was saying mate, use 2 different sides where you need to but minimise the sides for parts that can be mirrored.

Nick
"Pain Heals......Chicks Dig Scars.....Glory, Lasts Forever!!!"
Image
Image
Ford Friendly
Lieutenant Colonel
Lieutenant Colonel
Posts: 823
Joined: 08 Jul 2007, 22:15
Version: FS9

Post by Ford Friendly »

And don't forget GIMP which is a freeware Photoshop clone.

It's available from gimp.org
MIKE JG
MAIW Veteran
MAIW Veteran
Posts: 10976
Joined: 12 Aug 2006, 02:25
Version: MSFS

Post by MIKE JG »

For example on your Mig 25 model, if the insides of each vertical stabilizer looks exactly the same, no numbering or lettering, you only have to map it once for both tail sections. Same thing for the upper and lower sides of the wings and horizontal stabs if you can get away with it.
-Mike G.

Recovering flight sim addict, constant lurker.

Check out my real life RV-8 build here: RV-8 Builder Log
max2202

Post by max2202 »

Is it ugly or not? I think it is one ugly looking plane :?

Image
User avatar
Firebird
MAIW Admin
MAIW Admin
Posts: 12379
Joined: 11 Aug 2006, 21:04
Version: FS9
Location: EGLL

Post by Firebird »

In reality its not a looker but in AI terms it looks really good at the moment.
Steve
_______________________________________________________
Image
Quid Si Coelum Ruat
_______________________________________________________
djnocturnal
MAIW Veteran
MAIW Veteran
Posts: 1376
Joined: 26 Jun 2007, 02:22
Version: P3D
Location: KRDR

Post by djnocturnal »

It looks good to me, keep at it! I just wish I could get fsds figured out, i'm trying to make a predator with absolutley no luck.
User avatar
mr.bean
Lieutenant Colonel
Lieutenant Colonel
Posts: 807
Joined: 26 Jul 2007, 18:40
Version: FS9

Post by mr.bean »

max2202 wrote:I think it is one ugly looking plane :?
I think it's not.
ronniegj

Post by ronniegj »

I don't think it's ugly, just a big brute!

Ron
sprocky
Major
Major
Posts: 765
Joined: 26 Feb 2007, 09:33
Version: FS9
Location: 40kms west of EDHI (Airbus)

Post by sprocky »

Max, don't blame yourself for the MiG team designing skills! :wink:
Jan
Former technician in MFG2 at ETME (home base of PANAVIA The flying computer TORNADO. sadly closed now)
max2202

Post by max2202 »

I started with the texture mapping, and I must say that, that it is driving me crazy. I made screenshots of the top and side part of the engine. Pasted it in mspaint flipped the colors and pasted it in FireWorks. Saved the texture map and applied the texture to the part. Which results in the following, the top texture continues on the side of the part. Does anyone know how I can resolve this?

Image
aerogator

Post by aerogator »

There is a way. I had the same problem with the F-5. If I remember right, you have to split the sides off and texture them separately, then rejoin them. There's a little more to it but right now I can't remember and all of my stuff is really discombobulated since my hard drive crash. good luck :)
MIKE JG
MAIW Veteran
MAIW Veteran
Posts: 10976
Joined: 12 Aug 2006, 02:25
Version: MSFS

Post by MIKE JG »

Max it's now all trial and error. One way or the other, every modeler has to go through this long process. I modeled the M1A1 tank in about three hours. I took me the better part of three nights, probably 10 hours worth of work to get it textured correctly and it's only a scenery item at this point so the textures are not that good.

Whatever you do, don't give up. You've essentially got an LOD1 model that's done. Sure it probably still needs some animations and some other XML goodies but that can be done in good time.

The texturing job is absolutely critical to getting a good looking model. I think you are now finding out just how important it is. As I recommended earlier, use some of the other AI fighters out there for texture hints. IOW take a look at the F-15 for example and see how Nick split the parts up for texturing. You will have to get a hold of one of the model's texture files and convert it to a viewable bmp file with DXTBMP. Once you've done that you can see how a similar shaped aircraft is textured.

There are certain parts that you may have to divide into separate parts to get them to look correct. Also other parts may need to be combined with neighboring parts to get the textures on them. Unfortunately you will have to go through this process one part at a time getting it to look correct.

As an example the tank's turret in the final version is actually about 10 seperate parts all residing next to one another. The top and bottom of the turret are one part, they're relatively flat and therefore take a texture easily. The left side and right side are their own parts as well as the front facets and back facets. Dividing them up is the only way I could make it look correct. So what was originally one part, is now 10+ separate parts that each have their own texture definition in FSDS.

Don't be afraid to ask someone else to help you with the work especially with the texturing parts.
-Mike G.

Recovering flight sim addict, constant lurker.

Check out my real life RV-8 build here: RV-8 Builder Log
max2202

Post by max2202 »

I think this explains a lot. I just need to split up the engine and texture it seperatly. I'm not going to stop on this one, I never have thought I would come this far, with working gear, flaps and canopy. I just can't wait to start on a new one :P Oh well, first things first
MIKE JG
MAIW Veteran
MAIW Veteran
Posts: 10976
Joined: 12 Aug 2006, 02:25
Version: MSFS

Post by MIKE JG »

And once the model is finished.............

There's the FDE part, the effects part, the XML animations part............

And on and on and on......

There really is a lot to a good model that most people never even realize. The actual physical 3D model is only one part of it.
-Mike G.

Recovering flight sim addict, constant lurker.

Check out my real life RV-8 build here: RV-8 Builder Log
max2202

Post by max2202 »

And don't forget LOD's.

I'm not to worried about the FDE, but the XML is a different story. I know some old programming languages, so that shouldn't be the problem, but I have absolutly no idea where and how to start. I saw in FSDS that I could save the project as a XLM file, do I start there, and just change that file with the commands for the flaps and canopy?
User avatar
nickblack423
MAIW Veteran
MAIW Veteran
Posts: 2155
Joined: 11 Aug 2006, 21:43
Version: FS9
Location: Ipswich, UK
Contact:

Post by nickblack423 »

max2202 wrote:I think this explains a lot. I just need to split up the engine and texture it seperatly. I'm not going to stop on this one, I never have thought I would come this far, with working gear, flaps and canopy. I just can't wait to start on a new one :P Oh well, first things first
Max thats the great part of it, once you get rolling on something it just comes naturally, and the more you do the faster you get and the easier it becomes, but then you start adding alot of extras and that slows you down again.

What I used to do was start another one while I was getting to the end of the first to keep me from getting bored with one.

Nick
"Pain Heals......Chicks Dig Scars.....Glory, Lasts Forever!!!"
Image
Image
MIKE JG
MAIW Veteran
MAIW Veteran
Posts: 10976
Joined: 12 Aug 2006, 02:25
Version: MSFS

Post by MIKE JG »

Great advice Nick. I too can confirm that this helps keep things fresh and helps keep you from getting bogged down. Sometimes coming back to a project after a couple weeks away can make all the difference.

Mig 21 cough.....cough.... :D
-Mike G.

Recovering flight sim addict, constant lurker.

Check out my real life RV-8 build here: RV-8 Builder Log
Post Reply