Testing FSDS3 MDL Object Generation
#1
Posted 03 February 2006 - 03:25 PM
KHSX (Hidden Springs AB, Nevada)
#2
Posted 03 February 2006 - 03:34 PM
I've found now that I quite like freedom from these programs. Except AFCAD of course. What would we do without our beloved AFCAD
#3
Posted 03 February 2006 - 03:45 PM
PiP, on Feb 3 2006, 04:34 PM, said:
I've found now that I quite like freedom from these programs. Except AFCAD of course. What would we do without our beloved AFCAD
You SURELY weren't talking about not using FSDS3 to make the objects? (joking) I'm pretty good with XML, but not good enough to write the code to make an object and apply the textures.
#4
Posted 03 February 2006 - 08:45 PM
From the air, revetments and HAS in-place on the alert ramp:
Big Ugly Fat in the chocks:
Revetments along the west apron edge to protect nearby structures:
(See opening statement above) 41 iterations of that single object, but FS9 only uses resources for ONE set of 39 polygons to display all 41.
#5
Posted 04 February 2006 - 05:02 AM
Edited by TechnicolorYawn, 04 February 2006 - 05:03 AM.
#6
Posted 04 February 2006 - 07:42 AM
TechnicolorYawn, on Feb 4 2006, 06:02 AM, said:
#7
Posted 04 February 2006 - 10:06 AM
Now, can you imagine what that ramp is going to look like with military AI set up for it?
#8
Posted 04 February 2006 - 04:53 PM
That looks a lot better
One thing, about halfway down each side, the texture goes from light to dark very suddenly, where it looks like you have the texture tiles twice. It should fix this if you try and get the texture to mirror as it tiles. (I have no idea how you'd go about doing this in FSDS..)
Edited by TechnicolorYawn, 04 February 2006 - 04:57 PM.
#9
Posted 04 February 2006 - 05:01 PM
TechnicolorYawn, on Feb 4 2006, 05:53 PM, said:
That looks a lot better
One thing, about halfway down each side, the texture goes from light to dark very suddenly, where it looks like you have the texture tiles twice. It should fix this if you try and get the texture to mirror as it tiles. (I have no idea how you'd go about doing this in FSDS..)
#10
Posted 04 February 2006 - 05:04 PM
sarge, on Feb 4 2006, 03:01 PM, said:
TechnicolorYawn, on Feb 4 2006, 05:53 PM, said:
That looks a lot better
One thing, about halfway down each side, the texture goes from light to dark very suddenly, where it looks like you have the texture tiles twice. It should fix this if you try and get the texture to mirror as it tiles. (I have no idea how you'd go about doing this in FSDS..)
#11
Posted 04 February 2006 - 06:39 PM
#12
Posted 04 February 2006 - 06:49 PM
scavers, on Feb 4 2006, 06:04 PM, said:
sarge, on Feb 4 2006, 03:01 PM, said:
#13
Posted 04 February 2006 - 06:52 PM
PiP, on Feb 4 2006, 07:39 PM, said:
(In my opinion) FSDS3 would be okay for anyone NOT proficient with GMAX. There are no plug-ins required for FSDS3; everything is self-contained inside the program. You go from nothing to FS-usable export without exiting the program. If you choose to export as BGL, you can (like GMAX) specify the lat/lon/hdg where the object will appear and just put it in the correct scenery folder. An MDL is an MDL is an MDL, if it was designed for FS9. It has to meet the makeMDL_SDK criteria for FS9 to use it, regardless which program made it.
Edited by sarge, 04 February 2006 - 06:57 PM.
#14
Posted 06 February 2006 - 11:47 PM
Working the "trash haulers" for the military cargo ramp, then the "gas passers" for the tanker ramp. That will take care of the north ramp area, then will work the main and transient ramps, alert ramp, civilian cargo ramp, civilian main ramp, and civilian GA ramp.
Framerate hit holding at minus 0.2 except for some severe real-time weather download. Six of the C-141B's on the ramp, the Aardvark in view, one C-141B on take-off, and the extensive thunderstorm over the mountains (out of the shot to the left) still gave 17.0 fps ... not bad considering what FS9 was having to display.
#15
Posted 07 February 2006 - 12:22 PM
Edited by Skydvdan, 07 February 2006 - 12:25 PM.
#16
Posted 07 February 2006 - 08:15 PM
Skydvdan, on Feb 7 2006, 01:22 PM, said:
And yes, that's 7 of Henry Tomkiewicz's C-141B "trash haulers" plus two of the 10 military warehouses, plus the top of Base Operations and the Control Tower, plus the MAC Terminal, plus the ARRSq hangar, plus the fenceline around the alert ramp (minus the opening at the throat to the taxiway/runway 36L), plus 7 HAS for the fighters at the alert ramp, plus the revetments for the bombers on the alert ramp. Oh, did I forget to mention the 70,000+ polygon FB-111A?
System locked at 30 fps, framerate of 22.6 with all of that in view.
#17
Posted 07 February 2006 - 11:27 PM
#18
Posted 10 February 2006 - 01:04 PM
Six of Henry's C-141B's and 4 of his C-130's (FPS = 29.8):
How about half a squadron of Henry's F-16C's? (FPS = 29.8)
With the C-141B's in the background? (FPS = 29.9)
Edited by sarge, 10 February 2006 - 01:04 PM.