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Project Madiera


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#21 TechnicolorYawn

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Posted 07 July 2005 - 12:17 PM

The really tricky part about this is that its all on different levels, not flat like most airports. The parking around the terminal has about a 20-foot drop down to the ground which is proving.... interesting to model.

#22 wildwobby

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Posted 07 July 2005 - 12:27 PM

oh, so I use the same file I had to browse for in GMAX? It doesn't make another one... :D... and then convert to DXT3, also, so is this right:

<?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">
<LibraryObject name="49484DD94DD821F1229CD181D37899EC" scale="1.0" />
</SceneryObject>
<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>

I don't have to change the LibraryObjectName or anything?

Well,
You have been SO MUCH help. THANKS A LOT!

#23 TechnicolorYawn

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Posted 07 July 2005 - 03:04 PM

wildwobby, on Jul 7 2005, 12:27 PM, said:

I don't have to change the LibraryObjectName or anything?
No, the name identifies the object to the compiler, in the <ModelData name= bit at the bottom. You can even combine several different objects into the same bgl, by including their name sections in the bottom of the xml file, and referencing the name in the placement info.

#24 TechnicolorYawn

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Posted 07 July 2005 - 04:39 PM

There's a miles better texture tutorial in the SDK page on microsoft's website.

http://download.micr...ry_tutorial.exe

In there is a doc file that tells you how to build a house. The texture part of that is great and explains everything much better than that other link I posted.

#25 wildwobby

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Posted 07 July 2005 - 08:21 PM

Yep, was bored, and wanted some more practice, so I followed the whole thing... plus I added some more rooms... LOL...

Thanks A LOT...
Your scenery is gonna be AWSOME!

#26 TechnicolorYawn

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Posted 09 July 2005 - 05:52 AM

I've sorted my ground poly problem :D

You need to add 'zbias_' to the name of the material in GMax , and the FS draws it as a ground poly instead of just a 3D poly very close to the ground.

http://www.scenerydesign.org was a great help here - great site.

#27 wildwobby

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Posted 09 July 2005 - 02:02 PM

so the name of the material (textures) would be zbias_rwy.bmp or something? Cant wait for your scenery!

#28 TechnicolorYawn

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Posted 09 July 2005 - 05:33 PM

No, you name the material in Gmax 'zbias_whatever'. You can call the texture whatever you like.

#29 TechnicolorYawn

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Posted 11 July 2005 - 06:40 PM

Nearly finished modelling the terminal. Soon be able to start texturing. :D


Posted Image

#30 Hornet

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Posted 11 July 2005 - 09:41 PM

Keep going! It looks good. :D

#31 wildwobby

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Posted 12 July 2005 - 12:17 AM

yes, It DOES look good!

#32 TechnicolorYawn

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Posted 12 July 2005 - 04:40 PM

Finished modelling the terminal now. Starting work on the textures.


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Posted Image

#33 [V1]-[VR]-[V2]

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Posted 12 July 2005 - 05:47 PM

:D amazing techni!!

#34 TechnicolorYawn

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Posted 12 July 2005 - 09:07 PM

Hooray!! Got something in the game! :D

These are only basic textures until I can be bothered to draw some better ones. Should have more textured tomorrow.


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#35 wildwobby

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Posted 12 July 2005 - 09:21 PM

Looks GREAT!

#36 ronindanbo

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Posted 13 July 2005 - 06:33 PM

sweet man looking good

#37 Greeney

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Posted 13 July 2005 - 10:33 PM

WOW awsome job!

#38 Janning

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Posted 14 July 2005 - 06:47 AM

Nice! Looks very good.

How many polygens?

#39 TechnicolorYawn

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Posted 14 July 2005 - 07:22 AM

Thats about 400 polys, but its the main building at the airport, so can get away with being quite high. I've tested it and there's no noticable drop in frame rate.

#40 TechnicolorYawn

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Posted 16 July 2005 - 05:00 AM

I think I've worked out a way to have the columns supporting the runway bw actual 3D pillars. They were one sided 2D polygons before because the were showing through the AFCAD produced runway if they were proper 3D.