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Modeling for FS One

FS One Model Specification

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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.