Marginal
X-Plane Scenery
Tutorials
Hangar
Applying textures |
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So far, the hangar is a dull bare grey. Textures are what give scenery colour. A texture is an image or part of an image. Each face of an X-Plane scenery object can have it's own individual texture or can share a texture with other faces.
All the textures used in a scenery object must be stored in a single texture file. A texture file is just an ordinary image bitmap, but with some restrictions:
_LIT added on the end, and must be the same size.
At dawn and dusk X-Plane averages between the daylight and night time
versions. Blender doesn't look at the night time version (unless you load
it yourself) - it's up to you to make sure that the daylight and night
time versions match up.We'll use PNG bitmaps because they're considerably smaller than BMPs and because they support Alpha channels. (Don't worry if you don't know what an Alpha channel is; you'll find out in the next chapter).
| Download: | VAhangar_textures.zip |
textures folder that you made earlier, ie in:\X-Plane\Custom Scenery\EGLL\texturesTo manage textures in Blender we need to open a new window:
on the border at the top of the 3D
View window:

to fix the position of the window border. Up 'til now we've been using the 3D View and Buttons Window windows to make the hangar. To manage textures we also need to use a new type of window:

We've been using Edit Mode to construct the hangar. To manage textures, we will use a new mode:
Note that the panels in the Buttons Window change to show buttons appropriate for managing textures.
We've been using Wireframe and Solid shading modes. To see textures we need to use Textured shading mode:
Here's the daylight texture file that you downloaded, marked up to show where each part is supposed to go on the hangar:
We'll start by assigning the texture file to every face of the hangar, and then fix up each face one by one:
twice to select all faces:

\X-Plane\Custom Scenery\EGLL\textures
folder. (You can use the P button to go up a folder). VAhangar.pngEGLL folder).
Blender assigns the whole texture to every face, with random orientations. What a mess.
We'll fix up the front face first.
on the numeric keypad to get a front view.
on the numeric keypad to zoom in so that the hangar fills a reasonable part of the screen.
on the front face to select it. (Note that the selected face turns
pink):
to bring up a UV Calculation context menu.
Blender re-orientates the texture so that it's the right way up:
The part of the texture file that Blender has assigned to the face is shown in the UV/Image Editor window:
Looking at the plan, we can see that we need to move the texture co-ordinates like this:
to pan and
on the numeric keypad to zoom, so that we're looking at the top left of the texture:
Moving texture co-ordinates works just like moving vertices:
on the top left vertex in the UV/Image Editor window to select it.
(Note that the selected vertex turns yellow).
to grab the selected vertex.
to cancel the move, or
to undo it if you make a mistake).
when the vertex is in the right place:
If you want to check that your
texture is perfectly positioned, you can press
to display a properties dialog for the selected vertex:
The front face of the hangar in the 3D View window looks distorted and weird because we've (temporarily) assigned a non-rectangular texture to it. In general, rectangles with non-rectangular textures assigned to them always look bad.
The front of the hangar should now look like this in the 3D View window:
Now we'll work our way round the hangar fixing up the rest of the textures using the same technique:
on the numeric keypad to get a side view.
on the left face to select it:
to bring up a UV Calculation context menu.
If we zoom in on the join between the two faces in the 3D View window we can see that the textures don't quite match up:
Now for the rear of the hangar:
on the numeric keypad to get a rear view.
on the rear face to select it:
to bring up a UV Calculation context menu.This part of the hangar just needs to be painted in grey stripes - no logos or other features. Looking at the plan, we've already used all of the parts of texture file for the front and right hand side of the hangar. That's OK, we'll re-use the texture from the front of the hangar. Blender and X-Plane stretch an assigned texture as necessary to fill the whole face.
Blender stretches the one-pixel strip to cover the whole face:
The rest of the hangar - the other side and roof - also just need to be painted in grey stripes:
in the 3D View window to rotate the hangar so that you can
see the unpainted faces - ie the wall on the opposite side and the roof.
on one of the unpainted faces to select it.
on the remaining unpainted faces to also select them.
on the numeric keypad to get the rear view again.
on the rear face to also select it.
to make the Buttons Window display the editing buttons.
Blender assigns the texture from the last face that you selected to all the selected faces. But if you look closely, you'll see the textures on the faces on the side of the hangar are not correctly orientated - the stripes are horizontal instead of vertical:
to rotate the textures.
That's it! We've finished texturing the hangar.
to exit UV Face Select mode and
and put Blender back in Object Mode.
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!
Marginal
X-Plane Scenery
Tutorials
Hangar
Applying textures |
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