A new way to make objects for Condor 2
When you examine in detail the techniques used by static object creators for Condor 2, you find that many do not conform to what is recommended in this area. Indeed, we do not always find:
- One call for the same texture for Landscape Objects,
- Nor grouped objects for Scene Objects.
Non-compliance with this rule has a significant impact on the FPS, as it has been repeatedly recalled.
Uros told us that the call and the drawing of the textures were what consumed the most time in the calculation of an image and to obtain a low weakening of the FPS in the simulation, it was necessary mainly:
1 / Group the standard objects (Scene Object) that have the same texture, located near the same place, in a single large Standard Object.
2 / Group different objects, located near the same place, with different textures in a single Standard Object and in a single texture.
Since Landscape Objects are just a collection of Standard Objects, they must follow the same rules.
This being recalled, we will examine what we define as a "versatile" object.
A static "versatile" object is an object in which it is expected from its design to easily remove or add multiple elements and orient one or more subsets.
For example, for an airplane:
add floats to replace the standard landing gear, orient the control surfaces, or lower the landing flaps, etc.
To conceive this type of object, a little preliminary reflection is necessary, because it is necessary to find adequate answers to the following questions while respecting the framework defined in the various reminders mentioned above.
How many textures?
How to divide and group the object so that there is the least amount of manipulation to create a new definition of the object?
We can find inspiration from what is recommended in OXO's "Guidelines for modellers" glider modelers on the international forum!
But it will also depend on the size of the project to be carried out.
If you are using Wings 3D, you will need to know the "Combine" and "Separate" functions to create a new object from the versatile basic model. With detailed step-by-step instructions, you will do what you want easily.
Our choice fell on the Piper Super Cub PA18. More than 9000 had been built, it is already a tow plane for Condor 2 and a static object of this type is also offered on the international forum. However, the definition of the static version seems far from what we wanted and so we redid the model from scratch.
The Piper PA 18 Super Cub is very versatile, it exists in many basic terrestrial versions, which leaves you a very big choice in the realization of a model adapted to what you wish. But by far the most appealing is that it can be equipped with skis, floats, large-diameter low-pressure tires, and a cargo pod or a cargo and tank pod, etc.
After analysing the object and the possible variants, we opted for 3 different textures:
- Glazing and transparency of all kinds.
- The Super Cub in its basic terrestrial definition.
- Accessories, including skis, floats, a ventral bunker. In this last texture, there is enough room to add everything you can imagine.
The modeling work consisted, first of all, in finding 3 views drawings, presenting few errors. We had to correct obvious mistakes in the drawings and to interpret each detail using photos and templates.
This object which must be easily restructured to make a desired variant is deliberately composed of several objects combined, while respecting the principles outlined above.
Each of these objects has been the subject of a particular UV Map and adapted to an almost identical scale so that they are easily grouped into a single object and a single texture.
The glazing and the transparent propeller disk were separated from the model to form the second texture.
Skis accessories, floats, cargo pod, 3 low pressure tire sets, are also combined and separated objects that have been grouped into a single texture. There is enough space on this texture to add other accessories.
Pilots, passengers and potential assistants are not provided. There are many models on the web. You can also create your own characters, while remaining within the framework of a minimum of vertices. Preferably, do not add the various characters to the texture of the accessories. You have to create a texture for the character(s).
Here is the result in Wings 3, there is 3741 vertices in the source file, the complete object.
From this object we have easily created various devices that we installed in a Condor 2 scenery, without having to change the arrangement of textures. The only constraints lie in the strict order in which operations must be performed to create a Piper PA 18 Super Cub from the source model.
A kit is available on my cloud. Just ask me the download link on the International Forum by MP (alias "Xavier").
This object is provided as is, without any restriction. You can use it as you wish on all your sceneries and you can also modify it as you like, create your own versions and your own textures. However, we cannot be related to direct and indirect damages that could, for any reasons, result of the use of this Kit. The use of this Kit is always at the risk of the person following the processes described in this Kit.
Create a new Piper Object Super Cub PA18 for Condor 2 from the "PA18SC_Versatile" Pack
First you have to unzip the package with 7Z and put the folder "PA18SC_Versatile" on a hard disk.
From the source file, this versatile Landscape Object can be declined in a dozen different objects with the same set of textures. By following step by step the method described below, it is easy to create your own customized version of PA 18.
This object is split into 3 main objects with their textures:
The Piper Super Cub: "PA18SC" standard
Sub-objects are individualized, but combined and can therefore be erased easily.
A pair of floats and its masts,
A pair of skis,
A set of 3 wheels with low pressure tires for the bush,
An external cargo pod.
Transparent parts: "Glazing & DH64", including the cockpit windows and the propeller disk in 64 sections.
PA18SC_Versatile Package Contents
3D Wings file:
Obj and Mtl files for users of other 3D modelers:
Standard gray and blue textures
Standard yellow and black textures.
Basic textures allowing you to create new textures:
The transparent texture comes from Condor 1.
3 ready-to-use C3d files, for which custom textures can be created:
- Piper on the ground: PA18SC_Sol.c3d
- Piper on the ground with skis: Pa18_Ski.c3d
- Piper on the ground with low pressure tires for the bush: Pa18_Brousse.
You must in Object Editor adapt the paths to the textures and place them in the Textures file of your Scenery.
There are no pilots, passengers, or assistants, you have to create them where to use existing characters. They can then be merged and staged.
These instructions for use in French and English.
Creating a Piper Cub PA 18 Seaplane
With Wings 3D:
1/ Open -> PA18SC_Source
2/ Save under a new name by "Save AS": "Save As -> PA18S_Hydra"
3/ Eliminate the elements in excess to build the new object.
The following elements can be eliminated:
- The propeller cone
- Floats with their masts
- The cargo pod of the fuselage
- The 3 wheels of bush type
- The venturi and its support
- The standard landing gear and its tires
- The disk of the propeller.
-the propeller blades
- The step.
To eliminate sub-objects, select one of the faces of the element to be eliminated in Face mode, and type the "+" key as many times as necessary to select the complete sub-object. Then use the "Delete" key to eliminate it.
4/ Position the moving parts of the Piper-Cub PA18
Do not forget to save the file.
5/ Position the entire Piper Club in relation to the ground in its new version.
As there are mostly rotations to perform, proceed as follows:
5-1: Select all objects to rotate in Object mode
- Glazing & DH64
5-2: Combine objects by: "R/D -> Combine" in object mode.
5-3: Rotate and move the model in Object mode.
5-4: Save the final position of the Piper Super Cub
6/ Combine in 3 elements corresponding to the 3 basic textures: Pa18SC, Glazing & DH64 and Accessories.
6-1: Separate: "L/G to select the object -> O -> R/D -> Separate"
6-2: Combine glazing objects: L/G on each of the transparent elements in object mode -> R/D -> Combine -> Rename "Glazing" -> L/G on Padlock.
6-3: Combine Accessories objects: L/G on each of the components of the Accessories -> R/D "Combine -> Rename" Accessories "-> L/G on Padlock.
6-4: Combine Pa18SC: L/G on all other elements or R/D in "Outliner" on the first Icon -> R/D Combine -> Rename Pa18SC -> L/G on Padlock -> Save.
7/ Prepararing the integration:
you must split the scene into two files, one for transparent glazing and the other for opaque objects.
7-1: Select "Glazing", then save with "Save Selected" by adding to the name the prefix "Vitrages" (Glazing) i.e. "VitragesPA18SC_Hydra".
7-2: Delete glazing from the scene: R/D on Glazing in "Geometry Graph" -> "Delete".
7-3: Delete the glazing material and associated images in "Outliner".
7-4: Save by: Save As -> by adding to the name the suffix "_SV", i.e. "PA18SC_Hydra_SV";
8/Integration and Export in "Wavefront"
8-1: Open "GlazingPA18SC_Hydra".
8-2: Remove from "Outliner" the "Accessories" and "PA18SC" Materials and the corresponding images. Save file.
8-3: Merge the file "PA18SC_Hydra_SV".
8-4: Save by a "Save As" under the definitive name of your new Object (ex: Pa18SC_Hydra)
8-5 Wavefront Export by: File -> Export -> Wavefront (One group per material and Triangulation are mandatory options).
With Object Editor
1/open the file "Pa18SC_Hydra.obj": A black silhouette appears with, perhaps, apparently missing elements, if you forgot to save the file before exporting. Check that there are at least 3 elements in the "Name" column: "Pa18SC", "Accessories" and "Glazing". Glazing should be at the bottom of the list.
2/Copy the Textures in World/Textures or World/Objects/Textures of your scenery.
3 / Add the paths linking the textures to each sub-object by "Tools -> Add / Replace texture paths". Fill in the line "With" with something that suits your scenery
(i. e.: Landscapes/Your-Scenery/World/Textures/).
3/Save in C3D format in the World/Object folder of the scenery where you want to place this new object.
4/check that everything is correct by opening the C3D object in the Object Editor.
With Landscape Editor
1/Load the scene.
2/Select the object "Pa18SC_Hydra" from the drop-down list
3/Place and orient the object.
4/Save the scene.
With Condor 2
1/Perform a control flight.
Pilots, Passengers and Assistants:
Although they are not provided in the pack, "low poly" characters can be used. By multiple "merge", pilots, and passengers can be added and configured at the beginning of step 5 to create a more live scene. The assistant(s) can be merged following step 7. Do not forget to merge and aggregate the glasses of the sunglasses with the Glazing object and the corresponding material.