Posts by Rodeo

    larrylynx ,

    thanks Steve, your suggestion did the trick!

    I was always focussed to create a good alpha channel, but always had strange looking border lines.

    Do not care about the alpha channel, create markings at a transparent layer and save it as png.

    I use this now just as a decal in AC3D, and can place them in different sizes and positions.

    1. Create an image 2048x512 or something similar, add a background layer from a screenshot.

    2. Paint markings, delete background layers, keep only the one transparent layer, save image as png.

    3. Create rectangles in AC3D and use the png as texture. You can also overlay some of them.

    Thomas, sorry for posting this in your airport thread. But I'm happy we finally have a solution for AC3D as well.

    I tried an image of 512x512 with some skid marks,

    added it in AC3D to a rectangle covering the touch down zone of the runway.

    Also you can place several of these decal rectangles in different sizes on top of each other to make different dirt structure.

    It worked, but I got white effects along the borders which don't look good.

    I'm not a gimp expert, so I'm not sure where to find the gradient...

    Good luck with the "dirtying up". I've experimented with adding skid marks using transparent PNGs but haven't got a proven process yet. Cracks also are a nice touch. I was recommended to get cracks but haven't used this yet either.


    this is a quite interesting topic for us AC3D users. How can we make the runway dirty? As far as I know the runway texture will be created by the converter using the aerofly library.

    Can we add dirt as decals? Yes I did that, but it has to look good as well :/


    as soon as you have Lukla installed, please set visibility to minimum and cover everything with clouds to make this more realistic. But I'm afraid your screenshot will not show the many details of the scenery...;)

    I'll have to check them. I don't remember in the moment :/:rolleyes::rolleyes:

    But this is the theory: There are no real curves, just a row of edges.

    Create a circle of 20 or more face and adapt the diameter, until you meet the curve.

    Create another circle of 2 meters less at the same position.

    Select the 4 edge points and create a face.


    - decal transparency: I don't remember a specific setting and when I didn't mention this in the tutorials, there is probably none.

    Although my display of the same file name like yours is different (can read content a bit better ;)):

    You may save the file as a 24 bit file and use this for working with ac3d. But don't change the name and use the original one for conversion.

    - Mesh ok. I like this message!:)

    - Exclude area for cultivation. Do you know this tutorial?

    Aerofly FS2 cultivation

    - Texturing: Generally it is possible to use any file, we have to check your task in detail. The maximum file size is 2048x2048, so you will often need a repetition of the texture.

    - Decals transparency: Let's do this in detail, I need more information about your problem.

    I like this discussion as well and hope for a good result of your work.


    the mesh contains some errors as you already can see where the color changes gradually to black.

    Some faces are flipped, and some overlap. I corrected them for your file.

    You have to add textures from the library to the __airport__runway, otherwise will it not show up in aerofly.

    I added some examples to your file.

    Please compare center position and rotation of the file.

    I don't have an image coverage, so you have to move it to the correct position.

    Converter runs now without an error. You can always check the tm.log to find out, whether it is a critical error.

    When doing the decals, please follow my suggestions.

    You can't have all decals in a single object.

    This is the new airport file:

    Very small triangles seem to cause problems.

    Since it often occurs along the border of objects, you may also try this:

    Merge the 2 objects again, rework the hole situation, snap all related vertices together and do a optimize vertices.

    After this step you can separate the faces again into different objects, but now you can be sure, that they share the same points.