上ノ神 UENOSHING FS Blog

Creating Aircraft for FSX ( Microsoft Flight Simulator X )

"FSX Mitsubishi F1M2 Zerokan" is currently being modified.

This is the fuselage of an F1M2 with bump mapping applied. Unnatural reflections are created by parts divided into top, bottom, left and right.

 

I'm currently modifying the F1M2.


I released F1M2 about a year ago.
I've been making little by little modifications since then.

The main modification is the part configuration.
Until now, I've divided model parts into four parts for projec

tion textures: top, bottom, left, and right.

Parts from the top, parts from the bottom.
Parts from the left and right.


I've stuck with this method.

The advantage of this method is that it's less likely to cause texture distortion.
This method has a disadvantage: because the parts are divided into four, unnatural reflections can occur.


This is exaggerated when bump mapping is applied.
That's why I haven't used bump mapping on the torso until now.

This is a quartered pattern.

There's one thing I've been curious about with FSDS texture mapping for a while.

And that's the texture wrapping method.
I'm pretty sure this wasn't mentioned in the FSDS manual.
I can't find it no matter how hard I look.

This is a wrapping pattern part.

I've been trying different methods for wrapping for a year.
I went through a lot of trial and error with the F1F2 fuselage.
When I tested wrapping, I thought that a wrapping method that eliminates seams would prevent unnatural reflections.

Well, the answer to that question will become clear when the whole thing is complete.