I am working on an airport scenery project of a vintage airfield based in the late 1950’s so I’m modelling the whole thing based on old archive photos, which is a ton of fun.
My question is: Is there a way in which I can control the direction of the ‘Taxi_Concrete’ texture for taxiways for instance? The texture always snaps to a global direction, no matter what angle the taxiway path is put down at, the concrete slabs are always pointing in some arbitrary direction, I will attach a screenshot. And then I will attach a screenshot of a real life vintage airfield that demonstrates what I want to accomplish, a concrete texture where the concrete slabs actually CURVE with the curve of the taxiway path.
Ok, thanks for the reply, so I’ll begin researching doing a projected mesh in Blender. What I have done already actually is to model the entire taxiway/runway system on a 2d flat plane in blender and then UV unwrap the taxiway textures the way they should look like in the black and white photo above I posted. But I don’t know how to ‘project’ that onto the ground in the sim in a good way. Do you know any video tutorials on this? I’ve been looking everywhere.
Once in scenery editor,
In the Objects drop-down, select the ProjectedMesh object
You can now search yours from the list and add it in the game, in will be flattened an projected on the ground
(For fun, and just to clarify, the list is the same shown when selecting the usual Scenery Object..so you can place e.g. an hangar as ProjecteMesh, and it will be flattened as a pancake)
A little more detail.
The object you want to project doesn’t need to have any depth. So, take a cube and delete the vertices from the bottom part. Or use a mesh, but with very few subdivisions. Then project the texture onto it normally. I usually unwrap it directly from the viewport. After that, as @mamuDesign mentioned, export it and it will appear in the object list. Select “ProjectedMesh”, and that’s it.
Thanks for your reply! Like you say, it won’t help me ultimately in my task, but that gives me much more control over a texture that I do want to rotate, If I’m using the sdk textures rather than my own.
For reference, I have done a work-in-progress atempt and so far my results seem to be ok. Will be tweaking things as I go and refining the UV unwrap in Blender, but so far I’m quite happy.