Modelling 4falcon4 - e-HAF

Transcription

Modelling 4falcon4 - e-HAF
Disclaimer:
The methods discussed in this tutorial, are maybe not the best, and definitely not the only way to create
new models in LE. These are however the way I do LOD editing.
1.
2.
Software Requirements
Model Preparation
2.1
Initial modeling
2.2
LE splitting theory – (BMS uses Z-Buffer but splitting still gives structure)
2.3
Some Do’s and Don’ts in model geometry
2.4
Model requirements
3. Importing Model geometry into LE
3.1
Exporting as 3DS file
3.2
Importing into LE
4. Location and exporting of model components
4.1 What to do in LE
4.2 Locating components in LE
4.3 Exporting components in LE
1.
Software Requirements
A 3D graphics program is necessary, as it is extremely difficult to model complex models in LOD
editor.
High end commercial packages are available, such as AutoCad, 3DSMax etc, while certain
shareware programs are also available to utilize in the design of a model suitable for Lod Editor
such as MilkShape, OpenFX and
2.
Model Preparation
2.1 Initial modeling
A model that is correctly designed, to be easily broken down into various parts, makes working in
LE a pleasure rather than a chore.
Grouping similar components together.
3.1 Exporting as 3DS file
In most programs, the model is either already in 3ds format, or would need to be exported as 3ds.
Choose either SAVE AS…… or EXPORT……. and ensure the file is saved with a .3ds extension.
3.2 Importing into LE
3.2.1 LE normally has a limit set for maximum nodes. This is good as it limits Ultra High poly models,
that will definitely cause frame-rate hits. If however, your model is or the LARGE variety, the max
HDR nodes setting must be changed in LE.
To do this you need to……
a) select from the pull down menu ACTION >>> SET HDR MAX NODES >>> YES
b) Type in a value of say 10,000 and click O.K. You should definitely not need more than 10,000
nodes, and if you do F4 is going to run S L O W L Y
3.2.2 Importing Geometry
OK in the main LE window, select FILE >>> IMPORT 3DS MODEL
Click on your 3ds model and click OPEN
Leave everything as it is in this popup window. Take
note however of interesting figures of # of Materials
(Layers) and # of Nodes. Click Accept
Save your LOD model with an informative name
Click OPEN LOD button, select your file and…
In the information screen – Click Edit LOD…
Walla !!!!, your model lives in LE, lets go
fly………………………..
(if only now the hard work starts)
4. Location and exporting of model components
4.1 Locating components in LE
The easiest way to find the components in your model is to….
Expand the model tree by clicking on the + signs
Click on the last node of the first SUBTREE
And click the END button in the VIEW FILTER and…..
NOTE: the first nodes use the 0.Root as the main location.
To export these nodes we have to add a subtree. Click on
BLOCK under the model tree. Check the tag goes green.
Select the last node in the tree (in this case 4) and then
click the first NODE after 0.ROOT (always node 1). Make
sure the nodes are highlighted as shown.
Hey!! Where did my model go?
Don’t panic, only the selected nodes are displaying. In
this case, only the Starboard wingtip Light marked with
the arrow.
Select Tools>> SEL NODES => Subtree
The first nodes now belong to a subtree. We can now start
exporting blocks.
Click on BLOCK, to remove the block tag, then reselect
Select TOOLS > BLOCK EXPORT.
BLOCK (green) and click on the SUBTREE node(1) and In the file save screen give your block a descriptive name
again on the last node of the tree you wish to export(5).
like SWTLight (Starboard Wing Tip Light) and save.
Click COPY – ensure the clipboard returns a number of
Congratulations, you have created the first block of your
selected nodes
new model.
Continue to export blocks using the method mentioned above until all the components are saved as blocks.
It is sometimes helpful to use the START filter to remove the components you have already exported to find the current
component easier. You could also turn on the VERT# button, which highlights the currently selected node.
Always remember to include the components SUBTREE when exporting blocks. This is extremely important if you
want your model to look like something other than a pizza scraped of a railway station floor.
OK, now we are ready to start creating our model but………. Before we do you impatient Falconeers, there is a little
thing called structure to do. This includes SPLITS even though BMS takes away some of the need for these splits.
Splitting is very important to correctly structure your model, even though the visual split values don’t need to be
filled in.
The structure includes splits, switches, dofs, slots and subtrees as well as all node types.
I have briefly touched on splits in the initial modeling section but lets re-cap.
Splitting tells the F4 graphics engine, what component needs to be drawn in front of what.
To explain this please try to follow this example.
Ok – This is a quick example model, not at all to scale
or det ailed. The fact that it resembles a Blackburn
Buccaneer, my favorite aircraft is pure coincidence,
and besides, “I did not have sex with that woman”
Look at the geometry of this aircraft and take note of
structure BEFORE you start modeling helps plenty.
Note the problem of LOOK THRU bugs. The center fuse
shows over the SB intake and wing. The Port Intake
bottom half shows through everything. This is what
correct splitting will eliminate.
the points listed in the below. The planning of your
a) This is a T-Tail aircraft with all moving tailplanes
b) The airbrake is at the most rearward part of the model and splits in two halves – Port & Starboard
c) On either side of the centre fuselage there are large intake bodies.
d) The main wings have flaps and ailerons
e) The center fuselage is topped with a spine
f) Main undercarriage is mounted on the bottom wing surface and retracts into the undersides of the intakes
Ok, so what does this tell us?
You asked so I’ll tell you.
The structure of this buccaneer requires that the Airbrake petals are the most rearward part of the aircraft,
and that the T-tail is the tallest.
One final important thing before we get started. Take a look at the plane indicator in the model graphic area.
This tells you how the model is oriented around a Cartesian plane system.
You must always picture yourself (as F4 will) as looking at the model FROM a coordinate point. In this
example if you are standing in front of the nose of the aircraft you are looking at it FROM the +X side.
If you are standing to the starboard side of the model (grey wing) and looking at the model you are looking at
it FROM the +Y side.
If you have magically levitated above the model and are looking down on it you are looking down
FROM the –Z side.
Ok lets look at our example.
0.Root
Airbrake petals (A)
Starboard Petals (B)
Port Petals (C)
Rest of aircraft (D)
Ok lets look carefully. I want to tell F4 that when
looking at my model FROM the –X side looking TO the
+X side that it must draw the airbrakes LAST.
If you don’t understand what was said above, stop,
take a deep breath and read it again.
Ok if you have understood the previous block,
congratulations, but you ask…. NOW WHAT!!!
Ok what, is to create the initial structure of what we
are wanting as shown above.
Again if you don’t understand – Stop and read
OK excellent, lets start creating this structure.
Double click on 0.Root and this box will appear. Click on
the nxPtr button to create the next node.
This will bring up a node generation screen. Mr Balding
has given us a nice way of specifying node normal values
before we even make them. I don’t use this much though
All we need to do for this example is click on the pull down
list and select split. Then click ADD
Congrats, you have created a node. Push REBUILD, and
expand the model tree, and it will show your new creation.
0.Root
1.Split
Airbrake petals (A) 2.Split
Starboard Petals (B)
Port Petals (C)
Rest of aircraft (D)
Remember this split 1.Split specifies what happens at the
back end (airbrake region) of the model, and everything
else (rear fuse, intakes, wings etc) is after this split.
Double click on the 1.Split node and the box shown above
should appear. Note that where are now boxes showing
a) chPtr (FRED WHAT DOES THIS DO?)
b) Front Ptr – which builds the front part of the split.
c) Back Ptr – which builds the back part of the split.
Click on Front Ptr and create a new split. This will separate
the SB from the Port airbrake petals. Add this node.
O.K, rebuild your model tree and expand it and you should
have a structure that looks like the one above. If you don’t,
go back to the very beginning, it’s a very good place to
start.
Double click on 1.Split again and click on Back Ptr to
create another split. This will be use later in the rest of the
model.
3
1
2
OK lets add some geometry you impatient Falconeers.
Select (single click) on 2.Split (The Airbrake node).
Choose BLOCK – IMPORT from the tools menu.
Select the block file you want to insert, in this case
SBAB.blk. Click OK when informed about the nodes.
Now WAIT. Check the clipboard shows more than 0
Before you insert this block, check again that you have
highlighted the correct node to insert after. Just to make
sure click off it then on it again.
Click PASTE. Unless you are inserting these nodes into a
switch branch, always push YES, to migrate your nodes
to the new model structure.
HeyHey, we have a model. The model should show in the
graphic area, and its nodes should be shown in 2.Split as
shown above.
Now to insert the Port airbake petal into the model.
Easy HUH, just IMPORT, SELECT, PASTE = No
Problem!!!
Double click on 2.Split and add a CP node to the Back Ptr.
Nope not that easy. You can’t just paste the port
airbrake petal into 2.Split, because it will just add it
behind the newly created nodes of the SB petal. As
shown above.
THIS IS WRONG
Your structure should look like this now.
SAVE YOUR MODEL!!!!!
Use BLOCK-IMPORT to bring in the port airbrake and insert it
into the new node 12.CP. Remember to ensure that this node
is selected BEFORE you paste the information in. OK now we
have two airbrake halves.
Rotate your model around the X axis by left clicking
(hold down) at the point marked with the dot. Notice the
green port petal shows most of the time. This is a look
thru problem. The green component should be drawn
first, the purple second when the model is viewed
FROM the +Y direction.
Click on viewer to have a look at the model. Check the
look thru’s out WITHOUT using z-buffer.
O.K to solve this we need to remember (or look) how these two components
are assembled to the model tree.
The SB petal is drawn first node 3.CP> and the port petal is drawn second from
12.CP. F4 will render node 3.CP then 12.CP, unless told otherwise in the split.
What we do is tell the F4 engine, that if we look at the model 3.CP is drawn 1st ,
and then 12.CP is drawn 2nd when viewed FROM the –Y side. In ny you enter –
1 to tell the engine what point of view the model is drawn in.
The engine will now draw 3.CP then 12.CP when viewed from the –Y side. If
however you are looking at the model FROM the +Y side the engine will draw
12.CP first, followed by 3.CP
(Please read this until you understand it)
2
3
1
Next step to look at is shown above. The vanes on the
top and bottom of the airbrake petals, need to be
viewed from either side of the model. To do this we
could either copy the poly’s and make one set face
inwards and one set outwards, BUT we are going to do
it the low poly route.
Select VERT# and then click on the nodes in the tree.
As you click through the list, check where the numbers
are displayed and the red highlighted poly. Find all the
nodes in the vanes and select them using BLOCK or
SINGLE.
Select TOOLS>Batch Node Processor
We are going to change the CP culled poly’s to LitPrimitive
Polys or LP’s.
Click Culled > Change Type > LitPrim > Change.
This will convert your poly’s to LP nodes. They should be
displayed in BLUE in the graphics window.
LP’s display on both sides of the poly.
O.K, so now we have created the airbrakes, and we’ll
continue to the rest of the AC. Starting at the back the next
components we get to are the Tail and Tailplane assembly,
as well as the rear fuselage. Look at the split structure in
the model tree. It should look like the one shown above.
1.Split is the initial split to separate the airbrakes from the
rest of the aircraft. We will now go on to create the tail,
tailplane and rear fuselage.
Create the split structure shown above.
From 22.split, add the back node as 28.split. This will be for
all components ahead of the rear fuselage components.
Make sense??
Create a front no de split 23.split, add a back node 27.CP
and another front node 24.split. Then create 25.Split front
and 26.CP back as shown above. Carry on as shown
To tell the F4 graphic engine that the brake is to the rear of
the rest of the aircraft, we must remember to give 1.Split a
value. The brake 2.split components must be drawn Last
when looked at FROM the –X direction. This means you
must enter 1 in the X box in the 1.Split data.
Import the rear fuselage block into the model. Paste this at block 31.CP
24.Split will be drawn first when looked at from the +Z (bottom side), so
you can add the split vector into the Z Box of 23.Split as +1
48.Split will be used as the middle fuselage section and will be drawn last
when viewed from the +X side. Go 1 step up the tree from 48.Split and you
get 22.Split. This should have the X vector set to +1.
Next we add the Vertical tail. This will be added to the node before the rear
fuselage block, and after the tailplane assembly.
Import the vertical tail and insert it into node 30.CP. As the Vertical tail in
30.CP is drawn in the last node position of 24.Split, we need to decide
what value to give to the split vector. We will be inserting the tailplane
assembly in the first node of 24.Split. This will have to be drawn first and
then the vertical plane if looked at from the +Z direction. In the Z vector
box, enter +1 in 24.Split
Rotate the model around the z-axis to check that both sides
of the vertical tail are displaying correctly. You should have
something similar to what is shown above. Relax, this is
quick to fix.
The problem is that some of the polys, are facing in the
wrong direction. Click on the numbers in 30.CP and see
what nodes are duplicated. In my case 31.CP and 32.CP
are showing in the wrong direction. Select these using
BLOCK or SINGLE and select TOOLS> Batch Node
Processing.
Select Reverse Vertices Order to change the direction the
selected poly’s are showing. Then click change. Your
models tailplane should be displaying correctly, when
viewed from all directions. Check if it is correct in the
viewer.
OK lets add the tailplane assembly. This consists of the
Tailplane bullet fairing, and the port and starboard tailplane.
Insert the starboard tailplane into 29.CP
Remember to always combine
Insert the Port tailplane into 27.CP and the billet fairing into
30.CP.
Notice all the look thru’s in you model now. We will try to fix
this up.
Remember to save the model before viewing and if the
shading is pear shaped, use Tools> autoshader calc (65)
to correct shading.
The Starboard tailplane shows through the bullet, so we
already know this split needs to be defined.
Looking at the above model tree (Yours should look the
same) shows us that the SB tailplane is drawn in node
51.CP’s branch. The drawing order for the SB tailplane, will
be determined by 25.Split.
Try to see if you can decide what split value to enter where
to tell the split which part to draw first (26.Split or 51.CP).
Answer at the bottom of the page
A box like this will appear, and you now need to click on top
value. Look at what poly is highlighted in the graphic
window. If this is not the one you want go down the list
using the DOWN arrow button on your keypad, while
looking to see when the poly you are interested in is
highlighted.
Rotate the model as shown above and note the look
through on the port tailplane. Try to solve this.
Port tailplane is in 27.cp while the bullet is in 30.cp.
Split is 26.Split (What should the value be?) answer below.
Hint:
If you are now sure of what node number a section of
geometry has click on vert# then hold down Crtl and draw a
rectangle around the part with the left mouse button, totally
capturing the part you want to identify in this box.
One last thing. Rotate the model as shown. Notice that the
bottom surfaces of the tailplane are not shown.
Go ahead and make these LP nodes. Refer above if you
get stuck.
SAVE YOUR MODEL, CAUSE NOW YOU GOT THE
STICK
In both cases, both 25.Split and 26.Split need a +1 value entered into Y – Did you get this??
Previous work – from 0 to 78 (airbrake, tail, rear fuselage, tailplanes)
78.Split create splits for Middle Section (A) and Front Fuselage (X) – Both of these should be SPLITS as well.
In 78.Split select push Front ptr and add split and Back Ptr and add Splits
In the Front node of previous Split (A), add another Split (B) for Starboard part of Middle Section and add
another Split (M) at the back node.
IN SPLIT (B) Split again both front (C) and back (D) – Create Splits in both parts, front and back
(This will separate the intake from the wing)
IN SPLIT (C) Insert the top SB Intake surface to the front of this new split (C)
Create a new back CP node, and insert the SB Bottom Intake surface into this new CP point. (Split (C)
IN SPLIT (D)
Add 2 new Splits – Front (Split E – Wing structure) and Back (Split F – Flap and Aileron)
IN SPLIT (E)
Add a new Split at the BACK (Split G) insert the SB top wing surface into the front node
IN SPLIT (G)
Add the SB bottom wing surface to the front node. Add a new SPLIT (H) at the Back node
IN SPLIT (H)
Add a SLOT to the Front Node – Add another SLOT to the Back Node
Lets go back to SPLIT (F)
Add the SB Flap to the Front Node – Add the SB Aileron to the back node
Ok this completes the Starboard Wing Structure – The port wing structure is
IN SPLIT (M) create 2 Splits – Split (N) Port Wing – Split (U) Middle Fuselage + Spine
IN SPLIT (N) create 2 Splits - Split (O) Port Intakes – Split (P) Port Wing
IN SPLIT (O) create 2 CP Nodes – Front CP insert Port Top intake – Back CP insert Port Bottom intake
IN SPLIT (P) create 2 Splits - Split (Q) Wing – Split (T) Flaps & Ailerons
IN SPLIT (Q) create – Front CP insert Port Top wing – Back Split (R) Bottom wing + Slots
IN SPLIT (R) create - Front CP insert Port Bottom wing – Back Split (S) - Slots
IN SPLIT (S) create 2 SLOTS – Front add SLOT – Back add SLOT
GO Back to SPLIT (T) – Front add port flap – Back add port aileron
Middle Fuselage Structure
IN SPLIT (U) – Front add Middle Fuselage – Back add Spine
Nose Structure
In SPLIT (X) – Front add front Fuselage – Back Add Canopy
Excellent. What we are going to do next in this tutorial is go forward installing all parts. Try to create the above structure
yourself in the order of components listed above.
Components listed above in PURPLE have already been covered by this tutorial
GREEN shows a SPLIT
RED shows the Front of previous split
BLUE shows the Back of previous split.
Try this first then refer to the structure on the following page to check.
0.Root
1.Split
2.Split
3.CP
SB Airbrake Petal
12.CP
P Airbrake Petal
Airbrake Rearmost
part of AC
22.Split
23.Split
24.Split
25.Split
26.Split
27.CP
P Tailplane
30.CP
Tailplane Bullet
51.CP
Rear
fuselage, Tail
and tailplane
SB Tailplane
Vertical Tail
54.CP
61.CP
Rear Fuselage
78.Split
A.Split
B.Split
SB Top Intake Surface
X.CP
SB Bottom Intake Surface
D.Split
E.Split
X.CP
SB Top wing surface
G.Split
X.CP
SB Bottom wing surface
H.Split
X.Slot
Inboard SB Slot
X.Slot
Outboard SB Slot
F.Split
X.CP
SB Flap
X.CP
SB Aileron
M.Split
N.Split
X.CP
P.Split
Q.Split
X.CP
P Top wing surface
R.Split
X.CP
P Bottom wing surface
S.Split
X.Slot
X.Slot
Inboard P Slot
Outboard P Slot
Port intake and wing assembly
O.Split
X.CP
Middle Fuselage Section + Intakes + Wings
X.CP
Starboard intake and wing assembly
C.Split
T.Split
X.CP
SB Flap
X.CP
SB Aileron
U.Split
X.CP
Middle Fuselage
X.CP
Spine
Middle
Fuselage
X.Split
X.CP
Front Fuselage
X.CP
Canopy
Front Fuselage
The structure to the left will tie in to the structure mentioned
above.
At this point it is critical to say, LE is not easily learnt, but
when it is learnt , it becomes quite intuitive. Structuring the
model, exporting and importing blocks into the right parts of
the structure, is something learnt slowly and mastered over
time.
It took me around 5 months to find this way to build models
so perseverance is essential. I must stress, this is not the
only way, and probably not the best way, but a way I can
share with you.
Please try to get the split values right yourselves before
referring to the list below.
1.Split X+1
2.Split Y-1
22.Split X+1
23.Split Z+1
24.Split Z+1
25.Split Y+1
26.Split Y+1
78.Split X+1
79.Split Y-1
80.Split Y+1
81.Split Z+1
153.Split X-1
154.Split Z+1
168.Split Z+1
178.Split Y+1
181.Split Y+1
199.Split Y+1
200.Split Y-1
201.Split Z+1
273.Split X-1
274.Split Z+1
288.Split Z+1
298.Split Y-1
301.Split Y-1
319.Split Z-1
363.Split Z-1