• Which the release of FS2020 we see an explosition of activity on the forun and of course we are very happy to see this. But having all questions about FS2020 in one forum becomes a bit messy. So therefore we would like to ask you all to use the following guidelines when posting your questions:

    • Tag FS2020 specific questions with the MSFS2020 tag.
    • Questions about making 3D assets can be posted in the 3D asset design forum. Either post them in the subforum of the modelling tool you use or in the general forum if they are general.
    • Questions about aircraft design can be posted in the Aircraft design forum
    • Questions about airport design can be posted in the FS2020 airport design forum. Once airport development tools have been updated for FS2020 you can post tool speciifc questions in the subforums of those tools as well of course.
    • Questions about terrain design can be posted in the FS2020 terrain design forum.
    • Questions about SimConnect can be posted in the SimConnect forum.

    Any other question that is not specific to an aspect of development or tool can be posted in the General chat forum.

    By following these guidelines we make sure that the forums remain easy to read for everybody and also that the right people can find your post to answer it.

FSX Guayaquil Intl SEGU

Messages
200
Country
germany
I want to reveal which airport I am designing:

It is the Guayaquil International Airport in Ecuador.

Here are a impression of the new terminal:



I already added a text via strg+a and positioned it on the wall where it should be but how can I connect it to the cube (terminal). Strg+j or adding modifier boolean doesnt work.



And after these impressions of the early modelling I got some more questions:

- How to get more vertexes for exampe in zylinder or circle?
- How to connect a balk created with strg+a and scaled in the right dimensions on a other object in the right position. This sould be a balk under a roof.
(pic of that here: http://www.fsdeveloper.com/forum/threads/new-to-scenery-design-need-some-help.433538/page-2)

And I got a big problem. When I opened the Collada-file in modelconverter x it does look like this:

And when exporting to FSX it also like like this. Dont know what is the problem, because in Blender it does look right.
Some ambient occulsions also doenst look right, it looks as if the great roofs doesnt belong to the main cube. the roof and some other parts, for example the bridges are black.
In the right menu there is just the cube under the scene-world. so this isnt the problem.

Hope anyone can help me
Hope you like the first pics ;)

Greetings

P.S.: May someone got pics form this airport. I need everything I can get ;)
 
The faces are reverse because the normals pointed into the wrong direction in Blender.
Go to edit mode, select everything (pressing 'a') and press ctrl+n to recalculate them outside.

You can check "backface culling" in Blender so you can see if it's right or not before exporting.
 
Yep, backface culling is the way to go to prevent surprises after compiling!

Alt+C, Convert to Mesh from....
 
alt+c working. Do I need to dissolve all these edges created by converting to mesh on the text? there are lots of edges running confused :D

Dont know why, but the baked ambient occusion seems to be inverses too. dave tried to help, but we couldnt find the hole answer for this (in mcx we got the right 3d model by clicking "flip all triangles"

any idea?
 
Some wild questions :D

- Do you have lights in the scene while baking? If not, add them. I believe it might be working
- What is the base material color?
- Can you put a pic of the texture sheet?

If nothing really works out, start a new scene and append all objects from the first one. If I do AO baking, I anyway use this approach since I need to freeze and join some animated objects.

Regards, Daan ;)
 
Hey thx for the tip, but I cant believe that this is the answer.



Why I need to add lights? now the rest is black. Is it just this way, who it works? in my first test with the hangar no light needed. roof was white and rest as shadows need to be

I dont understand your second question. The material looks like the normal blender "blue". its not that dark as if it need to flip normals.
 
Hmm, that looks just good. It should be working! I believe this problem is more on the FSX side than on the Blender side...
 
So here we go. Looks a bit better. Many thanks to dave hoeffgen. He solved the problem with invers faces.
This pic shows AO on terminal with hemi and plate backed. I never mind if this is right looking. a bit to much white, isnt it? The hol bottom of the building is black. (AO is on "multiply")

 
I always use AO as Overlay on the textures. You should find out the way that best works and gives the best effect :) The base color of the AO is controlled by the material base color (diffuse).
Besides that, you don't need to model the bottom of the building. These are polys, but not needed.
 
Haysssss :D
you are awesome :D, Keep that up :D, Friedolien Simulation :) (or Design? ;)

Grtz, Aviana Scenery
 
Awesome! So nice to see Blender being used. I am making the switch to Blender. (or rather, have made the switch...) Still using GMax for residual work already done in GMax, but all the new work is slated for Blender...

Such a nice program.

Your work looks great...
 
So nice of you :) So here are some more from yesterday. The "docking-buildings" nearly finished.





After that I need to model the jetways, but I have abolutly no idea how these to built. I had a look to wiki, but there are just tutorials about animation. So if anyone can get in conversation with me, would be awesome.
Also if someone got/could get some real pictures of the airport pm me. The more I got, the more realistic I can model the airport ;)

Greetings
 
you guys wanna see this pics or just wanna see pics with nearly finished buildings?

So here are some of the terminal. Redesign of the jetways-connecting buildings. Some work on the frontage to the apron and some work at the middle roof.

Name on the frontage to the apron


And one of the nearly finished tower model:
 
Got some problems in how to get on. The model is finished and all not needed faces or edges were removed.

Can someone explain me step by step what to do next? dave told me that I need to split the tower into parts but I dont have a clue how and what to do with them.
I know the I need to get more than one uv map cause of the size and the complexity.

First, do I need to do anything with shading under the toolbar "t" or anything else?

Hopefully you can help me ;)
 
Back
Top