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Sydney Airport


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#1 RIDZ_YSSY

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Posted 21 June 2008 - 10:05 PM

Hi guys i haven't posted in a while.. here is some pics of the satellite in fs still needs alpha and that double edge technique done to it but i can use it now to get the other ground elements done..

over the carpark
Posted Image

flying over
Posted Image

final 34L
Posted Image

final 25
Posted Image

final 16R
Posted Image

#2 Shamir

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Posted 22 June 2008 - 08:21 AM

well photoreal looks nice.. however.. I do expect you doing another layer for High definition 2d Polys

#3 RIDZ_YSSY

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Posted 22 June 2008 - 08:44 AM

Yeah ofcourse thats the base, textures go ontop which has a nice effect  :lol:  ill post some more shots at the end of this week with more things done.

#4 mistahimaskwa

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Posted 22 June 2008 - 11:02 AM

that looks amazing! Nice job

I can't wait  :lol:

#5 Spartan

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Posted 22 June 2008 - 12:14 PM

That looks epic.

#6 Haysie

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Posted 22 June 2008 - 11:28 PM

Wow mate that's coming along superbly! I was flying in from the Gold Coast the other day and I thought we were going to land on 16L, so I was geed up for a city approach, then all of a sudden we're almost on the ground as we broke through the clouds onto 25 haha...

Speak soon!

#7 Azbaz

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Posted 23 June 2008 - 05:31 PM

Photoreal is looking good, better then the default photoreal underlay :lol:

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 :lol:

Azbaz

Edited by Azbaz, 23 June 2008 - 05:31 PM.


#8 flyhalf

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Posted 25 June 2008 - 05:45 AM

^^^ Nah, rubbish. Plenty of life in FS9, it will be round for ages.  How many other "FSX only" sceneries do you see around ?

Nice job.

Edited by flyhalf, 25 June 2008 - 05:46 AM.


#9 Shamir

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Posted 29 June 2008 - 09:20 PM

I agree Flyhalf... Ridz i sent you an Msn addie.. id like you to help me out a little...

#10 alphalfa

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Posted 12 July 2008 - 12:50 PM

what software do you used to develope it? request for night view..NICE..

#11 fs_roadtrain

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Posted 12 July 2008 - 05:00 PM

I like it it's nice. But it kinda looks like it's stretched and flat, like it's straight off google earth. I like it though, I love the third shot.

#12 RIDZ_YSSY

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Posted 12 July 2008 - 08:43 PM

Yeah its probably because i havnt touched any terrain yet and also i have not put any buildings over it so it looks dead lol. But once buildings and elevated highways are added it should look better.

#13 alphalfa

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Posted 13 July 2008 - 07:50 AM

actually what software do use for it? could u show more closer to the ground view...check the blurries.

are the runway is function? i mean ILS..papi light appear? AI can taxi?

#14 RIDZ_YSSY

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Posted 13 July 2008 - 09:46 AM

1. i use gmax 2. its not finished 3.obviously the final product is going to have what you just mentioned.

#15 alphalfa

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Posted 13 July 2008 - 12:29 PM

and how u grab the google texture...did u assemble it piece by piece?

#16 RIDZ_YSSY

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Posted 13 July 2008 - 08:36 PM

There not google images they are from a different provider which i have gone into a agreement with. And what exactly do you mean by assemble piece by piece ?

#17 Ubeans2001

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Posted 13 July 2008 - 09:22 PM

Wow!! Coming along NICELY!! Any thoughts on release dates??  :hrmm: :hrmm:

#18 fsterry

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Posted 14 July 2008 - 03:49 PM

The photoreal looks great in my opinion,cant wait to see what it looks like with buildings on it.Im currently designing scenery for Dublin,Ireland and am hoping to get some photoscenery going.Have to look in to the whole copyright  issues etc.Best of look with the scenery.

Terry

#19 flyhalf

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Posted 14 July 2008 - 11:27 PM

RIDZ, you have inspired me to pick up and finish my Paphos scenery again :-)

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 :hrmm:.

#20 TechnicolorYawn

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Posted 15 July 2008 - 01:54 AM

You can use gmax to place lights, saving you having to write code for them yourself. Make a small box and create a material called 'LIGHT_NAV_xxxxx' where xxxxx is whatever name you want, and texture your box with this. When you export, rather than placing the box, the compiler will place a light in the colour of the 'diffuse' setting of the LIGHT_NAV_ material (IIRC the light is placed at the centre of polygon 1).

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'.