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MarginalX-Plane SceneryTutorialsHangarMaking a scenery object |
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Make a sketch
Before constructing the sceneryin Blender, we need to have a clear idea of what we're trying toconstruct. Here's a sketch of the hangar, with dimensions marked inmetres. (X-Plane expects scenery to be described in metres; there areabout 3¼ feet to a metre):
Blender and X-Plane can onlydeal with basic shapes - rectangles and triangles (or 'Quads' and'Tris' in X-Plane's terminology). These shapes are grouped togetherinto one or more 'Meshes'. For convenience, Blender can add morecomplex shapes like cubes, cones, cylinders and spheres to a Mesh, butthese are still actually constructed out of rectangles and/ortriangles. (Blender can also construct completely different types ofshapes - 'Metas', 'Surfaces' and 'Curves' - but X-Plane doesn'tunderstand these so we'll ignore them).
So we need to split the hangarinto rectangles and/or triangles. We also need to decide on the axesand the location of the origin. In Blender, the z axis is always up.The choice of x and y and where to place the origin is arbitrary, butwe need to make a choice. (At this point, we'd usually also think abouthow to paint the hangar, but for the purposes of this tutorial we'llpostpone the issue to the nextchapter).
Here's the same sketch with thehangar split up into rectangles, with axes marked, with the origin atthe centre of the floor, and with the co-ordinates of each point marked:
Constructing the hangar
- I edited a stock airport in ADE9x in order to add some aprons and taxiways and then compiled the airport. I went into Instant Scenery 2 through FSX at the airport in question and tried to add a building. I was told by IS2 that it couldnt add to that scenery as it was an unknown file type.
- Instant Scenery 3 is a tool for adding 3D objects to Flight Simulator scenery in a very easy way. It allows you to enhance scenery without leaving Flight Simulator. Easily add, move and delete objects with the mouse and see the results of your actions directly in the Flight Simulator view without having to reload scenery every time.
OK, we're finally ready tostart building. New meshes are always added in Blender at the cursor.So check that the cursor is at the origin (where the red x and green yaxes cross) in the centre of the 3D View window like this:
Ifthe cursor isn't at the origin:
- Move the mouse pointer over the 3D View window.
- Press to centre the cursor at the origin.
The front cube
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We could construct the hangarby adding each rectangle in the sketch,one at a time. But it's quicker and easier to construct it out of acouple of cubes. We'll start with the cube at the front. To constructthe front cube:
- Move the mouse pointer over the 3D View window.
- Press on the numeric keypad to get an overhead view.
- Press to bring up a context menu.
- Choose Add → Mesh → Cube to add a new Mesh consisting of a cube:
The new cube looks like a square because we're looking directly down on it:
As well as adding a new Meshcontaining a cube, Blender automatically goes into Edit Mode. The menu bar of the 3D View window shows the current mode:
Edit mode is used for editing the vertices and faces within a mesh. You can use to switch mode, but leave Blender in Edit Modefor now. If you take a break in the middle of this section of thetutorial, you'll need to put Blender back in to EditMode before continuing.
Blender gives the new Mesh the name 'Cube'. Lets call it something descriptive, like 'Hangar':
- Press or click on the Editing button to make the Buttons Window display the editing buttons:
- In the Link and Materials panel click on the Object Name field, delete the name
Cube
and type in the nameHangar
.
How big is the new cube?
- Click on any one of the vertices (corners) of the cube to select it. (Notethat the selected vertex is yellow, while the other unselected verticesturn pink).
- Press to bring up a Properties window:
The Properties window shows that the selected vertex is at (1,-1,-1), which makes the cube's size 2x2x2.
- Close the Properties window.
- Press .Blender un-selects all vertices.
- Press again to re-select allvertices. (Note that all the vertices turn yellow to show they're selected).
According to the sketch,the front cube needs to be 30x80x33. That means we first need to zoomout a lot to give us enough room:
- Press on the numeric keypad ten times (count 'em).
We'll start by resizing thecube to 80x80x80 so that the vertices are in the correct positions onthe y axis, and then fix up the positions on the other axes. This meansthat the cube needs to be 40 times larger than it is at the moment:
- Move the mouse pointer over the origin.
- Press to re-scale.
- Hold down anddrag the mouse out until the cube is 40 times larger. Make sure youmake it exactly 40.000 times larger - it would be a pain to fix itlater. (You can press to cancel the scaling operation, or toundo it if you make a mistake).(Holding down makes it easier to scale the cube precisely, by constraining the sizeto a multiple of 0.1).
- Click when the cube is 40 times larger:
Next we'll fix up the vertices'positions on the x axis. Looking back at the sketch,the vertices need to be at -18 and -48 on the x axis:
- Click on the bottom right vertex to select it. (Note that the selected vertexis yellow, while the other unselected vertices turn pink).
- Press to bring up the Properties window again. (You may need to drag it fromout the way of the vertex you just selected).
We're looking directly down ona cube, so there are actually two vertices here - one on each side ofthe cube.
- Hold down andclick on the bottom rightvertex again toalso select the second vertex. (Note that the Properties changes fromreporting the position of one Vertex, to reporting the average positionof the two selected vertices):
- Hold down andclick twice on the topright vertex to alsoselect these two vertices.
- Press to grab the selected vertices.
- Hold down andmove the vertices with the mouse to -18.000 on the x axis. (You canpress to cancel the move, or to undo it if you make a mistake). (Holding down makes it easier to position the vertices precisely by constraining thedistance moved to an integer).
- Click when the vertices are in the right place:
Lookingback at the sketch,the front of the hangar needs to be at -48 on the x axis. We'll use thesame technique again:
- Click on the bottom left vertex to select it. (Note that the selected vertexis yellow, while the other unselected vertices turn pink).
- Hold down andclick on the bottom leftvertex again toalso select the other vertex here.
- Hold down andclick twice on the topleft vertex to also select these two vertices.
- Press to grab the selected vertices.
- Hold down andmove the vertices with the mouse to -48.000 on the x axis. (You canpress to cancel the move, or to undo it if you make a mistake).
- Click when the vertices are in the right place:
Up 'til now, we've been lookingstraight down at the cube - the axes at the bottom left corner of the3D View window is showing the x and y axes, but not the z axis which ispointing up at us:
Now we need to change to a sideview in order to fix up the vertices' positions on the z axis.
- Press on the numeric keypad to get a side view.
The axes at the bottom leftcorner now shows the x and z axes, but not the y axis which is pointingtowards us:
Now we'll fix up the vertices'positions on the z axis. Looking back at the sketch,the vertices need to be at 0 or 33 on the z axis. For variety, we'lluse a different technique to move these vertices. We'll start with thetop of the hangar, which should be at 33 on the z axis:
- Press to un-select all vertices.
- Press to make a 'border' selection.
- Click and hold and drag a box around the top vertices:
- Release .
- Press to grab the selected vertices.
- Hold down andmove the vertices with the mouse to 33 on the z axis. (You can press to cancel the move, or to undo it if you make a mistake).
- Click when the vertices are in the right place.
- Use the same technique tomove the bottom vertices of the cube to 0 on the z axis.
You now should have a finishedfront part of the hangar that looks like this:
Now might be a good time to save your work:
- Choose File → Save.
- A confirmation dialog popsup:
- Press or to confirm.
Rememberthat Blender does not automatically save your work when you quit.Always choose File → Save before you quit Blender!
Adding the back cube
We'll create the back cube in a similar way to the front one:
- Move the mouse pointer over the 3D View window.
- Press to bring up a context menu.
- Choose Add → Cube to add another cube to this mesh:
The new cube's size is 2x2x2 again. According to the sketch,the back cube needs to be 66x80x25. We'll start by resizing it to66x66x66 so that the vertices are in the correct positions on the xaxis, and then fix up the positions on the other axes. This means thatthe cube needs to be 33 times larger than it is at the moment:
- Move the mouse pointer over the origin.
- Press to re-scale.
- Hold down anddrag the mouse out until the cube is 33 times larger. Make sure youmake it exactly 33.000 times larger - it would be a pain to fix itlater. (Again, you can press to cancel the scaling operation,or to undo it if you make a mistake).
- Click when the cube is 33 times larger.
Now the back cube is the right size, but in the wrong place. We need to move it so that it is sitting to the right of the front cube:
- Press to grab the new cube.
- Hold down andmove the new cube with the mouse until it is sitting exactly next toand to the right of the front cube.
- Click when the new cube is in the right place:
The new cube is the rightwidth, but it's too tall. We need to fix up the height. Looking back atthe sketch,the top needs to be at 25 on the z axis:
- Press to un-select all vertices.
- Press to make a 'border' selection.
- Click and hold and drag a box around the top vertices.
- Press to grab the selected vertices.
- Hold down andmove the vertices with the mouse to 25 on the z axis (according to theProperties window).
- Click when the vertices are in the right place:
Finally, we'll fix up the vertices' positions on the y axis:
- Press on the numeric keypad to get a rear view:
For each side of the back cube (the smaller one):
- Press to un-select all vertices.
- Press to make a 'border' selection.
- Click and hold and drag a box around the side vertices.
- Press to grab the selected vertices.
- Hold down andmove the vertices with the mouse to line up with the front cube.
- Click when the vertices are in the right place:
Removingduplicate vertices
- Press on the numeric keypad to go back to the side view.
The two cubes cubes have two vertices at the same co-ordinates wherethey meet in the middle of the hangar:
It's easier to edit meshes in Blender if vertices are shared ratherthan duplicated. So we'll tell Blender to make the two cubes sharethose vertices:
- Press twice to select all vertices.
- Press to make the Buttons Window display the editing buttons.
- In the Mesh Tools panel click on Rem Doubles:
Blender pops up a message showing how many vertices it removed:
(If Blender doesn't remove 2 vertices this probably means that yourtwo cubes weren't properly lined up. Click on each vertex, check it's co-ordinates in the Properties window, andgrab and move it to the right co-ordinates if necessary).
Finally, press to unselect all vertices.
Viewing
Now let's take a look at what we've constructed. Up 'til now, we'vebeen using wireframe shading. An icon in the menu bar of the 3D Viewwindow shows the current shading option:
Let's look at the hangar with solid shading:
- Click on the Shading icon, and choose Solidfrom the menu:
- Click and hold or the scroll wheel.
- Move the mouse around to rotate and view the hangar.
Removing hidden faces
If we look at the underside of the hangar, we see that it's solidlike the rest of the hangar.
- Hold down or and move the mouse to rotate the hangar to show the bottom faces likethis:
The hangar will (obviously) be sitting on the ground in X-Plane, sothe solid faces on the bottom of the hangar will be hidden. However itwould cause X-Plane and the OpenGL renderer unnecessary work to figureout that they're hidden, which might affect the frame rate. So weshould remove the bottom faces to save X-Plane and the OpenGL rendererfrom doing any unnecessary work.
We've been selecting vertices one at a time. A group of icons in themenu bar of the 3D View window show the current selection mode, whichis Vertex select mode:
Selecting individual verticescan be tiresome. So lets select wholefaces instead:
- Click on the Faceselect mode icon:
- Click on one of thebottom faces to select it.
- Click on the other bottomface to also select it:
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Lets tell Blender to highlightselected faces:
- Press to make the ButtonsWindow display the editingbuttons.
- In the MeshTools 1 panel select DrawNormals, DrawFaces and DrawEdges,and click on NSize(Normal Size) and set it to
2
:
This causes 'Normals' to be drawn in light blue (we'll cover Normalslater), the edges joining selected vertices to be also highlighted inyellow, and the face(s) that share those edges to be highlighted inpurple:
Now lets delete the unwanted bottom faces:
- Move the mouse pointer over the 3D View window.
- Press .
- A confirmation dialog popsup. Choose Faces:
OK, we've got rid of the hidden faces on the underside of thehangar. But there's another hidden face between the two cubes (shownin blueabove). We should remove this face too:

- Click on this face to select it.
- Press .
- A confirmation dialog popsup. Choose Faces.
We still haven't quitefinished. The face at the rear of the frontcube is partially hidden by the back cube:
Let's delete this face andreplace it with a new face that is justthe right size:
- Click on this face to select it.
- Press .
- A confirmation dialog popsup. Choose Faces.
Now we need to add a new faceto cover the hole we've created at theback of the front cube. We could do that using → Add → Planeto add a new face, and then position the new face over the hole. Butthere's an easier way.
- Press so we're looking at the rear of the hangar like this:
We'll use a third selectionmode for this task:
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- Click on the Edgeselect mode icon:
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- Click on the rear edge of the front cube's roof to select it:
Now we'll 'extrude' this edgeto create a new face.
- Press to extrude the selected edge.
- A dialog pops up. Choose Region:
- Hold down anddrag the mouse downuntil the new edge meets the rear cube's roof (that's -8 on the z axis).
- Click when the edgeof the new face is in the right place.
The new face has some verticesat the same co-ordinates as verticeson the rear cube. Again, for tidiness, we'll make these vertices sharedinstead of duplicated:
- Press twice to select all vertices.
- In the Mesh Tools panel click on Rem Doubles:
Blender pops up a message showing how many vertices it removed:
That's it! We've finished constructed the hangar.
- Press to put Blender in Object Mode. (This hides all the vertexand face highlighting).
- Hold down and move the mouse to rotate and view the finished hangar:
Now might be a good time to save your work:
- Choose File → Save.
- A confirmation dialog pops up:
- Press or to confirm.
Rememberthat Blender does not automatically save your work whenyou quit. Always choose File→ Save before youquitBlender!
The hangar is bare grey at themoment. In the nextchapter we'll learn how to applytextures to it.
(Or if you're impatient to seewhat the hangar looks like in X-Planeyou skip ahead to Placingscenery).
MarginalX-Plane SceneryTutorialsHangarMaking a scenery object |
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Too bad it cannot create in Prepar3D, but at least things can transfer over to Pe via FSX.
One awesome scenery object tool.
I did try to get it working in P3. I got it all hooked up via the DLL.XML sheet, etc, but found that it still needs to interact with the 'mouse' system of P3, which I think might be linked directly to the EXE file. arrgh... But at least we can migrate the files over from FSX into P3.
Bill
