Modeling for FS One
FS One Model Specification
This page describes the requirements for graphics
models that can be used by FS One V2.
We are interested in all types of RC models. Graphics models in
FS One are photorealistic and almost all use photo textures.
One nice advantage of making models for FS One is its flexibility.
Modeling packages like 3ds Max, Maya, Blender3D, AC3D and
Rhino have all been used to create models for FS One. They
each have excellent tutorials.
To make high quality graphics models requires dedication and skill!
"If it were easy, anybody could do it". So it's not easy, but it
can be a lot of fun, especially having the finished result flyable
in the sim!
With a graphics model complete, our process for finishing a model
involves converting the graphics model to the FS One graphics
model format. Then we use our in-house tools to add the
aerodynamics, propulsion system, mass data, ground reactions,
movable parts, breakable parts, sounds, etc.
Finished models will be hosted here on FS One as free
downloads. We will give credit to you for making the graphics
model.
Before you begin work on a graphics model or want to offer one
that's already been created for another simulator, use
the contact page
to see if we are interested in finishing the model to make it work
with FS One.
In a Nutshell
Models should have 8,000 to 10,000 triangles.
Movable and breakable parts should be separate parts in the model.
Details follow:
File Names
All filenames and all part names in model should not have any spaces in name.
Graphics Model Specifications
Graphics models should use the "Standard FS One Modeling
Coordinates" defined as follows:
- X-Axis points out the left wing
- Y-axis points toward the tail
- Z-axis points up
The origin/center of the model should be located at the approximate
center of gravity.
Maximum polygon count should be 8,000 to 10,000 triangles (no quads
allowed) and texture data should total no more than 4x1024x1024,
which can be arranged in any reasonable number of texture files.
Textures can include an alpha layer for transparent parts,
e.g. clear canopy.
Texture files should ideally have dimensions that are a multiple of
two, e.g. 512x512, 1024x1024, 2048x2048, 512x1024, etc. This
power-of-two requirement is not an absolute requirement for
FS One V2 models.
FS One uses backfacing and all triangles must have vertex
normals. The render engine in FS One uses backface culling to
speed up the graphics.
Each part of the model should be given a specific name. These
names are given below. Depending on the type of part, it may either
be fixed, articulated, or removable. Fixed, articulated, and
removable parts are defined when the model is finished (last step
done by the InertiaSoft/FS One team).
Fixed Parts
FS One uses one "parent" part (fuselage), and attached to that
are articulated parts (e.g., ailerons) and removable parts (e.g.,
right/left wing panels). Each part should be given a name. The
parent part is the fuselage which should be named "Fuselage" in the
graphics model files.
Articulated and Removable Parts
Example articulated and/or removable parts supported in FS One are
listed below. The parts should be named according to that given in
() below.
- Right Wing (RightWing)
- Left Wing (LeftWing)
- Right Aileron (RightAileron)
- Left Aileron (LeftAileron)
- Right Horizontal Stabilizer (RightHorizStab)
- Left Horizontal Stabilizer (LeftHorizStab)
- Right Elevator (RightElevator)
- Left Elevator (LeftElevator)
- Tail Fin (Fin)
- Rudder (Rudder)
- Right Landing Gear Strut (RightGearFlex)
- Left Landing Gear Strut (LeftGearFlex)
- Right Wheel Pant (RightWheelPant)
- Left Wheel Pant (LeftWheelPant)
- Right Wheel (RightWheel)
- Left Wheel (LeftWheel)
- Tail Gear (TailGear)
- Tail Wheel (TailWheel)
- Spinner (Spinner)
- Engine / Gas Motor
- Servos - only viewable parts
- Canopy
- Pilot Figure - only viewable parts
This list is incomplete, e.g. we have names for flaps, extra
ailerons (biplanes), spoilers, airbrakes, landing gear doors, etc.
Check with us for more naming details depending on the aircraft.
Many of these standard names can be found in the .ohm files in the
FS One Graphics install folder.
Tips
- Work from a CAD/3-view drawing to build and check the accuracy of
the model.
- Use original airfoil coordinates (if known) as a guide to match
the shape in the graphics model.
- Model the fore/aft hingeline bevels on all the control surfaces.
This detail is necessary to avoid visual collision of surfaces
with high deflections (e.g. aileron intersecting the wing with
large deflections).
- Right and left landing gear struts should terminate where they
meet the fuselage so that they can be made to animate/flex
properly.
Model Format and Data
For us to finish a model, send us:
- Original graphics files used to build model, e.g. 3ds Max files.
- Photoshop (.psd) texture files, .tga texture files (uncompressed), and
other associated data/model files.
- Wavefront .obj files, .mtl files and .tga texture files. These can
be created by exporting from your graphics modeling app.
The native files are needed in case we need to make modifications.
We use the .obj, .mtl, and uncompressed .tga files to make the
graphics files that run inside FS One.