Project Madiera
#1
Posted 04 July 2005 - 10:07 AM
I'm going to finish the ground around the airport and release a beta so I can see if everyone is able to run the raised runway. This will be around a version 0.7, so don't expect anything too spectacular, but it will be a start.
Fot those not in the know I am remodelling the area around Madiera airport involving:
'Floating' runway extended out on pillars over the sea.
Completely new hand drawn heightmaps in the area around 1 mile from the airport.
Completely new heightmap taken from SRTM data for the whole island and surrounding islets.
New landclasses.
New buildings around the apron area, which will eventually include all the buildings at the airport.
#2
Posted 04 July 2005 - 02:27 PM
TechnicolorYawn, on Jul 4 2005, 11:07 AM, said:
I'm going to finish the ground around the airport and release a beta so I can see if everyone is able to run the raised runway. This will be around a version 0.7, so don't expect anything too spectacular, but it will be a start.
Fot those not in the know I am remodelling the area around Madiera airport involving:
'Floating' runway extended out on pillars over the sea.
Completely new hand drawn heightmaps in the area around 1 mile from the airport.
Completely new heightmap taken from SRTM data for the whole island and surrounding islets.
New landclasses.
New buildings around the apron area, which will eventually include all the buildings at the airport.
#3
Posted 04 July 2005 - 04:34 PM
#4
Posted 04 July 2005 - 04:34 PM
#5
Posted 04 July 2005 - 04:35 PM
#6
Posted 05 July 2005 - 01:16 AM
This is mine so far:
#7
Posted 05 July 2005 - 02:06 AM
#8
Posted 05 July 2005 - 02:28 AM
#9
Posted 06 July 2005 - 11:55 AM
#10
Posted 06 July 2005 - 03:12 PM
#11
Posted 06 July 2005 - 03:14 PM
#12
Posted 06 July 2005 - 03:53 PM
#13
Posted 06 July 2005 - 04:08 PM
TechnicolorYawn, on Jul 6 2005, 03:53 PM, said:
It is looking GREAT!
#14
Posted 06 July 2005 - 04:22 PM
If you already have a GMax created ground poly, then I think you may have to use multi-texturing, which I'm not sure how to do (yet).
#15
Posted 06 July 2005 - 05:47 PM
I have 3 objects on the ground - the ground itself, some AFCAD taxiways and a 2D Gmax polygon with a taxiway texture on it. The problem is, I can't seem to get it so it looks right. The shadows can only be seen from a very high angle, or a very low angle, and if I go further than about a mile out, you can see the ground through the texture.
I have the ground at 58.5161m, the AFCAD at 58.53659m (that's 192ft, according to FS Scenery Creator), and the textured poly at 58.54659m.
Anyone have any idea what kinds of seperations should I be using? I've seen sceneries that use AFCAD data and textured polys with no shadow or show-through side effects at all.
#16
Posted 06 July 2005 - 06:56 PM
Good luck!
Robby
#17
Posted 07 July 2005 - 12:49 AM
wildwobby, on Jul 6 2005, 06:56 PM, said:
Here's a set of tutorials I used to help me:
http://www.windowlig....nz/design.html
The 'Designing a simple building' one shows you how to do texturing.
If you want multiple copies of the same building, the best way is to use XML to place them. You can create multiple entries of the line that places the object in the XML file before you compile it (if that makes sense) to have the object placed in more than one location in the same .bgl.
#18
Posted 07 July 2005 - 11:56 AM
TechnicolorYawn, on Jul 7 2005, 12:49 AM, said:
wildwobby, on Jul 6 2005, 06:56 PM, said:
Here's a set of tutorials I used to help me:
http://www.windowlig....nz/design.html
The 'Designing a simple building' one shows you how to do texturing.
If you want multiple copies of the same building, the best way is to use XML to place them. You can create multiple entries of the line that places the object in the XML file before you compile it (if that makes sense) to have the object placed in more than one location in the same .bgl.
wait so if i wanted to place 2 buildings... in the XML, I make this:
<?xml version="1.0" encoding="ISO-8859-1"?> <FSData version="9.0" xmlns:xsi='http://www.w3.org/2001/XMLSchema-instance' xsi:noNamespaceSchemaLocation="bglcomp.xsd"> <!-- <SceneryObject lat="47 25.89" lon="-122 18.43" alt="0" pitch="0" bank="0" heading="0" altitudeIsAgl="TRUE" imageComplexity="NORMAL"> <SceneryObject lat="47 25.89" lon="-122 18.43" alt="0" pitch="0" bank="0" heading="0" altitudeIsAgl="TRUE" imageComplexity="NORMAL"> <LibraryObject name="49484DD94DD821F1229CD181D37899EC" scale="1.0" /> </SceneryObject> --> <!-- Inclusion of model data. Use the 'Name' of this object to place --> <!-- it in other locations. --> <ModelData name="49484DD94DD821F1229CD181D37899EC" sourceFile="test.mdl" /> </FSData>
My texturing works now, THANKS!
Also, I change the heading to get the front of the building where I want it? thanks SO MUCH!
And also , where is the texture files after i compile? lol.
Edited by wildwobby, 07 July 2005 - 11:59 AM.
#19
Posted 07 July 2005 - 12:08 PM
<LibraryObject name="49484DD94DD821F1229CD181D37899EC" scale="1.0" />
</SceneryObject>
bit too for each duplicate object. basically everthing from <sceneryobject to </sceneryobject>
Once you've compiled your object with textures, you need to convert them to DXT3 textures (google a little program called DXTBmp for this) and put them in the texture folder of wherever you have your scenery. You only need to do this once, not every time you recompile (unless you want to change the texture).
Edited by TechnicolorYawn, 07 July 2005 - 12:09 PM.
#20
Posted 07 July 2005 - 12:10 PM