What you need to know before you start modeling an airport for Condor 2.

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Xavier
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What you need to know before you start modeling an airport for Condor 2.

Post by Xavier » Wed Sep 19, 2018 3:59 pm

Each airport in Condor 2 scenery should be the subject of a meticulous modelling. DirectX 11 allows without weakening the FPS, to design more detailed airports than those made with Condor1.

In front of the many questions concerning the creation of objects and airports for Condor 2, that are mainly found on the international forum and for which the answers are sometimes confusing, here is a little summary of what we should know before to start modelling an airport with Condor 2.

In order to be able to amend and complete these documents with your remarks, corrections and suggestions, and to keep it up-to-date, it is proposed as a PDF document to download in English. Please read first the Landscape Guide (p 38 to 50).

Airports for Condor 2-12.pdf
version 1.2 (2018/10/04)

Airport Workflow.pdf
version 1.1 (2018/09/29
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Jan Oorthuijsen
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Re: What you need to know before you start modeling an airport for Condor 2.

Post by Jan Oorthuijsen » Wed Sep 19, 2018 9:02 pm

????
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Xavier
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Re: What you need to know before you start modeling an airport for Condor 2.

Post by Xavier » Thu Sep 20, 2018 9:45 am

Hi,

The other way to access to the document in French.
You must register to the French forum to acces to the topic (it is free):
CFR.jpg
and then douwnload the Pdf.

Please, make your comments or your questions only in this topic.

Good Flight
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Jan Oorthuijsen
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Re: What you need to know before you start modeling an airport for Condor 2.

Post by Jan Oorthuijsen » Thu Sep 20, 2018 10:36 pm

En ik heb al zo veel moeite met het Engels :mrgreen:
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Xavier
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Re: What you need to know before you start modeling an airport for Condor 2.

Post by Xavier » Fri Sep 21, 2018 8:59 am

Well Jan,
If you have some trouble with English, make a translation in Dutch, your mother language.
Use Google translate, but only sentences by sentences, and copy in Word and correct, until it makes sense.
All Indo-European languages are similar.
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Re: What you need to know before you start modeling an airport for Condor 2.

Post by EDB » Fri Sep 21, 2018 1:55 pm

I'll mail Jan a copy when I'm home...

PS
WGS84 is NOT a projection. It's the Datum used in the CRS.

DanStro
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Re: What you need to know before you start modeling an airport for Condor 2.

Post by DanStro » Sat Sep 22, 2018 1:31 am

Xavier wrote:
Wed Sep 19, 2018 3:59 pm
Each airport in Condor 2 scenery should be the subject of a meticulous modeling. DirectX 11 allows without weakening the FPS, to design more detailed airports than those made with Condor1.

In front of the many questions concerning the creation of objects and airports for Condor 2 that are mainly found on the international forum and for which the answers are sometimes confusing, here is a little summary of what we should know before to start modeling an airport with Condor 2.

In order to be able to amend and complete this text wih your remarks, corrections and suggestions, and to keep it up-to-date, it is proposed as a PDF document to download in French or English on the French forum.
(Sorry I can't upload a Pdf in the forum)


http://www.condorsim.fr/communaute/view ... 34#p164451
Is there a reason why you can't attach it to this message? I'd rather not register for a site that I can't understand.

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Re: What you need to know before you start modeling an airport for Condor 2.

Post by OXO » Sat Sep 22, 2018 7:24 am

Xavier wrote:
Wed Sep 19, 2018 3:59 pm
(Sorry I can't upload a Pdf in the forum)

Try now
Chris Wedgwood,
Condor Team

Xavier
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Re: What you need to know before you start modeling an airport for Condor 2.

Post by Xavier » Sat Sep 22, 2018 10:22 am

@ OXO: Thanks, I had upload the Pdf at the top of the topic.

@ DanStro: The problem was just corrected by OXO, and now you can directly download the Pdf.

@ EDB: You are right WGS84 is a DATUM, and not a projection. I make this error, because WGS84 ellipsoid don't match exactly with the real shape of Earth. And so there is a tiny projection between real Earth surface and the ellipsoid. So I make the correction in my text, which becomes 1.1
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Jan Oorthuijsen
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Re: What you need to know before you start modeling an airport for Condor 2.

Post by Jan Oorthuijsen » Sat Sep 22, 2018 10:24 am

I use Goole translate and that works well.
I only tried to make clear that the link was refering to a login screen in the France Language .
Therfore the sentence in Dutch :wink:

Sorry for the confusion.
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Xavier
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Re: What you need to know before you start modeling an airport for Condor 2.

Post by Xavier » Sat Sep 22, 2018 10:55 am

@ Jan: No matter Jan

@All: A little quiz: Where are these airports and the one in the pdf?

Aero 1
Aero1.jpg

Aero 2
Aero2.jpg

Aero 3
Aero3.jpg
Only to show you the modelling of real Airports with Wings 3D or any other modeller (4/22 of my private collections) 8)
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Xavier
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Re: What you need to know before you start modeling an airport for Condor 2.

Post by Xavier » Sat Sep 29, 2018 12:27 pm

Hi,

How to make an airport for Condor 2!

First read the "Landscape guide" and the last release of "Airports for Condor 2" at the beginning of this topic.

The workflow:

Airport Workflow.pdf
Version 1.1 2018/09/30
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Xavier
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Re: What you need to know before you start modeling an airport for Condor 2.

Post by Xavier » Thu Oct 04, 2018 4:58 pm

Last version: Airport for Condor 2 1.2 (2018/10/04)

Download the PDF from the 1st post of this topic.

Ask in this Topic, if you need further explanations, of if you want that special steps to be explained in deep.
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Xavier
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Re: What you need to know before you start modeling an airport for Condor 2.

Post by Xavier » Mon Mar 25, 2019 2:24 pm

How to create a plane primitive in Wings 3D, for the G airport files

Rather than a long speech 3 screenshots:

From a cube:

Base aero 1.png

The status bar indicates that there are always 6 faces:

Base aero 2.png


A cleaning is therefore necessary:

Base aero3.png


Then the status bar indicates: 2 faces 4 edges and 4 vertices.

So, in less than 3 minutes, we have created a square flat primitive that will be used to make quite all objects for the G file of an airport.

After giving adequate names in the other Wings 3D windows, whether or not make an UVMap, whether or not remove the back face, and put on an appropriate scale, it is necessary to save this primitive after checking that its altitude is Y = 0. Or eliminate de back face by a "Hole".

To use this primitive in an airport G file project, use the "Merge" function for each element of a G-file and possibly duplicate them.

By modifying it, changing its dimensions by dividing it, etc., you will be able to create all the forms we want.

This primitive can be either an element "Asphalt", "Asphaltpaint", "Grass", "Grasspaint" or even a support to delimit the position of "Grasspaint" for a grass runway.


You can also create from this primitive few collections of flat objects for "Grasspaint" and "Asphaltpaint" like "V", arrows lines, numbers. All this is NORMALIZED (a little research on the Internet is needed!)

Obviously from a cylinder or tube you can create specific primitives to make special circle cases in 32 or 64 vertices (vertices).

It is with this method that few airports of AA2 were created (Bex, Gruyèeres, Saanen etc ...)

Good continuation
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Re: What you need to know before you start modeling an airport for Condor 2.

Post by OXO » Tue Mar 26, 2019 9:51 am

And also delete the bottom face with right click - Hole. This saves Condor from dealing with 2 faces when only one can be visible
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