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Taxiway signs

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Guest Mauro_Perez

Hi,Well, if you know how to work in GMAX, thats all you need...just create 1 , texture it using the unwrap UVW tool in gmax (Of course after you create your BMP with the signs), then export it to BGL , and see how it looks, if looks OK, just proceed creating a new one,etc etc and play with the coordinates to locate them in the correct position.Thats my way to make them :)Good luck and hope this help.

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You know that FS2004 is supposed to already have taxiway signs, right? And I think it's safe to assume that if they have signs everyone, someone will either uncover how they did it or Microsoft might even tell us via an SDK. Either way, it looks as though those signs will get a lot easier to deal with in the next version. A little over a week and counting!

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Hey Mauro,Not to hijack this thread, but do you live in Brazil or Uruguay now? My uncle just bought an apartment in Montevideo that he's invited my wife and I to check out. I'd love to go down for a visit, and maybe hook up with some locals to talk flightsimming sometime.thanks,

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I use the same layout background to place taxiway signs as the one to make the airport/taxiways and runways. I make taxiway signs in gMax, but all in one scene. Center of both backgrounds (FSCC or Airport and gMax) is always the same. Easy to orient and coordinate and only one coordinate location to enter. As a result I have separate bgl. which I call taxiwaysigns.bgl As a matter of fact I do in the same way all my landscaping. The trick is in naming parts similarly (like txwaysignAD>,txwaysignD, tree1, treecluster2.... etc. ). Selection/extraction among the other parts is a snap then using part list in alphabetical order. Ted

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