AI aircraft need to be as framerate friendly as possible, because, depending on what airport you find yourself at in the FS world, there may be 50, 60, even 70 aircraft present. While FS can handle a single high polygon count aircraft with relative ease, framerates will quickly drop as more such aircraft are added. In addition to the aircraft affecting framerate, other scenery objects affect it as well. This is especially evident at larger airports which have many airport buildings, runways, taxi ways, and nearby city structures, which just by themselves can take a toll on framerate. Since it's these larger airports that have the need for lots of aircraft to be present, it becomes pretty obvious why the AI aircraft need to be as framerate friendly as possible. |
AI aircraft do not need to be as detailed as player controlled aircraft, and are not designed to be closely inspected. They should look good sitting at the gate, as seen from a plane at an adjacent gate. An AI aircraft doesn't need interiors or a large number of moving parts. Framerate in FS is determined in large part by the number of polygons that FS has to display at any given moment. The greater the number of polygons in your field of view, the lower your framerate will be. AI aircraft need to use as few polygons in their construction as possible, and utilize the LOD (Level of Detail) feature which can significantly reduce the number of polygons that FS has to think about. AI IS ALL ABOUT FRAMERATE
|
|
There is not much use for a one point polygon
in an aircraft, though in other 3D work, one point polygons are often
used as stars or particles. |
|
Two point polygons can
have a limited use for aircraft, usually as wires. Antenna wires
on a WW2 aircraft, or as rigging on a biplane are probably the most common
uses. |
|
With almost no exceptions,
all of the polygons in modern AI aircraft will be triangles. You
can make polygons in Gmax that have more than 3 points, but Gmax still
considers them as a collection of triangles. So, what to you is
a square, Gmax sees as 2 triangles. The "show faces" command in
Gmax will show you the triangles. |
|
The side of the polygon that
is visible is referred to as the "normal", or "surface normal" (as in:
"this is the side of the polygon that would normally be visible") If
you turn on "Show Normals", you will see a line projecting from the center
of each polygon. This line will be on the visible side of the polygon.
In wireframe view this will show you which side of a polygon will
be visible in the finished model.
You can "flip" the direction of a surface normal by selecting an object or face, and using the "Flip Normal" modifier. If you are seeing the "inside" of a part, you'll want to use "Flip Normal". |
LOD 1 1600 polygons |
LOD 2 1067 polygons |
LOD 3 84 polygons |
|
|
|
How to count polygons. Click the hammer icon This will bring up the "Polygon Count" window. The top counter shows the polygon count of just the selected objects, the lower shows the polygon count of all of the objects. You can set the number of polygons you would not like to exceed in the "Budget: windows. As the number of polygons in your model approaches the budget level, the status line will change from green, to yellow, and finally red. Note that in this screen shot, the polygon counter is counting the polygons of the simple cube that you saw in the preceding screen shot for surface normals. While a cube only has 6 sides, Gmax sees each of those square sides as 2 triangles, not 1 square. This is why the polygon counter is showing 12 polygons counted, not 6. |
|
|
Even though these look like round cylinders, they are actually many flat surfaces put together that create the illusion of a cylinder. Adding smoothing makes the illusion more convincing since it eliminates the facets that an unsmoothed object has. Beginning 3D modelers often use an excessive amount of polygons to make a curved surface. |
|
|
Cylinder 1 has 28 polygons, cylinder 2 has 168 polygons, more than 8 times the number of polygons as cylinder 1. You might think that cylinder 2 will look better in FS than cylinder 1 because it has more polygons. But, once smoothing and a texture are applied they will be almost indistinguishable in FS. The parts of an aircraft that consume the most polygons are parts that are round or curved; fuselages, engines, wheels, etc... |
|
|
|
A 14 sided disc consists of 12 polygons. The 14 sided disc can be deleted and replaced with a pentagon or hexagon. It will look exactly the same as the disc, but will only use 3 or 4 polygons instead of 14. So, in this example, on a single engine, you can replace the front and rear discs (28 polygons) with 2 pentagons or hexagons with a total polygon count of 6 or 8 polygons. On a 4 engined aircraft this can eliminate 88 polygons! |
|
| On a real aircraft, the landing gear struts
are cylindrical in cross section. For an AI aircraft, a much
simpler cross section can be used. Using a square or even triangular
cross section on your gear struts can save many polygons. Regardless of which cross section you use, all of the polygons that cap the ends of the struts can be deleted since they will either be hidden in the fuselage or hidden by the wheels. |
|
Here's typical gear door. It consists of 12 polygons, you can eliminate the top edge polygons where the top edge intersects the fuselage, and this will reduce the polygon count to 10 polygons. |
|
For even more reduction, you can delete all of the narrow edge polygons and move the 2 remaining parts very close together. Now the count is down to just 4 polygons. |
|
| Pretty good, but we can go even further
by eliminating one of the remaining halves, leaving us with just a single
rectangular shape. As is, this part is single sided and can only be seen from one side. However, when applying a texture to this part in Gmax, if you use the prefix "DS_" in front of the material name, this part will be double sided, meaning that it can be seen from both sides of the polygon, not just from one side as is the case with most of our aircraft's parts. |
|
|
After initial construction, the trailing edges of many parts will be a series of rectangular polygons. These trailing edge polygons can be deleted. |
|
Trailing edge polygons have been deleted. Next step is to weld the adjacent points together to close up the opening where the deleted polygons were. |
|
After the 2 sets of points have been welded together. This technique only removes 2 polygons, but your aircraft will look better for it, since the trailing edges of air foils should not look blocky anyway. |
Depending on how it was constructed, the trailing edge of a jet exhaust will often have a series of polygons making up the edge. These polygons can be eliminated, and the resulting opening closed up by welding the adjacent points together. |
|
|
Here, all of the polygons that made up the rear edge of the exhaust cone have been removed. This leaves a gap that needs to be closed up. |
|
|
After all of the trailing edge points have been welded together. This removed 28 polygons from the engine, and the exhaust cone looks better as well. |
|
|
AI wheels need to be circular, but that's it. They do not need to have edges rounded off. This is a very nice looking wheel, but at 164 polygons, it's not very good for AI use, |
|
Essentially, a good AI wheel is nothing more than an extruded 12 sided disc. This will result in a 44 polygon wheel. Even the smallest commercial airliner probably has at least 6 wheels, that's 264 polygons. With larger airliners with more elaborate gear, that number can be much higher. |
|
A 44 polygon wheel is acceptable for the LOD1 model, but the LOD2 model can use a much simpler wheel. Using double sided polygons on the LOD2 model's wheels, the polygon count can be reduced to just 8 polygons per wheel. The LOD3 model is seen from such a far distance that it doesn't need wheels at all. |
|