Sydney Airport
#1
Posted 21 June 2008 - 10:05 PM
over the carpark
flying over
final 34L
final 25
final 16R
#2
Posted 22 June 2008 - 08:21 AM
#3
Posted 22 June 2008 - 08:44 AM
#4
Posted 22 June 2008 - 11:02 AM
I can't wait
#5
Posted 22 June 2008 - 12:14 PM
#6
Posted 22 June 2008 - 11:28 PM
Speak soon!
#7
Posted 23 June 2008 - 05:31 PM
Have you got a time frame on when you think you may release your version ??? As not to be rude but FS9 is coming to an end, well for me anyway especially when I get my new cpu and due to what Orbx is doing for Australia in FSX, http://orbxsystems.c...hp?topic=3485.0
Azbaz
Edited by Azbaz, 23 June 2008 - 05:31 PM.
#8
Posted 25 June 2008 - 05:45 AM
Nice job.
Edited by flyhalf, 25 June 2008 - 05:46 AM.
#9
Posted 29 June 2008 - 09:20 PM
#10
Posted 12 July 2008 - 12:50 PM
#11
Posted 12 July 2008 - 05:00 PM
#12
Posted 12 July 2008 - 08:43 PM
#13
Posted 13 July 2008 - 07:50 AM
are the runway is function? i mean ILS..papi light appear? AI can taxi?
#14
Posted 13 July 2008 - 09:46 AM
#15
Posted 13 July 2008 - 12:29 PM
#16
Posted 13 July 2008 - 08:36 PM
#17
Posted 13 July 2008 - 09:22 PM
#18
Posted 14 July 2008 - 03:49 PM
Terry
#19
Posted 14 July 2008 - 11:27 PM
My photo ground was done in 8 x 1024 x 1024 Gmax polygons, 2 rows of 4.
I will be interested to know you you are going to do your taxi and runway lighting, as I hear you can't put afcad generated lights over Gmax polys, so you must hand code them. I hand coded mine but I hope there's an easier way as hand placing all the lights was .
#20
Posted 15 July 2008 - 01:54 AM
There's a small bug with the exporter for this though - you need to set up your compiler to keep the .asm files and find the section with your lights which should look something like this:
;IFMSK nolgt_1, dict_0_g_lightStates, LIGHT_NAV_MASK BGL_LIGHT LIGHT_NAV, 217.253, 0.338, 97.239, 20, 0.60, 0.40, 0FFFCFF00h, 0.000000, 0.000000, 1.000000; source poly num = 1 nolgt_1 label BGLCODE BGL_RETURN
You need to delete the ';IFMSK' line for the light to show. If you want the lights to only show up at night, you can collect all the BGL_LIGHT lines together into one section and put them inside an IFIN command like this:
IFIN1 dayTime, tod, 2, 4 BGL_LIGHT LIGHT_NAV, 813.473, 0.087, 294.099, 20, 0.60, 0.40, 0FF006C00h, 0.000000, 0.000000, 1.000000; source poly num = 1 BGL_LIGHT LIGHT_NAV, 768.321, 0.087, 230.939, 20, 0.60, 0.40, 0FF006C00h, 0.000000, 0.000000, 1.000000; source poly num = 2 BGL_LIGHT LIGHT_NAV, 750.730, 0.087, 206.536, 20, 0.60, 0.40, 0FF006C00h, 0.000000, 0.000000, 1.000000; source poly num = 3 BGL_LIGHT LIGHT_NAV, 729.028, 0.087, 185.942, 20, 0.60, 0.40, 0FF006C00h, 0.000000, 0.000000, 1.000000; source poly num = 4 dayTime label BGLCODE
What that code basically says is if the time of day is 2 or 4 (dusk/dawn or night) then carry on to the next line (and so go on to draw the lights), otherwise skip to the label 'dayTime'.