April 4, 200719 yr I created a tail number poly for my FSX aircraft, and set up the material exactly per the SDK docs, including checking the "Is N Number Texture" option. I also added this to the aircraft cfg: atc_id=N3390U atc_id_color=0xffffffffThe texture doesn't show up in the sim - there's nothing there. I even tried copying the polys from the sample DC-3 that contain its tail number into my model, but still NG. Am I missing a trick?
April 4, 200719 yr Moderator I'm assuming then that you created a "dummy texture" for GMax to use in the Diffuse Color slot named "decal_nnumber.bmp" and mapped it to the polygon(s)?The NAME is critical... Fr. Bill AOPA Member: 07141481 AARP Member: 3209010556 Avsim Board of Directors | Avsim Forums Moderator
April 5, 200719 yr >I'm assuming then that you created a "dummy texture" for GMax>to use in the Diffuse Color slot named "decal_nnumber.bmp" and>mapped it to the polygon(s)?>>The NAME is critical...I did all that stuff...even compared my material item by item to one from the default DC-3. I'm even using the DC-3's dummy texture, with its original name.When I set up the material the same as the DC-3's, nothing shows up. If I change the framebuffer blend settings from "default transparent" to "default opaque", the poly shows up as opaque white, with no numbers on it.
April 5, 200719 yr Moderator Well, I'm out of ideas. I never use them myself, since I much prefer placing the registration number on the livery itself. Fr. Bill AOPA Member: 07141481 AARP Member: 3209010556 Avsim Board of Directors | Avsim Forums Moderator
April 7, 200719 yr >Well, I'm out of ideas. I never use them myself, since I>much prefer placing the registration number on the livery>itself.I guess I'll go that route myself. It would be nice to have dynamically specified call signs, but if you bake them into the texture they do look better.
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