> What does it take to build the scenery? I have a dual Athlon 1.2 Ghz > Machine with lots of disk space and a Netra T1 (Sun Box) > available to build > scenery. Is there a guide on how to do this somewhere?? > > Ryan
If you are talking about buildings, see the response David Megginson made to my post: --- cut here --- > >WE NEED BUILDINGS! > Jon S Berndt writes: > Can you explain: > > 1) Which tools would one make these with? > 2) What format should they be saved in? > 3) What guidelines should be followed regarding > complexity, textures, etc.? David replied: 1. Tools For Posix-based operating systems like Linux, the best two candidates are AC3D and Blender (my preference); under Windows, there are many more choices, still including Blender and (I think) AC3D. Blender is free-as-in-beer, and may be free-as-in-speech soon if they can raise $100K or so to buy out the NaN shareholders. 2. Format Plib supports a variety of 3D formats, but AC3D support seems the most solid (I export my Blender models in AC3D format). The VRML loader doesn't seem to handle textures, which is a big pain. 3. Guidelines For most buildings, I'm trying to keep the polygon count very low -- one quad for a tree, five for a basic building, 9 for a barn, and so on. I'm using mostly 64x64 SGI RGB-format textures, with 32x32 for small things like cows. Be creative -- most of the time the viewer will be pretty far away anyway. For scaling, FlightGear uses the convention that one unit = one meter. Try to keep the colours dull and the design generic (i.e. no adobe churches, cabanas, or maple sugar shacks). All the best, David --- cut here --- If you are talking about scenery other than buildings, I have even less to offer in the way of answers, but isn't that what TerraGear is for? Maybe you should visit that site? www.terragear.org? Jon
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