![]() ![]() ![]() then keeping all the children selected: Object -> Transform -> Origin to 3d Cursor.Alt+ p -> Clear parent and keep transform (to clear the "wrong" parent relationship).Then, with the parent still selected-> ⇧ Shift+ g -> Children (to select all children objects).Next, select the parent -> Object -> Transform -> Origin to 3d-cursor.Use ⇧ Shift+ c to reset the cursor to scene origin (0,0,0).To fix this, you have to reset your objects' origin, having them at a 0 offset in relation to the parent. E.g.: fuselage and doors with the same texture: select at first the doors and then at last the fuselage and press Ctrl+ p.ĭepending on your model and their object origins, the model can be a mess afterwards. In Blender select all objects and press Ctrl+ p to make it parent to the last selected. You will find the content of this file earlier in this article.įor livery changing it seems to be important to parent all objects with the same texture. Is the same as "ordinary" aircraft with just one texture. They should match the tags around the textures in your Models/Liveries/ files. Note that the texture-prop in both animations are different. The Liveries/KLM.png part points FlightGear to the livery that should be shown on startup.Ĭaution Be sure you don't have a slash (/) in front of sim/model/livery in the tag! Otherwise, all planes will get the same livery! To find the object-names, you could make use of 3D modelling software like Blender or AC3D. We need to set which parts of the model should change when you select a new livery. The second part is very important and probably the hardest of all. There just has to be a property containing a name for the selection dialog, and () must be told which it is. The structure of livery XML files is completely free. On the pilot's side this is the base of the property tree ( /), and on all remote machines on the MP network it's one of the multiplayer branches in /ai/models/multiplayer. When a particular livery is selected, its XML file is copied to the aircraft's property tree. For example, if you have made a KLM livery, then you need to make a file called KLM.xml in the Models/Liveries directory. Let's make it aircraft/Models/Liveries.įor every livery, we need to make a file. We also have to make a new directory to store our liveries in. Where aircraft is the name of the aircraft. There are a few files we need to make (or edit), namely: Paintkits are usually provided within the aircraft's Models/ directory and/or at the livery database. This makes the process of creating a livery a more fun and less stressful task. This is done so any other users looking to create their own livery can make a realistic looking livery with these construction elements, without having to redraw them or trying to avoid painting over them. If your livery is likely to be edited by other users, consider making a paintkit in addition to your livery.Ī paintkit is where you create a blank livery which shows only constructional elements like bolts, rivets, windows, doors and panels. 1 A note to those who wish to make a liveryĪ note to those who wish to make a livery. ![]()
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