Category Archives: Modeling

Draft Upgrade Notes for Aircraft

We’ve been working on a single comprehensive document for aircraft authors – everything that changed in X-Plane 11. Jennifer has posted a draft here. This is still a draft, and we still have work to do, but there’s a lot already there, so we … Continue reading

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Posted in Development, Modeling | 12 Comments

Oily Textures In Low Settings

I just found a bug in beta 15 (and 14, and 13, and 12..etc.): if you use ATTR_shiny_rat or GLOBAL_specular with an intermediate value, e.g. between 0 and 1, you get an oily effect when HDR is off. This is … Continue reading

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Posted in Development, Modeling | 2 Comments

Maybe X-Plane Is a First Person Shooter

In a previous post I noted that we weren’t attempting dynamic ambient occlusion inside the 3-d cockpit, due to problems of quality, availability, and because it wasn’t really better than what authors do now: prepare the AO offline using a high quality render in their … Continue reading

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Posted in Aircraft & Modeling, Development, Modeling | 21 Comments

Screen Space Ambient Occlusion Only Affects Exterior Stuff

This has been a point of confusion for third party developers, particularly ones who were in the private beta (and saw versions of the sim that…cough cough…didn’t work right). Screen space ambient occlusion (SSAO)*, when enabled by the highest rendering settings, … Continue reading

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Posted in Development, Modeling | 32 Comments

Third Party Cars Should Really Be Instanced

I’m going to keep going with “random stuff I looked at today” and see if there’s something for authors mixed in. I spent part of today measuring shader and texture changes in our engine under heavy load – my goal was to … Continue reading

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Posted in Development, Modeling, Scenery | 12 Comments

Making 3-d Modeling Less Weird

I mentioned in a previous post that we are working with Ondrej on a next-generation Blender 2.7 OBJ exporter. I am excited for this work because I believe it will greatly improve the artist interface to X-Plane. Let’s use instancing as an … Continue reading

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Posted in Development, Modeling, Tools | 30 Comments

Scenery Tools Update

Update: the comments form is fixed – sorry about that! I’ve been working a bit on scenery tools this week. Here’s a road map of some of what’s coming up. WED and the X-Plane Scenery Gateway We are working on a release of … Continue reading

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Posted in Modeling, Scenery, Tools | 22 Comments

Double Your Framerate: Pre-Fill

That got your attention, eh?  Sorry, this is not a tip on how to tune your X-Plane system; it’s a tip for aircraft authors to make sure their 3-d cockpits are running at maximum performance. Prefill is when X-Plane blocks … Continue reading

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Posted in Aircraft, Cockpits, Modeling | 9 Comments

Customizing Spill Lights – Two Ways

If you are creating an airplane or scenery pack and you need to create a fully customized spill light (visible in HDR mode only in v10) there are two ways to do it. First, we have a parameterized light called … Continue reading

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Posted in Modeling, Scenery | 2 Comments

Look, Shiny!

Edit: Normally I label the overly technical posts as being for a target audience, but I did not this time.  My bad — this post is really only of interest (and will only make sense) to serious 3-d modelers – … Continue reading

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Posted in Development, Modeling | 16 Comments