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arno

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Everything posted by arno

  1. Good question, I would say anybody interested in making some kind of addon. Whether it is an entire airport, an aircraft or just put your own house in the sim. But this indeed leads to the question what level of knowledge do you expect from people participating. Should the presentations be aimed at novice users or more at experts? I guess we might need to have a mix of both.
  2. Over at the FSDeveloper forum there is a discussion going if we should try to organize an online conference for FS addon developers. I put a little more information in a blog post, it also includes a link to a survey where you can indicate if you like the idea and what you would like to see covered by such a conference. So let us know if you think this is interesting. http://www.scenerydesign.org/2012/12/a-fs-developer-conference/
  3. Over at the FSDeveloper forum there is a discussion going if we should try to organize an online conference for FS addon developers. I put a little more information in a blog post, it also includes a link to a survey where you can indicate if you like the idea and what you would like to see covered by such a conference. So let us know if you think this is interesting. http://www.scenerydesign.org/2012/12/a-fs-developer-conference/
  4. Hi, I don't know what SimSavvy is, but the water and blend masks need to be in the same bgl as the photo scenery. So making them separately won't work as far as I know. You also can't add them to existing files, so you would have to start from scratch.
  5. Hi, You could try to load the x file in modelconverterx, it might be able to read it and process it and then export to mdl.
  6. Just south of Luxembourg city I also saw a line of default scenery through the photo scenery. Ah, I haven't check how well the OpenStreetMap data is for Belgium. For Luxembourg it seemed quite good coverage. Let me check the Belgian data as well. Finding those GUIDs in the XML files of the SDK can indeed be hard. Might be a good idea to have a list of possible values (or even better with a picture showing what you will get). Let me see what can be done for that.
  7. Hi, Questions about the autogen. I am writing a more detailed tutorial for my scenProc tool now and I used this scenery and the area around Luxembourgh as example. Then I saw in this thread that some work on autogen has already been done. Did you guys in the end succeed to cover the whole of the scenery with forests? Else I can probably help a bit.
  8. Hi, When making the night texture you would in general darken the whole texture, except the parts you want to light up. Send from my phone using Tapatalk, so excuse the short sentences and possible typos
  9. Hi, In that case you need to go into the material editor in ModelConverterX. For each material that needs a night texture you can add it. It is adding to the "nightmap texture" slot. After that you export to MDL.
  10. Hi Bryan, What tool did you use to make these objects? We would need to know that, to tell you how to add the night textures to the model. And of course you need to make the night textures as well, but that's quite obvious.
  11. Indeed, the animations are lost on export to gmax and have to be added again. Send from my phone using Tapatalk, so excuse the short sentences and possible typos
  12. Hi,Looks like a problem with transparent textures to me. That is often a problem with FS2004 sceneries in FSX. The only solution would be to update the objects to FSX specs.
  13. Hi,If you are working for FSX only I would suggest that you check the WhisPlacer tool. It is a nice object placement tool.
  14. Hi Chris, EZ-Scenery is mainly used to place 3D objects. So you will not find that many objects that enhance the ground for it. These are usually made with different techniques.
  15. Hi Randy, To include all the libraries is not really a good advice. If users end up installing the same library mulitple times in their FS that can give a number of problems. First it can take a lot of harddisk space, secondly it will result in multiple objects with the same GUID. This can lead to issues, since you don't know from which library the object is actually taken. If the developer decides to update the library later it will also be a nightmare to do so. So the common practise for scenery developers is to point the users where to get the libraries, but don't include them in the distribution.
  16. Hi,What MDL Tweaker II does at load is take the serial number of your C drive and use that as an ID to determine if you have accepted the license already or not. Could it be that there is something with your computer setup so that it can't access the C drive?
  17. Hi,The FSDeveloper site is running fine.Are you sure you filled in all the information correctly and answered the security question as well?Else you can use the contact us link to send me or the other admins an email and we'll look into your issue.http://www.fsdeveloper.com/forum/sendmessage.php
  18. Hi,I have not seen such a tool. What FSX does is scan all the active scenery folders that are in your scenery.cfg file. For the different BGL files it finds it will then check if they are in the area you are flying or not. If they are they are loaded and will be rendered.
  19. Hi,I don't think that is easy. FSX stores the textures of photoscenery inside the BGL file. So if you want to put it in FSX you would have to compile the images you have into a BGL file using the resample tool from the SDK.
  20. Hi,I prefer to use the same size in GMax and FS. So I already make sure they are a power of two. You could also resize later, but I think that can quickly become confusing.For the formats I prefer to use Photoshop PSD files in GMax. This format has the advantage that it can store layers, which is easy when editing your texture. Using the ImageTool of the SDK I then convert them to DXT BMP (for FS2004) or DDS (for FSX).
  21. Hi,With either a terrain or a XML exclude it should be possible to remove them. Which two bridges do you trouble with?
  22. Hi,DXT1 can only save a one bit alpha channel. Which means either on or off. So it is useful for trees for example. DXT3 can save different levels of transparency. So in general it is better for windows and other features that are not just on or off. However as you noticed, the scenery engine can have trouble with the drawing order for DXT3. That's probably why you don't see your inside. It might work to give you inside a different texture with a name that is alphabetically before the outside texture. P.S.: for FSX DXT5 is preferred instead of DXT3 for windows, etc.
  23. Hi,Check your shortcut. It is probably using a variable like %GMAXLOC%. If that one is not defined correctly you can get this error. If you replace %GMAXLOC% by the path to the folder where you installed GMax it should work.
  24. Hi,Sounds like the texture does not have the alpha channel defined correctly, since that is what determines the transparency. It would be probably best ot ask the author if he has a fix for this.
  25. Hi,I have never heard of such an update. Those libraries have been made a long time ago (was it FS2002?) and I don't think they have been updated recently. Since then the default trees have changed a lot, so I understand how they do not blend so well.
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