Examples of objects: Icebergs on polar oceans, silos, cottages in woods, signs of logging operations, big equipment, ships & boats over oceans, objects on beaches, common manmade historic objects like cairns or ruins. For example farm buildings can be placed over terrain classified as "agriculture". They are common-pool objects located in the Global models database (shared objects). These are objects that are randomly placed depending on type of terrain - land-classification/land-class. Regional materials object-group & objects: docs/README. Material regional definitions: density / distribution See the volcanoes topic on forum for more information. The properties of the waterfall can be set in an XML text file and added to the Global scenery models database. Waterfalls are a static scenery object that emits a stream of water ( particle effect). Webforms to submit/update 3d models (XML text file & texture) Global models database (XML text file uploaded via webform - along with standard particle texture file) They need ALS and need random scenery objects to be enabled on in menu > view > rendering > Random scenery objects. Place object-group linking to Models/Effects/Birds/birdswarm.xml. Overlays are small scale 3d (volumetric) detail placed on top of terrain.īird flocks are placed as a type of random object in regional material definitions. Overlays can provide a huge amount of volumetric detail. Terrain overlays (Volumetric/3d terrain detail) It's also used suitable in suitable places like lawns (see iceland), or grassy hills. Regional definitions (Grass shape & properties)įGdata: textures\terrain (Grass colour map only)Įach grass blade is simulated and reacts to downwash. Grass overlays (Airport keep, lawns in Iceland) Doesn't look good under Default/Low-spec or Rembrandt. It is suitable for multiple types of small plants, flowers, etc. This type of grass uses the same principle as trees. (May 2020)Īs of FG 2020.1 this type of grass needs to be turned on by editing/uncommenting a text config file. Google earth & streetview photos are not compatible. Possible sources of photos: (search example with 20-500 results), or public domain image sites, or photographs personally taken, or online photographs where the creator was asked permission. Photographs used to make textures need to be GPL2 compatible - CC0 or CC-BY-SA 4.0 are examples. forest clearings or thinning on mountain slopes, seasonal variation etc. Multiple layers of vegetation are possible - see Hawaii. Vegetation makes a huge difference to visuals. Thread: workflow for finding photos on Wiikimedia commons & exacting textures Where the things you see in-sim when flying come from Object It's possible to search the forum using google for better search results: put " site:" before the search term(s). See also: this list of entries not added (yet) to the table. The wiki Scenery Portal has more detailed information, and you can ask questions in the Scenery forum. The process itself can be changed and improved, though this is generally more involved. Some points require more learning than others. The process of creating what you see in various situations can be influenced and changed by people at various points. Clouds have defined 3d structure and also use textures. Volcanic activity creates different clouds and affects weather physics. Weather physics can create visible cloud structures and formations. Weather (wind) can move things like trees or grass. Terrain and land-type drive weather physics experienced by your craft. If you don't know what a mesh is, look at this mesh of terrain with objects like roads on top. Objects are also meshes that can be 'painted' with procedural textures. Objects can be placed on top of the terrain - vegetation, buildings, roads, and even ships or icebergs on the sea. It can then be optionally overlaid with additional 3d detail. It is 'painted' with colours and details down to the centimeter scale - procedural texturing. FlightGear has some extremely powerful systems that, once learned, allow a small amount of time to vastly change how large portions of the world look.įirstly, an overview of the visuals FlightGear creates: Terrain is a mesh. The huge number of points mean there are things people can improve with almost no time spent learning and little time spent on skills. These systems have a huge number of different points where someone can change the way the environment looks. The goal of this article is to identify where and how different parts of the environment you see can be changed - links are provided.įlightgear uses many ways/systems to create environment visuals. Sometimes it's to improve systems like weather or seasons. Sometimes it's to change an area they are interested in. Sometimes it's to make the area they live in match reality more. People often see a part of the environment, and want to change or improve that part.
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