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Custom Entels

A custom entel can be created in SketchUp and other programs which can export 3ds format models. Textures are supported as well. Here are instructions for creating a custom entel in SketchUp, and then for making use of it in SimuTerra.

SimuTerra's internal unit of measure is meters. If you acquire a 3ds model from elsewhere, it should be sized accordingly, though you can scale entels in SimuTerra.


Create model in SketchUp

Actually, these instructions assume that you know how to create a model in SketchUp. An existing model will be used instead.

• In SketchUp, open the document argus-house.skp.


Export model from SketchUp

• Choose File > Export > 3D Model....

• Macintosh users: At the bottom of the dialog, in the pop-up menu for Format, choose 3DS Studio.

• Windows users: At the bottom of the dialog, in the drop-down list for Export type, choose 3DS (*.3ds).

• At the bottom right of the dialog, click the Options... button.

• In the (Macintosh: Geometry; Windows: Objects) section, select Single Object.

• Macintosh: In the Materials section, have a checkmark in ONLY the "Output Textures" checkbox.

• Windows: In the Appearance section, have a checkmark in ONLY the "Output texture maps" checkbox.

• In the (Macintosh: Cameras; Windows: Other) section, ensure that there is NO checkmark in the "Generate cameras" checkbox.

• At the bottom, set the units to Meters.

This is significant, because SimuTerra treats all measurements within models as being in meters. If the model is exported in inches, it will be about 40 times larger than you may expect.

• Dismiss the Export Options dialog by clicking the OK button.

• At the (Macintosh: top; Windows: bottom) of the dialog, set the name of the file you create to argus-house.3ds, which should be the default anyway.

• At the top of the dialog, set the folder into which you want the export results to be placed.

• Click on the button at the (Macintosh: bottom; Windows: top) of the dialog in order to create a new folder which will be placed in the folder you selected in the previous step. For this example, let's call the folder you create "3ds export from SU". The reason for creating this new folder is simply to make things more organized; it is not a requirement of the program.

• Windows users only: After you've named this new folder, and while it is selected, click the Open button at the bottom right, so that this new folder's name appears in the "Save in" drop-down list at the top of the dialog.

• Create yet another new folder, with a name such as "argus-house model and textures".

• Windows users only: Again, after you've named this new folder, and while it is selected, click the Open button at the bottom right, so that this new folder's name appears in the "Save in" drop-down list at the top of the dialog.

The name of the innermost new folder, "argus-house model and textures", should now appear in the "Save in" pop-up menu (drop-down list) at the top of the dialog.

• Click the Export button at the bottom right of the dialog.

A progress dialog should appear indicating that the model is being exported.


Copy the files

• Go to (Macintosh: the Finder; Windows: Windows Explorer), and display the contents of the folder "argus-house model and textures". You should see the model file (argus-house.3ds) and eight texture files (1627sou1.jpg through 1627sou8.jpg).

• Macintosh users: Copy the model file (argus-house.3ds), and paste the copy into the folder named Models which is inside the folder named CustomEntels, which is alonside the SimuTerra application, which is probably inside a SimuTerra folder inside your Applications folder.

• Windows users: Copy the model file (argus-house.3ds), and paste the copy into the folder C:\Program Files\COMPUneering\SimuTerra\CustomEntels\Models (or equivalent, if you installed SimuTerra elsewhere).

• Macintosh users: Copy all of the texture files, and paste them into the folder named Textures which is inside the folder named CustomEntels, which is alonside the SimuTerra application, which is probably inside a SimuTerra folder inside your Applications folder.

• Windows users: Copy all of the texture files, and paste them into the folder C:\Program Files\COMPUneering\SimuTerra\CutsomEntels\Textures (or equivalent, if you installed SimuTerra elsewhere).


Switch to SimuTerra

• Open SimuTerra.

• In the 2D view, create a simple, flat DTM, such as with four points forming a square which would be in the range of 100 feet by 100 feet (very approximate).

• Create a new window (Window > New Window).

• Display the contents of the new window in 3D (View > Display in 3D).

• Move the 3D window to the side so that you can see both windows simultaneously.

• Turn off animation, just for convenience (Doc > Animation).

• Click on the Entel Tool in the Tool Palette.

• Click in the middle of the DTM in the 2D view so as to create an entel.

• Click on the Selection Tool in the Tool Palette so that you don't accidentally create more entels.

Note that you'll see a man standing still in the middle of the DTM in the 3D view. (If you don't see him, you may need to click in the 3D window to force a redraw; this is a bug which will be fixed.)

• Double-click the entel in the 2D view so as to display its parameters in the Info Panel.

The tip of the arrow cursor must be in the middle of the entel icon, otherwise you end up deselecting the entel.

• Bring the Info Panel to the front (either by clicking in it, or choosing Window > Info Panel once or twice).

• Move the Info Panel down, if necessary, so that it doesn't obscure the entel in the 3D view.


Choose custom entel

• In the Info Panel, using the Kind pop-up menu/drop-down list, change the kind from Person to Custom.

• You can see that the entel has morphed from a man to a cylinder.

• Click on the Select... button just below the Kind pop-up menu.

• Choose argus-house.3ds from the list.

• Click the OK button.

• The cylinder should disappear.

• Bring the 3D window to the front, and click in it so as to display the entel.

This need to force the display is a bug, which will be fixed.

You should see the argus-house model serving as the custom entel, displaying the same textures as in SketchUp. You may want to change the color, using the body color control (the head color control won't have any effect). The color is applied to the entire entel, in combination with any textures.

Windows users: The "Body color" color control in the Info Palette for entels may not be wired up. You can instead, while the entel is selected, choose Entel > Edit Entels..., place a checkmark in the checkbox to the left of the "Body color" color picker, then click on the color picker, and set the color. When you click the OK button, the new color should be applied to the entel.


Next time

Once you have copied the 3ds model and texture files into the folders described above, they will remain there (unless you delete them when uninstalling the program, such as when updating the program). So you won't have to repeat all the steps above

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