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Hueydriver

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About Hueydriver

  • Birthday 02/28/1968

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  • Gender
    Male
  • Location
    Iowa City, IA
  • Interests
    FS9, GMAX aircraft and scenery design, plus HO scale railroads and guitar playing/building.

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About Me

  • About Me
    Been involved since FS2002 and CFS2, did my first serious scenery experiments in fs9, around 2006. Have tweaked and fiddled ever since.
  1. FS2004- Recently I've created an aircraft carrier in Gmax, and all is well, except for trying to get decent textures on the deck. What I'm trying to do is get good skids in the trap area, and maybe some grime here and there. Sounds simple but it isn't. First off, I saved the carrier hull and island as one .bgl, then the deck as another .bgl. Good so far, I use the FS2004 SDK to place the hull, then duplicate that location for the deck. I have two options, and have tried them both- 1- use the FS2004 exporter, and have all the deck markings and skids (what I want) slightly elevated on the Z axis to create layers above the deck texture. 2- use the FS2002 exporter and ModelConverterX to layer the textures (what I really want). I have a flat 'airport' at 0 altitude, created in ADE9 in a low-priority scenery area, and have my actual 'airport' with an altitude of 19.9 meters for the carrier (deck) at a higher scenery priority. That is all good. The trick is to get a layered FS2002 series of textures 'up' to 19.9 meters. It doesn't of course want to do that being a 'ground poly'. Unchecking both boxes in ModelConverterX got my deck 'up' but it wasn't right, with a weird invisibility as you panned around, and this wasn't unexpected as Arno has warned. So that leaves using the FS2004 exporter and having the markings and skids all slightly raised up from the base deck texture. Sounds easy, but no matter how much I raise the skids, or how much I tweak the alpha channel in DXT1, I get a pool with skids that's invisible right down to the ocean. I've even raised the skids poly in Gmax up a full meter and still get this. I'm using DXT3 format because of the variable transparency, put I've tried DXT1 with Alpha as well.To me it makes no sense- I should see the basic deck texture on the poly below, not the ocean! I do this all the time on land-based scenery for runway grime and skids, using the FS2002 SDK. So, I'm stuck without a decent skid texture, unless I meticulously create textures and also meticulously map out the deck- I have my deck texture as a close-up of light-gray asphalt with a single tie-down, which mass-produces as the over-all deck texture via a small UVW Map (if you don't know what I'm talking about, Google 'carrier deck' and you'll see what I mean- all those little round tie-downs on the deck). Any help out there?
  2. Yikes! No replies and no views even. Ouch. But, I decided that since I'm only needing a 200 meter section I'd just create an fx_ effect and I think it looks pretty good and matches as best I can the default. Problem was recreating the glow showing up at any distance (the blue globs you see sitting on the ground away from the taxiway). This never looked right to anybody I think- my blue fx_ looked better, IMHO, it just didn't match the default. So, I scrubbed out the cobwebs and remembered Nicks' light fix. Version 2 in this case aka nicks_lightfix_v2.zip. Put in a new halo (I believe the 'Airport' one) and surprisingly that very first halo.bmp I chose matched just about exactly what I'd come up with as an effect. Score! And the best part is with Nick's Version 2 there are no blue globs! Anywhere, at any airport. So there ya go. Zero views and zero replies, except my own. Just for the benefit of anyone who googles my same issue in the future. Here's the .txt for my effect. Name it as you like- [Library Effect] Lifetime=5 Version=2.00 Display Name=SP_bluetaxi Radius=10000 [Properties] Cockpit=1 VirtualCockpit=1 Spot=1 Tower=1 Map=1 [Emitter.0] Lifetime=0.50, 0.50 Delay=0.00, 0.00 Bounce=0.00 No Interpolate=1 Rate=1.00, 1.00 X Emitter Velocity=0.00, 0.00 Y Emitter Velocity=0.00, 0.00 Z Emitter Velocity=0.00, 0.00 Drag=0.00, 0.00 X Particle Velocity=0.00, 0.00 Y Particle Velocity=0.00, 0.00 Z Particle Velocity=0.00, 0.00 X Offset=0.00, 0.00 Y Offset=0.00, 0.00 Z Offset=0.00, 0.00 [Particle.0] Lifetime=0.00, 0.00 Type=19 X Scale=0.15, 0.15 Y Scale=0.15, 0.15 Z Scale=0.00, 0.00 X Scale Rate=0.00, 0.00 Y Scale Rate=0.00, 0.00 Z Scale Rate=0.00, 0.00 Drag=0.00, 0.00 Color Rate=0.00, 0.00 Fade In=0.00, 0.00 Fade Out=0.00, 0.00 Rotation=0.00, 0.00 Static=1 Face=1, 1, 1 [ParticleAttributes.0] Blend Mode=2 Texture=fx_2.bmp Bounce=0.00 Color Start=0, 5, 224, 255 Color End=0, 5, 224, 200 Jitter Distance=0.00 Jitter Time=0.00 uv1=0.00, 0.00 uv2=0.50, 0.50 X Scale Goal=0.00 Y Scale Goal=0.00 Z Scale Goal=0.00 Extrude Length=0.00 Extrude Pitch Max=0.00 Extrude Heading Max=0.00 [Emitter.1] Lifetime=0.50, 0.50 Delay=0.00, 0.00 Bounce=0.00 No Interpolate=1 Rate=1.00, 1.00 X Emitter Velocity=0.00, 0.00 Y Emitter Velocity=0.00, 0.00 Z Emitter Velocity=0.00, 0.00 Drag=0.00, 0.00 X Particle Velocity=0.00, 0.00 Y Particle Velocity=0.00, 0.00 Z Particle Velocity=0.00, 0.00 X Offset=0.00, 0.00 Y Offset=0.00, 0.00 Z Offset=0.00, 0.00 [Particle.1] Lifetime=0.00, 0.00 Type=19 X Scale=0.18, 0.18 Y Scale=0.18, 0.18 Z Scale=0.00, 0.00 X Scale Rate=0.00, 0.00 Y Scale Rate=0.00, 0.00 Z Scale Rate=0.00, 0.00 Drag=0.00, 0.00 Color Rate=0.00, 0.00 Fade In=0.00, 0.00 Fade Out=0.00, 0.00 Rotation=0.00, 0.00 Static=1 Face=1, 1, 1 [ParticleAttributes.1] Blend Mode=2 Texture=fx_2.bmp Bounce=0.00 Color Start=0, 0, 93, 250 Color End=0, 0, 93, 240 Jitter Distance=0.00 Jitter Time=0.00 uv1=0.00, 0.00 uv2=0.50, 0.50 X Scale Goal=0.00 Y Scale Goal=0.00 Z Scale Goal=0.00 Extrude Length=0.00 Extrude Pitch Max=0.00 Extrude Heading Max=0.00 [Emitter.2] Lifetime=0.50, 0.50 Delay=0.00, 0.00 Bounce=0.00 No Interpolate=1 Rate=1.00, 1.00 X Emitter Velocity=0.00, 0.00 Y Emitter Velocity=0.00, 0.00 Z Emitter Velocity=0.00, 0.00 Drag=0.00, 0.00 X Particle Velocity=0.00, 0.00 Y Particle Velocity=0.00, 0.00 Z Particle Velocity=0.00, 0.00 X Offset=0.00, 0.00 Y Offset=0.00, 0.00 Z Offset=0.00, 0.00 [Particle.2] Lifetime=0.00, 0.00 Type=19 X Scale=0.65, 0.65 Y Scale=0.65, 0.65 Z Scale=0.00, 0.00 X Scale Rate=0.00, 0.00 Y Scale Rate=0.00, 0.00 Z Scale Rate=0.00, 0.00 Drag=0.00, 0.00 Color Rate=0.00, 0.00 Fade In=0.00, 0.00 Fade Out=0.00, 0.00 Rotation=0.00, 0.00 Static=1 Face=1, 1, 1 [ParticleAttributes.2] Blend Mode=2 Texture=fx_t38.bmp Bounce=0.00 Color Start=0, 0, 93, 255 Color End=0, 0, 93, 250 Jitter Distance=0.00 Jitter Time=0.00 uv1=0.00, 0.00 uv2=0.50, 0.50 X Scale Goal=0.00 Y Scale Goal=0.00 Z Scale Goal=0.00 Extrude Length=0.00 Extrude Pitch Max=0.00 Extrude Heading Max=0.00 [Emitter.3] Lifetime=0.50, 0.50 Delay=0.00, 0.00 Bounce=0.00 No Interpolate=1 Rate=1.00, 1.00 X Emitter Velocity=0.00, 0.00 Y Emitter Velocity=0.00, 0.00 Z Emitter Velocity=0.00, 0.00 Drag=0.00, 0.00 X Particle Velocity=0.00, 0.00 Y Particle Velocity=0.00, 0.00 Z Particle Velocity=0.00, 0.00 X Offset=0.00, 0.00 Y Offset=0.00, 0.00 Z Offset=0.00, 0.00 [Particle.3] Lifetime=0.00, 0.00 Type=19 X Scale=0.75, 0.75 Y Scale=0.75, 0.75 Z Scale=0.00, 0.00 X Scale Rate=0.00, 0.00 Y Scale Rate=0.00, 0.00 Z Scale Rate=0.00, 0.00 Drag=0.00, 0.00 Color Rate=0.00, 0.00 Fade In=0.00, 0.00 Fade Out=0.00, 0.00 Rotation=0.00, 0.00 Static=1 Face=1, 1, 1 [ParticleAttributes.3] Blend Mode=2 Texture=fx_t38.bmp Bounce=0.00 Color Start=0, 0, 93, 255 Color End=0, 0, 93, 200 Jitter Distance=0.00 Jitter Time=0.00 uv1=0.00, 0.00 uv2=0.50, 0.50 X Scale Goal=0.00 Y Scale Goal=0.00 Z Scale Goal=0.00 Extrude Length=0.00 Extrude Pitch Max=0.00 Extrude Heading Max=0.00
  3. Short story, I need some blue taxiway lights in a single short straight 200 meter section on top of photo- scenery. Nothing new I assume, but there ya go...I ain't found it and need guidance! Long story- photo ground poly in GMax 2002, ModelConverterX wizard to fs2004. Don't care about a modeled physical light mass-produced, I just want the light orb. Willing and able to do it in GMax but need help. Where's the blue come from??? Think stock FS9 halo...I'd like it to blend in with the stock taxiway lights as much as I can. Searched the past few days, going back to 2004, and not enough info. Remember, this has to go ON TOP OF the photo-scenery.
  4. I'll have to look into that. It (the original coastline/water) is certainly excluded via SBuilder, but I'll have to see whether or not it's excluded on the LOD square ( it's probably not). Visually it looks great, it's just on the GPS screen that it looks off, having both original and new. It's strange, after FS9 being around for 10 years, I never found anyone having that same question about new scenery in the GPS screen in my searches...am I missing something easy?
  5. Problem solved! I made it a Harrier based off of the NBAI_Harrier_AV88. Duh! Why didn't I think of that before? Has all the rotor tilt on final, then back to level once it's on the ground. Now my AI Ospreys look and act the part.
  6. First off, it is user-flyable. And it's a real bear to follow all the necessary instructions to get any kind of a decent landing! It lands as a fixed wing, but with it's props pointed up since the engines are linked to the flaps. Understand though that I'm not trying to mimic the real Osprey's VTOL and STOL capabilities in this AI- I just want it to behave as a typical fixed-wing in the sim, purely for the traffic. I hadn't seen the rcbhcf10 file, but have been using Bob Chicilo's V22_OsperyUpdate. Looking at the readme from rcbhcf10 however, he warns it cannot be used as an AI :( If the modifications he put together make it easier for me personally to fly then I'll give it a go in the user aircraft. As for the stall speed, I did modify them, down to 5, and maybe 1 once if not mistaken. I recall I've messed around with the lift as well, but all that seemed to do was prevent it from getting below 500, then i'd just do a go-around and eventually disappear (timeout). It's kind of hard to remember what exactly I've done what and where, and have since brought the .cfg and .air back to stock so as to post this thread. I believe it's spinning out/flopping around on short final has to do with the stall speed and the use of flaps. I've been going on that assumption and an trying to work around the sim's engine- that is, slow speed and use of flaps by AI. Mebull, if your willing to d/l it and have a look, that's totally up to you. This challenge kinda has me hooked, so beware!
  7. Okay, not talking about Virtavia's V22, but Vlad Zhyhulskiy's V22 from years ago (fs2002). I've been trying to get this going as an AI in FS9 for my sceneries on the east coast (MCAS New River and MCAS Cherry Point) but am having very limited success. After doing a Traffic for it, it sits parked as it should, and takes-off and flies great, but landing...she spirals outta control and crashes on final. Try adding it to one of your own Traffic .bgls, you'll see what I mean. Vlad's model has the engines attached to the flaps and that is creating issues. I've tried modifying the aircraft and .air a few different ways - no flaps, leading edge flaps, trailing flaps but with only one position at less than one degree, all no joy. Tried making it a stemme AI helo, no luck. Even tried making it a Baron with no flaps and no joy. Any help from the gurus??
  8. Quick question, but background first- I changed a river's line/shore to be satellite-image correct from the default FS2004 scenery. A HUGE improvement. Okay, now the question- In flight, on the GPS screen, both the default and the new river course appear. Any way of 'hiding' the default from that screen? Thanks in advance! -Steve
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