Marginal
X-Plane Scenery
Tutorials
Hangar
Making a scenery object |
![]() |
![]() |
![]() |
Before constructing the scenery in Blender, we need to have a clear idea of what we're trying to construct. Here's a sketch of the hangar, with dimensions marked in metres. (X-Plane expects scenery to be described in metres; there are about 3¼ feet to a metre):

Blender and X-Plane can only deal with basic shapes - rectangles and triangles (or "Quads" and "Tris" in X-Plane's terminology). These shapes are grouped together into one or more "Meshes". For convenience, Blender can add more complex shapes like cubes, cones, cylinders and spheres to a Mesh, but these are still actually constructed out of rectangles and/or triangles. (Blender can also construct completely different types of shapes - "Metas", "Surfaces" and "Curves" - but X-Plane doesn't understand these so we'll ignore them).
So we need to split the hangar into rectangles and/or triangles. We also need to decide on the axes and the location of the origin. In Blender, the z axis is always up. The choice of x and y and where to place the origin is arbitrary, but we need to make a choice. (At this point, we'd usually also think about how to paint the hangar, but for the purposes of this tutorial we'll postpone the issue to the next chapter).
Here's the same sketch with the hangar split up into rectangles, with axes marked, with the origin at the centre of the floor, and with the co-ordinates of each point marked:

OK, we're finally ready to start building. New meshes are always added in Blender at the cursor. So check that the cursor is at the origin (where the red x and green y axes cross) in the centre of the 3D View window like this:

If the cursor isn't at the origin:
to centre the cursor at the origin.We could construct the hangar by adding each rectangle in the sketch, one at a time. But it's quicker and easier to construct it out of a couple of cubes. We'll start with the cube at the front. To construct the front cube:
on the numeric keypad to get an overhead view.
to bring up a context menu.
The new cube looks like a square because we're looking directly down on it:

As well as adding a new Mesh containing a cube, Blender automatically goes into Edit Mode. The menu bar of the 3D View window shows the current mode:

Edit mode is used for editing the vertices and faces within a mesh. You can use
to switch mode, but leave Blender in Edit Mode
for now. If you take a break in the middle of this section of the
tutorial, you'll need to put Blender back in to Edit
Mode before continuing.
Blender gives the new Mesh the name "Cube". Lets call it something descriptive, like "Hangar":
or click on the Editing button to make the Buttons Window display the editing buttons:
Cube and type in the name Hangar.How big is the new cube?
on any one of the vertices (corners) of the cube to select it. (Note
that the selected vertex is yellow, while the other unselected vertices
turn pink).
to bring up a Properties window:
The Properties window shows that the selected vertex is at (1,-1,-1), which makes the cube's size 2x2x2.
.
Blender un-selects all vertices.
again to re-select allvertices. (Note that all the vertices turn yellow to show they're selected).According to the sketch, the front cube needs to be 30x80x33. That means we first need to zoom out a lot to give us enough room:
on the numeric keypad ten times (count 'em).We'll start by resizing the cube to 80x80x80 so that the vertices are in the correct positions on the y axis, and then fix up the positions on the other axes. This means that the cube needs to be 40 times larger than it is at the moment:
to re-scale.
and
drag the mouse out until the cube is 40 times larger. Make sure you
make it exactly 40.000 times larger - it would be a pain to fix it
later. (You can press
to cancel the scaling operation, or
to
undo it if you make a mistake).
(Holding down
makes it easier to scale the cube precisely, by constraining the size
to a multiple of 0.1).
when the cube is 40 times larger:
Next we'll fix up the vertices' positions on the x axis. Looking back at the sketch, the vertices need to be at -18 and -48 on the x axis:
on the bottom right vertex to select it. (Note that the selected vertex
is yellow, while the other unselected vertices turn pink).
to bring up the Properties window again. (You may need to drag it from
out the way of the vertex you just selected).We're looking directly down on a cube, so there are actually two vertices here - one on each side of the cube.
and
click
on the bottom right
vertex again to
also select the second vertex. (Note that the Properties changes from
reporting the position of one Vertex, to reporting the average position
of the two selected vertices):
and
click
twice on the top
right vertex to also
select these two vertices.
to grab the selected vertices.
and
move the vertices with the mouse to -18.000 on the x axis. (You can
press
to cancel the move, or
to undo it if you make a mistake). (Holding down
makes it easier to position the vertices precisely by constraining the
distance moved to an integer).
when the vertices are in the right place:
Looking back at the sketch, the front of the hangar needs to be at -48 on the x axis. We'll use the same technique again:
on the bottom left vertex to select it. (Note that the selected vertex
is yellow, while the other unselected vertices turn pink).
and
click
on the bottom left
vertex again to
also select the other vertex here.
and
click
twice on the top
left vertex to also select these two vertices.
to grab the selected vertices.
and
move the vertices with the mouse to -48.000 on the x axis. (You can
press
to cancel the move, or
to undo it if you make a mistake).
when the vertices are in the right place: 
Up 'til now, we've been looking straight down at the cube - the axes at the bottom left corner of the 3D View window is showing the x and y axes, but not the z axis which is pointing up at us:

Now we need to change to a side view in order to fix up the vertices' positions on the z axis.
on the numeric keypad to get a side view.The axes at the bottom left corner now shows the x and z axes, but not the y axis which is pointing towards us:

Now we'll fix up the vertices' positions on the z axis. Looking back at the sketch, the vertices need to be at 0 or 33 on the z axis. For variety, we'll use a different technique to move these vertices. We'll start with the top of the hangar, which should be at 33 on the z axis:
to un-select all vertices.
to make a "border" selection.
and drag a box around the top vertices:
.
to grab the selected vertices.
and
move the vertices with the mouse to 33 on the z axis. (You can press
to cancel the move, or
to undo it if you make a mistake).
when the vertices are in the right place.You now should have a finished front part of the hangar that looks like this:

Now might be a good time to save your work:

or
to confirm.Remember that Blender does not automatically save your work when you quit. Always choose File → Save before you quit Blender!
We'll create the back cube in a similar way to the front one:
to bring up a context menu.
The new cube's size is 2x2x2 again. According to the sketch, the back cube needs to be 66x80x25. We'll start by resizing it to 66x66x66 so that the vertices are in the correct positions on the x axis, and then fix up the positions on the other axes. This means that the cube needs to be 33 times larger than it is at the moment:
to re-scale.
and
drag the mouse out until the cube is 33 times larger. Make sure you
make it exactly 33.000 times larger - it would be a pain to fix it
later. (Again, you can press
to cancel the scaling operation,
or
to undo it if you make a mistake).
when the cube is 33 times larger.Now the back cube is the right size, but in the wrong place. We need to move it so that it is sitting to the right of the front cube:
to grab the new cube.
and
move the new cube with the mouse until it is sitting exactly next to
and to the right of the front cube.
when the new cube is in the right place:
The new cube is the right width, but it's too tall. We need to fix up the height. Looking back at the sketch, the top needs to be at 25 on the z axis:
to un-select all vertices.
to make a "border" selection.
and drag a box around the top vertices.
to grab the selected vertices.
and
move the vertices with the mouse to 25 on the z axis (according to the
Properties window).
when the vertices are in the right place:
Finally, we'll fix up the vertices' positions on the y axis:
on the numeric keypad to get a rear view:
For each side of the back cube (the smaller one):
to un-select all vertices.
to make a "border" selection.
and drag a box around the side vertices.
to grab the selected vertices.
and
move the vertices with the mouse to line up with the front cube.
when the vertices are in the right place:
on the numeric keypad to go back to the side view.The two cubes cubes have two vertices at the same co-ordinates where they meet in the middle of the hangar:

It's easier to edit meshes in Blender if vertices are shared rather than duplicated. So we'll tell Blender to make the two cubes share those vertices:
twice to select all vertices.
to make the Buttons Window display the editing buttons.
Blender pops up a message showing how many vertices it removed:

(If Blender doesn't remove 2 vertices this probably means that your
two cubes weren't properly lined up. Click
on each vertex, check it's co-ordinates in the Properties window, and
grab and move it to the right co-ordinates if necessary).
Finally, press
to unselect all vertices.
Now let's take a look at what we've constructed. Up 'til now, we've been using wireframe shading. An icon in the menu bar of the 3D View window shows the current shading option:

Let's look at the hangar with solid shading:

or the scroll wheel.If we look at the underside of the hangar, we see that it's solid like the rest of the hangar.
or
and move the mouse to rotate the hangar to show the bottom faces like
this:
The hangar will (obviously) be sitting on the ground in X-Plane, so the solid faces on the bottom of the hangar will be hidden. However it would cause X-Plane and the OpenGL renderer unnecessary work to figure out that they're hidden, which might affect the frame rate. So we should remove the bottom faces to save X-Plane and the OpenGL renderer from doing any unnecessary work.
We've been selecting vertices one at a time. A group of icons in the menu bar of the 3D View window show the current selection mode, which is Vertex select mode:

Selecting individual vertices can be tiresome. So lets select whole faces instead:

on one of the
bottom faces to select it.
on the other bottom
face to also select it:
Lets tell Blender to highlight selected faces:
to make the Buttons
Window display the editing
buttons.2:
This causes "Normals" to be drawn in light blue (we'll cover Normals later), the edges joining selected vertices to be also highlighted in yellow, and the face(s) that share those edges to be highlighted in purple:

Now lets delete the unwanted bottom faces:
. 

OK, we've got rid of the hidden faces on the underside of the hangar. But there's another hidden face between the two cubes (shown in blue above). We should remove this face too:
on this face to select it.
. We still haven't quite finished. The face at the rear of the front cube is partially hidden by the back cube:

Let's delete this face and replace it with a new face that is just the right size:
on this face to select it.
. 
Now we need to add a new face
to cover the hole we've created at the
back of the front cube. We could do that using
→ Add → Plane
to add a new face, and then position the new face over the hole. But
there's an easier way.
so we're looking at the rear of the hangar like this:
We'll use a third selection mode for this task:

on the rear edge of the front cube's roof to select it:
Now we'll "extrude" this edge to create a new face.
to extrude the selected edge.
and
drag the mouse down
until the new edge meets the rear cube's roof (that's -8 on the z axis).
when the edge
of the new face is in the right place.The new face has some vertices at the same co-ordinates as vertices on the rear cube. Again, for tidiness, we'll make these vertices shared instead of duplicated:
twice to select all vertices.Blender pops up a message showing how many vertices it removed:

That's it! We've finished constructed the hangar.
to put Blender in Object Mode. (This hides all the vertex
and face highlighting).
and move the mouse to rotate and view the finished hangar:
Now might be a good time to save your work:

or
to confirm.Remember that Blender does not automatically save your work when you quit. Always choose File → Save before you quit Blender!
The hangar is bare grey at the moment. In the next chapter we'll learn how to apply textures to it.
(Or if you're impatient to see what the hangar looks like in X-Plane you skip ahead to Placing scenery).
Marginal
X-Plane Scenery
Tutorials
Hangar
Making a scenery object |
![]() |
![]() |
![]() |