Ive just flown your great aircraft. Well done!
F104G Starfighter
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Hi F104G Pilots
I have uploaded new TMD files to Flight-sim.org. These will correct the failure to load following the recent beta upgrade.
Unzip the files and replace the ones in your starfighter TMD directory. Remember to copy one of these TMD's to the F104G root else it will crash on loading, the big red cube. Am I sick of that big red cube
Steve
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You should definitely make an A-10 Warthog, i would lovee to see this be done
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Hi Steve,
the texture animation basically copies a rectangle section from one source texture to the target texture. The rectangles for the source and target are specified as scaled UV coordinates. For the scale we typically use 1024 or 2048, this means the ...Size and ...Position can be interpreted as pixels.
In your example we copy a rectangle section with the lower left corner at x=0 and y = 896px (measured from the lower left corner of the source texture) and a height of 64px and a width of 96px from the source texture to the target texture position. The target texture is defined in the texture_animation which we usually call "DisplayTexture. In the "RenderList" for that target texture all the .Render draw calls are executed one after the other and each of the different displays draws either its texture animation or custom draw code like for the glass cockpits displays.
When the source is a texture with numbers on it you can iterate through several positions and sample the source texture depending on the input. The offset between the numbers is the stride, there is a stride for the source and target. SourceStride means how far did you space the numbers on your source texture and TargetStride defines how far they should be placed on the target texture.
The integer DotPosition is the number you have to multiply the stride with to get to the pixel coordinates of the decimal dot on the texture.
The TargetDotOffset shifts the dot on the target texture left and right.
TargetDecimalStride defines the gap of the decimal dot
Regarding your texture converting issue: as far as I know you can assign the display source texture to a cube or some other blank object and it should convert just fine, even though your cube or canvas will not be used as a geometry in the tmd file. You could also temporarily assign it to some material to get it to convert.
Answer, I would like to ask is it because of modifying these codes that the resolution of the text on the cockpit display of aerofly has been significantly improved starting from 2022?
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