Posts by thomasph
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I just did a very quick test on the same way of runways decals:
- I create a 4096x4096 file in photoshop or gimp.
- I drawn some dirty trails
- I remove this dirty trails of alpha channel
- save it in .tif with alpha channel
- in my .tsc file i added a new decal layer called "tfff_dirty"
- In AC3D i created a new group called "tfff_dirty"
- I applied the dirty .tif image where i want
- saved it and export all .tgi files
- converted it into .tmb
And result:
I think I'm doing something wrong with the alpha layer because it looks white in afs2 but it still works.
Didn't we include this "dirt" layer in our king-man airport example?
Anyway it is possible to assign another texture layer for the tyre markings and oil stains, etc and as far as I know we do this for pretty much all default airports.
You speak about this file probabily:
It's a good base but it does not seem transparent and it's limited in use (corner for example)
Edit: White are caused by opacity of gradient. Dont use gradient.
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Hello Spit40
Thank you ! I think you could use .TIF (or .tiff) files for transparancy. official IPACS files are in .TIF
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Hello Rodeo,
No, the outside surface stop a few meter to runway. The mesh is from vogel69 Martinique free DLC. But i'm on Beta channel, I will investigate. Maybe a vertice escaped. I will inform you.
It looks nice and very well detailed so far, but you should probably try with a different set of textures for the color of the runway (and taxiways probably), seems to me way too dark!.
Cheers, Ed
Textures are temporary but runway at tfff is dark also "dirty layers" will be probabely added too.
Oh and yes, this scenery will be a freeware
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You can try it yourself, it is easy
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you are right, it depends on the visibility. But I don't understand, for example this picture was taken in Gatwick 3 weeks ago and the lights are ON but visibility is not bad:
Or here at Zurich:
(Video here:
External Content www.youtube.comContent embedded from external sources will not be displayed without your consent.Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.visibility does not activate the lights in AFS2, this is a first way.
But the perfect solution, it would be a switch that allows to activate / deactivate these lights with, for example, 3 positions: ON / OFF / AUTO.
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Yes but i think this method is little less accurate. Work for a good taxiways yellow line seem huge...
For example, juste for this, I took more than 1 hour (and it is not precise enough I find) :
Exemple of yellows lines at TFFF:
1 meter weight for yellow line seem a little too bold(in case of TFFF, i think is 0.6/0.8m)
The IPAC team did not design its airports like that ? (poke drhotwing1 (IPACS) Jet-Pack (IPACS) )
Ok ! I have found a simple, easy and fast solution
I will post a demo video tomorow. Teaser:
Thomas
Please, find my method to create taxiway corner here:
External Content youtu.beContent embedded from external sources will not be displayed without your consent.Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.And result with this technic:
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Hello Rodeo ,
Thank you! OK that's what I feared!
Other possibility :
- object > extrude along path but this will create one surface.
- Surface > remove surface only and creat ordered surface each four points.
- Create a 3D circle and object > boolean > knife
the purpose is always the same
We do texture for each surface of the curve ? Isn't possible to repeat it automaticaly ? I will look
Thomas
For those who want to create runway with realistic norms, this document from FAA is very cool : https://www.faa.gov/airports/south…k-reference.pdf
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Hello,
I'm trying to get an extenged autogen arround Las Vegas but it seem work partialy (previous autogen seem still there, large area are empty and palms no works).
If anyone wants to try it or improve, the files are here : https://drive.google.com/file/d/1QlEOnw…iew?usp=sharingThomas
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Hello Rodeo,
I dont find video or tutorial about yellow taxiways design. there is a particular method? especially for corners?
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I understand that it is difficult for you to give informations and date. But it is quite frustrating to not have at least the "big lines" of IPACS (I do not speak of dates). the last developper blog is dated from december 2018. It would be nice to know some of your goals for 2019.
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I'm really waiting for the 320's kit even just white because possibility of livery are very multiples. For exemple juste for west cost : Virgin, AA, new United, Alaska, jetblue, etc... And some livery are very old (Air france)
Thomas
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Hi Rodeo
Thank you for your reponse. Technic work fine for decal transparency
For cultivation, I have not looked yet because im focus on airport. But i will look.
AF842, welcome to FDF
Important note for developers or futur developers : duplicate backups regularly ! AC3D have crashed on my computer and my today work are completely gone. it is very frustrating...
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Hi Rodeo,
Small question : Do you have a special setting for background transparancy of decals ? In my AC3D, the background is white :
It work but it difficult to read
- Mesh OK (but i dont know how to create exclude area for cultivation)
- Texturing OK (but i have questions about photorealist texturing, if it's possible)
- Decals OK (but a little problem with transparency)
I like when it's going in this direction
Thank you,
Thomas
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Hello,
Errors on convert are normal. For exemple, if an texture are not used in your AC3D file, the converter generate an error but your scenery are still converted.
I have a question about texturing. If i want to create photorealist textures of taxiways and aprons like ORBX, can I create non-repeat textures?
I tried with a basic test (texture are juste for test) :
But in AFS2, the texture are streched/zoomed (please dont paid attention to the position and orientation of mesh on ground) :
Last question, for AFS2 team (poke Jet-Pack (IPACS) ) What the bests practices about texture ? (size especially)
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Ok i have found the problem ! It's because the surface are "inverted" : the face of surface are below ! You do flip surfaces of wholes with Surfaces > flip normal.
Look this video at 5:30 :
External Content www.youtube.comContent embedded from external sources will not be displayed without your consent.Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.Here, you can detect flipped surfaces(small pink bars) and correct surfaces with big pink bars:
For a better view of bars (normals), you can increment the "normals" size in settings: