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Guest glidernut

2 aditions to Chivner.

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Guest glidernut

Hi all,The Air Cadets squadren "sperd on by Agtim showing off with his jets over Switserland" are puting there Vigilant motorgliders throo there paces at Chivner airport in the UK-South, where thay are baced.Which by the way, nouw has a Seaking helychoper model there to represent thereal one based there.http://forums.avsim.net/user_files/131690.gifhttp://forums.avsim.net/user_files/131691.gifhttp://forums.avsim.net/user_files/131692.gif2 of Agtim`s men hav cum to chec if there papers are on order?http://forums.avsim.net/user_files/131693.gifhttp://forums.avsim.net/user_files/131694.gifglidernut.

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Guest glidernut

And bifor you say anything Chris Low, theres nuthing rong with that moon.Its a perfectly good moon.Its rouwnd init? what mor dyouwant?glidernut.

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Guest R_Driscoll

OK, now that's impressive.:-)

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Hy Glidernut, this addon looks very nice.will be happy to download it :-)meanwhile I continue to work on my F4U models static and AI - have just find how to assign the texture file number for AI to the .bin model.Have used hex editor to set it, but will create a tool for all.http://forums.avsim.net/user_files/131706.jpghttp://forums.avsim.net/user_files/131707.jpghttp://forums.avsim.net/user_files/131708.jpg:-wave agtim

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Guest fu3

Andre,"meanwhile I continue to work on my F4U modelsstatic and AI - have just find how to assignthe texture file number for AI to the .bin model.Have used hex editor to set it, but will create a tool for all."A tool?Anyway, the AI models get textured the same as normal resfile planes i.e. with a materials file. What you have to do is identify where in the models.res file you can put your textures and note the file positions. Then, you create a materials textfile, listing the positions of the textures and Voila!Then, compile the efile with bsp.exe using a materials file. See the attached zipfile - there's a DHC6 makefile, materials file and efile inside. You should be able to see the relationship just looking at the texture header of the efile vs. the materials file (if you run the .bat file with bsp.exe, you'll get an aircraft!).As far as tools go, there's 1 I'd love - Cockpit Designer v2.0 with support for Beechjet instruments :-lol Actually, a GUI version of bsp that allowed you to assign textures and visually debug non-compiling models would be fantastic! Right now, I have no idea why it crashes and must simply remove parts until it runs. Great if you didn't need that part :-rollThe F4U looks good but I had troubles with the gear (bsp crashes) so I gave up I've also got a half-finished T6 in the same boat! I've always liked the F4U though.:-wave

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Guest fu3

John,Bleedin' lovely ;)Must dust off my UKS again - it's been a while :-roll

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Hi Glidernut,The Sea King is great!Just two questions.1. Where can I get one (or two, or three!) for my Chiv setup.2. How do you get static models flying in formation? 3. (Fooled you!) where did you get the picture of the Syerston hangar?Ches

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Guest glidernut

RobD,Even if you dont say much, its always good knowing your still arouwn.You dont seem your self today, you seem a bit techy,Choowing peopls assis, thats not like you!Your normaly as soft as a pilow.Your not pregnant are you?agtim, john,A tool? ye, Iill hav one of them, what ever it dus.So an F4U is that funy looking plaine that needs its wings stratening then?Ches,Where the hel hav you been?Iv been sending you the Seaking helychoper for the last 2 weeks.And every 24 hours I get an automatically created mail delivery system warning message saying its not been diliverd yet!?!?I asoomd that you was on holiday or sumthing.Is your in box working?I only got one e-maile adress for you, it worked ok 3 weeks ago, why not nouw? <2. How do you get static models flying in formation?Thats easy, you can hav a lot of fun with this. you can fly any bin model, a tree, a bilding, a runway, anything. If its a bin file, you can fly it.Heares how I do it:First make a test aircraft named AA, so if you scroow it up you can jist bin it.Choos an aircraft in PLNPILE, for this exampl choos the Stemme.res, and copy and past it to your desktop, and rename it as AA.res and put it back in PLNPILE. open ResVewer, File, open, and navigate to your PLNPIL folder and open the AA.res,"easy to finde, ye? thats my clever nameing convention",Nouw go to File 98, and change the name from Stemme to AA. This is the name you see in the game. Allways keep an aircraft,s name in the game the same as it is named in PLNPIL.It drives me mad when peopl giv an aircraf 2 diferant names, its very confusing.Nouw youv got your test aircraft, you can fly any bin file you like in it.Open you AA.res in ResVewer and go to 3d Models, The first model is the F4 vew model, forget that for nouw.The second model has no weels, its the one you see when you are flying.The therd model has weels, it the one you see on the ground.So highlight the second model, Improt, Single, and navigat to your GEN folderand choos any bin, open. And thats it, go fly what ever youv inported.After you hav dun this a few times, you will fined it quiker to see a new bin modelin the game this way, than it is to place the new bin model useing Fled.As to flying mor than one model at a time, you need a modeling program for that."3. (Fooled you!) where did you get the picture of the Syerston hangar?"I carnt remember, Iv spent hours serching the net.glidernut.

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Guest glidernut

Ches,"3. (Fooled you!) where did you get the picture of the Syerston hangar?"Chivenor, Syerston, Chivenor, Syerston, Are yes, nouw I remember, I was looking to see what sort of gliders you mightneed for your next package? But I didant find any!Ps, send me an e-maile, about whats hapening your end.glidernut.

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Hi Jon,Thanks for the hint :-)I never have build a full plane , so have ignore this file.The texture file number-1 is placed in byte 19 counting from the start of the bitmap name.Example for fuse.bmp 0x78 = 120 -> File 121http://forums.avsim.net/user_files/131737.jpgI wanted buid a tool that set this byte, but now I will use the file.Where do you find this rules and is there a description of the E syntax I just own Robert's excellent tutorial ? :-wave agtim

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Guest glidernut

Agtim,Im not fuly shoower what your new tool would?It seems to me that there is alredy a tool that dus this, its calledFLITE.exe from http://www.geocities.com/alive.geo/downloads.htmlAnd cums with instructions. FLITE enables you to view and change the textures of the AI controlled planes in Flight Unlimited III.If you alredy know all this, just ignor me.glidernut.

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Hi Glidernut,Thanks for info, I know this program from Gideon and have even the source code of it :-). You can modify the texture for a given plane.With my tool I can assign another file number for a given plane. this value is stored in the .bin file of the model. See traed above. Jon Point has provided the standard solution from LG using a text file with BGL, also above and in the attached zip. If I build this tool then it will be posible to change the stored textture file number of model.res in a .bin file of an AI plane without recompile by BGL and also without having the E File.have tried jon's way it's ok, may be I build the tool. :-wave agtim

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