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Texturization |
- Using
different textures for each engine nacelle
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I
developed this technique because X-Plane still uses just one bitmap
texture file to render all engines nacelles and I begun having
trouble with this scheme once I started building different parts
of my planes by modeling different nacelle shapes.
The
Convair XFY-1 Pogo was the first model where I used this technique,
taking advantage that it has two engines coupled on his nose,
I used one nacelle to shape the propellers spinner and the second
nacelle to shape the engines intakes (that is part of the real
plane's fuselage).
I
did not desire the intakes all black, and further in the plane's
development I also did add Mr. Pilot "Included" that
was shaped as part of nacelle #2, and by no way I would like a
carbonized pilot inside the cockpit.
X-Plane
always stretches the texture map to cover all the rendered part,
so the idea is to divide the bmp in areas that will fit each nacelle.
It is easier to do when you need just two different textures.
For more than this you will have to experiment many combinations
and test your luck also.
The
easy approach:
- Build
your engines nacelles as usual but leaving two consecutive stations
closed (that is, all nodes aligned as a single point) in each
nacelle. For one nacelle you leave the two initial stations
forming a line and for the other nacelle you leave the two ending
stations;
If your engine already start/end at a single closed point (as
usual) it only means that you will need to spend one more station
to set another closed point far away, hence building a hair
line.
- For
nacelle #1 you make those two reserved stations a line with
the size of nacelle #2 contour* and for
nacelle #2 you make those two reserved stations a line with
the size of nacelle #1 contour (continue reading the next block
to understand the meaning of this "contour");
(*) I mean by nacelle contour a line that would conform to the
external half-skin of the nacelle (traced in the above image with
a blue line).
As
we have no ways to know the exactly algorithm that X-Plane uses
to unfold the texture bitmap, I suggest you to take the absolute
value from the distance of one station to the next (the yellow
values sampled above) and sum them all to obtain a first guess
of the size you need for this line; it may need some tweaking
depending on the shape of your nacelles (for the above example
the real value would be approximate 47.0 feet, and you can see
below, how it was applied to both nacelles);
- Generate
the starting texture maps from Plane-Maker and paint in the
same "plane nace.bmp" file the two different engines
arts, one at each half of the texture map, as shown below;
You
can see the beautiful result in this A340 technique demonstrator.
I have to advise you to take care with the size and placement
of those stretched lines because they can touch the ground during
takeoffs and landing procedures, perhaps causing your plane to
crash down.
As
many things on life go first by the difficult approach, and
just further in time you infer the easy way, it was just what
happened with me while implementing this technique for the first
time in the above cited Pogo.
But
this difficult approach can be of use whenever you need more
than two nacelle textures or if the stretched line method could
not be used.
The difficult approach:
Use
the same method of the easy approach but without adding that
stretched line for every nacelle. Do it for the ones you can
(or want to), or even do not do at all. As X-Plane will apply
the same texture on every nacelle and one nacelle can be different
shaped from others, you can find spaces inside the texture map
that is visible for one nacelle and hidden for another one.
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Let's
illustrate it with the example of my Pogo model:
The
nacelle #2, the one that has the pilot and the engines
intakes, has that stretched line at its foremost part.
But if you notice on nacelle #1 behind the propeller spinner,
where the painting changes from black to gray tones, you
will find the pilot uniform texture repeated (but it does
not bother me once it will be at a hidden spot inside
the body hull).
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This
following image is the full texture map file used to render
both nacelles and the pilot body on my Pogo model:
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Almost
everything here done by me: Marcelo M. Marques - codename 31 M.M.M
mmarques@frontier.com.br
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