• Plane Maker Tutorial Part 4

    I will over-write the default red section with some custom filled color sections, using a rectangle for the canopy, a cut and paste image for wheels and color boxes for two shades of grey and a dirty brown for any exhausts. The fill color of the canopy rectangle must have opacity set to about 50% or less so you get that see through effect on external views.

    Plane Maker tutorial

    If I now go into "special/reload textures" it will look as follows; yes still a mess. This is because of my shortcuts, so I am using the default texture coordinates.

    Plane Maker tutorial

    We now need to set custom texture maps and assign them to every object. We go into "expert/visual texture regions". Every object that we create is delineated by a carefully placed rectangle chosen from your artwork. This where it can get messy because the delineation boxes are in red and often not easy to distinguish from the default red background. Furthermore as some object boxes come as hidden straight lines at the edges, you have to click a few times and using a good eye have to identify them, usually flashing somewhere along the perimeter of the square. You have to fiddle around on the flashing line and they have to be expanded out to your required position. The first tab for prop objects is opened as below.

    Plane Maker tutorial

    Do make sure that the second texture boxes are not ticked (that points to the second texture file that I am avoiding using). This is a contra prop so it has index 0 and index 1, you need to set texture regions for the top and bottom/front back/right left (just different choices of terminology) for each prop index. Plane Maker will often refer to objects as bodies or wings. You can experiment here because you are not changing the PNG file itself, you are merely instructing Plane Maker which part of the whole image a particular component uses. If you fool around with this you should see the image on the plane itself change colors.

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