thanks for all your work on this beautiful country.
This is the current version. Just unpack the directory 'hafrsfjord_swords' to the norway places directory.
The swords are 50% bigger than the original to make them clearly visible.
thanks for all your work on this beautiful country.
This is the current version. Just unpack the directory 'hafrsfjord_swords' to the norway places directory.
The swords are 50% bigger than the original to make them clearly visible.
There is even another package of the Iberian Peninsula, limited to lv 09 - 12.
https://flight-sim.org/filebase/index…-ortho-scenery/
Taking into accout that also the Balearic Islands and the Canary Islands are available, Spain seems to be covered very well...
As Trespassers assumes, it may work the same way in AC3D as in 3DSMax, because renaming is done before exporting to TGI.
Tom,
I think psionmark catched us.
How can we go on with other niiice screenshots now?
This was the original image, only slightly reworked....
Kennst du diesen Link?
https://www.ikarus.net/rc8-userscenes/
Da sind zwar nicht unbedingt deine gewünschten Szenerien enthalten, dafür einige andere richtig tolle Landschaften.
Als user kannst du die rc7 Szenen nicht im rc8 verwenden, das Umsetzen ist möglich, muss aber der Entwickler machen.
Uli,
draw your mesh always at height 0, aerofly will automatically insert it into the ground mesh.
Make sure, autoheight is switched on in the TSC.
The mesh sizes don't have to be the same.
...AC3 is to complexe to made a correct Mesh at Airport.
Hi Uli,
in fact it has been proven, that it is not too complex:
But of course you have to learn the tool as we all have to do for other sw like blender, gimp paintshop etc.
This is the AC3D way:
1. Actually Antoine is correct, there is no weighting of vertices.
2. The aerofly converter supports 2 ground meshes with a required naming:
__airport__outside with average flattening
__airport__runway with strong flattening
3. You have to use the aerofly exporter inside AC3D to get the correct result.
The nice feature is, that these meshes fit smoothly into the aerofly elevation mesh.
But I like your approach, to find another ways and that you don't give up too early.
So try this idea:
Create a flat mesh without texture, name it edxw__airport__runway
Attention: Double underscores! _ _ between the names
Call this in the tsc:
<[list_tmsimulator_scenery_object][objects][]
<[tmsimulator_scenery_object][element][0]
<[string8][type][ground]>
<[string8][geometry][edxw__airport__runway]>
<[vector3_float64][position][........ 0]>
<[float64][orientation][0]>
<[int32][autoheight_override][-1]>
>
<[tmsimulator_scenery_object][element][0]
<[string8][type][object]>
<[string8][geometry][edxw_runway_textured]>
<[vector3_float64][position][........ 0.1]>
<[float64][orientation][0]>
<[int32][autoheight_override][-1]>
>
>
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Next create a mesh with texture, call it as an object in the tsc as well and hope, that it works.
Naming doesn't matter for this object.
Possible problems:
Does modelconverter transfer the mesh at height 0?
Pay attention that the max texture size is 4096x4096 for your airport runway.
Ray has so many stories to tell from his life! It's always a pleasure to read them, I really love this. Thanks Ray
Die Obergrenze ist im Forum bisher nicht bekannt. IPACS hat Modelle mit mehreren Hunderttausend Polygonen.
Für Gebäude sollte man allerdings sparsamer sein und mehr mit der Textur arbeiten. Die Polygondetails sieht man im Überflug sowieso nicht. Aber eine Textur mit guten Kontrasten ist da sehr eindrucksvoll.
Hallo Schnuffelduffel,
wenn du mit 3ds max und dem SDK plugin arbeitest, brauchst du 'tatsächlich' nichts anderes mehr.
Bitte prüfe, ob das Plugin zu deiner Version passt.
Bitte beachte beim Erstellen der Textur, dass die Größe im Quadrat von 2 ist (64, 128, 256 usw.) und speichere das mal als BMP 24 bit.
What a great video! Nice directing! I would love to see this published at youtube.
There was already a discussion about that, see this:
I suggest to use 7zip, it's freeware and can handle .rar, .zip and many others.
Up to now there is no priority system which can be defined by the user.
But you can find the overlapping tiles and remove them from either your or Schnuffelduffel's scenery.
1. Download the tool from Vogel69:
https://flight-sim.org/filebase/index…grid-generator/
2. Run the program, switch to Folder Grid and select your scenery folder.
It will create a map with the tile names, so you can check for ovelapping/conflicting tiles.
Great! Thanks jparia