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Post by jymp on May 24, 2014 22:07:46 GMT -5
Hi Tom, once you and Bernie are finished updating the F-27 will it be used as an updated base pack ?
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Post by Tom/CalClassic on May 24, 2014 23:54:57 GMT -5
Yes, most likely. It will take time for me to alter all the textures, though.
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Post by leutnantwerner on May 25, 2014 5:31:37 GMT -5
Argh, just forgot to copy the new external parts to the VC. Will be fixed soon!
I checked it right now, but can't find any anomality. Did you have this bug also with the Condor and Aloha textures? I use reflective material on fuselage, nacelles and air foils, so the position of the alpha channel must fit the texture, thought. Could you please provide me a screen shot?
Cheers Bernie
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Post by Tom/CalClassic on May 25, 2014 10:05:07 GMT -5
Hi, Here is a pic of the anomaly on your Aloha version - it's the diagonal shadow across the fuselage: BTW, I note that the alpha channel appears not to have been moved down along with the window stripe? Hope this helps,
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Post by leutnantwerner on May 25, 2014 17:22:27 GMT -5
Hi, got it, duplicate vertice half connected. About the texture, I fixed it, but then copied the old one. Sorry, very bad quality management. The landing light, not show up in 2d, is still a mystery for me. Must dig deeper. c_wheel is not working in FSDS, but c_wheelsteer. Hope it's the same effect. Cheers Bernie
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Post by Tom/CalClassic on May 26, 2014 1:12:40 GMT -5
Hi,
Yes, I think that's the same nose wheel effect as c_wheel. If you can't get the landing lights to show up in the 2D cockpit, I might try to take a stab at it later?
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Post by leutnantwerner on May 26, 2014 3:08:01 GMT -5
Stupid me,
because the c_wheel animation starts with frame 100 up to 200 in 120deg steps. But this name tag is for a swivel wheel and the Fokker has an controlabel, powered by pneumatic pressure?
About the landing lights problem I will check your gmax file again, must be somewhere there around.
Bernie
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Post by Tom/CalClassic on May 26, 2014 9:38:35 GMT -5
Just cause it's powered by pneumatic pressure shouldn't make a difference. It works fine in my F-27A.
Hope this helps,
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Post by leutnantwerner on May 27, 2014 2:23:25 GMT -5
Ok, not a big problem. The *landing light* issue will be postponed, as you suggest, have no clue in the moment. I'll carry on with the other tasks.
Bernie
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Post by Tom/CalClassic on May 27, 2014 12:06:22 GMT -5
Hi,
I can't test your FSDS model, since I don't have FSDS 3. So that can indeed be postponed. But we'll fix it, eventually.
Are you creating the landings lights separate from the rest of the model, or as attachpoints?
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Post by leutnantwerner on May 27, 2014 16:53:26 GMT -5
Ok,
if we take the Fokker as an example, because the landing lights are fixed, I created simply three triangularly polygons named *light_land.L* and *light_land.R*, for each wing and a *light_taxi*. I added a material with all colors set to 255,255,255. These polygons I copied to the main model and the VC. That's it.
Bernie
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Post by Tom/CalClassic on May 28, 2014 9:56:47 GMT -5
And this is FSDS 3.5.1, right?
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Post by leutnantwerner on May 28, 2014 14:57:54 GMT -5
No, FSDS 2.24! This version uses a build compiler, not the one from fs9 SDK.
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Post by Tom/CalClassic on May 28, 2014 15:47:14 GMT -5
Hi,
I actually have that program on an old computer (cannot install it on System 7, so far). But I never created a flyable aircraft with it, only AI. So I could take a look, but I wouldn't know what I'm looking for...
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Post by Tom/CalClassic on May 28, 2014 15:52:00 GMT -5
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