|
Building Fences for FS2002 and FS2004
|
|||
![]() |
Gate Alpha -->
|
![]() |
|
![]() |
Panel Alpha -->
|
![]() |
|
|
|
|||
|
|
|
|
First I open Max and save my project to a new file. I
open the Material Editor AND the Material Navigator. Since I have two
images I am going to be working with, one for the main panels and the
other for the gates, I made a new multi-material. So in the Material Editor,
click on New and select Multi-Material. I made the main material name
"fence".
|
![]() |
|
|
|
|
I named each Sub-Material with the ds_ prefix so that Makemdl.exe will make the polys that these materials are applied to double sided. I checked the 2-sided box... this has nothing to do with the sim but works for Max. Next I designated the texture images to use. I am using the tga formated images here so I can have transparancy in Max. Once the Diffuse Color texture is selected and named, click and drag the Diffuse Color button down to the Opacity button and when prompted, select INSTANCE. Again, this has nothing to do with the sim but for Max and will only work with image file formats that Max deals with and have an alpha channel. Why INSTANCE instead of COPY? Two reasons, if you change the Diffuse Color map, the Opacity map is automatically changed too and INSTANCE uses less memory as the image file is only loaded once instead of twice as in COPY. Once you have setup both the Sub-Material we are done with this part of the project so you can minimize the Material Editor and Navigator. |
![]() |
|
|
|
|
Now to give myself something to work around, I have XRef'd
another scene. This is nice as it doesn't make the XRef an actual part
of my project, saving memory and once I am done I can remove the XRef.
XRef'd scenes can not be modified or even selected. Think of it as a 3d
rendering to your vieworts.
|
![]() |
|
|
|
|
Now I add a simple plane object with 1 length and 1 width
segment and move and size it the way I want it. Taking in to consideration
that the image of the fence panel represents a 4 ft. section of fence
that is just under 3 ft. tall, this plane is 20 ft. wide and 3 ft. tall.
|
![]() |
|
|
|
|
I have converted the plane to an editable mesh and gone
back to the Material Editor and Applied the material to the plane. Don't
be supprised if the plane looks like it disappears... it is just a result
of the Opacity as we have not setup the mapping yet. So with the Plane01
object selected and in Poly subobject mode, select the poly. Leave it
selected and from the Modifier List select the UVW Mapping modifier. Highlight
the Gizmo and working in the Front Viewport click on the View Align and
Fit buttons under Alignment. Remember, ALWAYS have the current Viewport
active that is most perpendicular to the object when you use View Align
and Fit. You could set the U Tile to 5.000 here if you want and quit and
collapse the stack, but I'll show you another way to tile that works better
for me.
|
![]() |
|
|
|
|
Go back to the Modifier List and add an Unwrap UVW modifier. Click on the Edit button. Besure the panel map it showing.
|
|
|
|
|
|
Select ALL of the handles and in the W box type in 0.000. Select the two handles on the BOTTOM and type in 0.000 in the V box. Select the two handle on the TOP and type 1.000 in the V box. Select the two handles on the LEFT and type in 0.000 in the U box. Select the two handles on the RIGHT and in the U box type in 5.000. |
![]() |
|
|
|
|
Remember: U is horizontal, V is verticle. If you select
two handles along the same edge and the box is blank, it means that pair
of handles are not perfectly in alignment for that plane and are not square
with eachother. Learning how to tile this way can eliminate some fuzzies
that sometime occur and aligns things squarely to the texture image. |
![]() |
|
|
|
|
This is how my fence looks now in Max and is very close to how it will look in the sim. Collapse the stack and now would probably be a good time to SAVE your work. |
![]() |
|
|
|
|
Now build and place another plane for the gate. It is
3 ft. in length and 4 ft. wide.
|
![]() |
|
|
|
|
From the Material Editor, apply the fence material to this plane. In the Modifier panel, convert to an editable mesh and in Poly sub-object select the poly and set its Material ID to 2. UV Map and Unwrap just like was done for the first section, only this time the U value is 1.000 for the right handles because the texture represents a 4 ft. wide gate. |
![]() |
|
|
|
|
This is how things look now. Keep building and texturing
sections till you have all the fence you need. Once you have all your
sections built, you can Attach them all together to make one object and
weld the points as necessary. Note! Uncollapsed modifier stacks eat memory and make Max run slower. |
![]() |
|
|
|
|
All that is left is to make the actual texture file for
the sim. This should be in DXT1 with Alpha format. Use either ImageTool
or DXTbmp for this and save them in your texture directory for your scenery.
|
|