• Which the release of FS2020 we see an explosition of activity on the forun and of course we are very happy to see this. But having all questions about FS2020 in one forum becomes a bit messy. So therefore we would like to ask you all to use the following guidelines when posting your questions:

    • Tag FS2020 specific questions with the MSFS2020 tag.
    • Questions about making 3D assets can be posted in the 3D asset design forum. Either post them in the subforum of the modelling tool you use or in the general forum if they are general.
    • Questions about aircraft design can be posted in the Aircraft design forum
    • Questions about airport design can be posted in the FS2020 airport design forum. Once airport development tools have been updated for FS2020 you can post tool speciifc questions in the subforums of those tools as well of course.
    • Questions about terrain design can be posted in the FS2020 terrain design forum.
    • Questions about SimConnect can be posted in the SimConnect forum.

    Any other question that is not specific to an aspect of development or tool can be posted in the General chat forum.

    By following these guidelines we make sure that the forums remain easy to read for everybody and also that the right people can find your post to answer it.

SAMM.....you made the pants too long!

Messages
687
Country
us-texas
.....translated, it means why does SAMM have to make a simple static aircraft so difficult to make? Several years ago I made 5 different static airplanes for my North Texas Regional Airport scenery (with SAMM). 5 bgl's in the scenery folder, the corresponding textures in the texture folder. They look great, I have many who are currently using that scenery and all are able to view the aircraft as they were placed with IS3.

Fast fwd to today, SAMM V2.2.4 and I get a bgl in the scenery folder and a choice of either two sub-folders within the main texture folder (one with the simple texture names and one with a prefix added with a "%" separating it from the normal texture name) or a sub-folder with the aircraft name which contains the actual texture names and then those same textures dropped into the main folder with the "prefix + "%" +texture names. The airplane, as I discovered must have both or it will display as black. WHY??

And even worse, heaven help you if you allow it to make an "ALL" folder as well. I had a friend pass me a scenery he had done that included two static airplanes done that way and it took me the better part of a day to track down what the system was looking for because every time I moved within view of those two airplanes I got an error saying couldn't find one of those "ALL" folders. One was even located in the main scenery/global/texture folder. . .seriously?. . . .aaaand, the only file in that folder was an environment map.

In conclusion, if I'm doing something wrong then all this is on me, but there is no reason that a simple static should need anything more than an object bgl and the corresponding textures in the main texture folder minus the screwy prefixes.
 
Hi Ed:

I'd bet Don will reply with some helpful suggestions when he returns from his extended travels sometime soon. :)

I'd also welcome seeing his further fine work with SAMM in the future.

And of course, historically, he responds better to appreciative, friendly suggestions. ;)


As for me, I'm going crazy trying to deal with IIUC, super-imposed, "Z-buffer fighting" coplanar faces from "Smooting Groups" turning up in aircraft MDLs converted to static models at maximum detail settings.

I haven't had the patience yet to test SAMM again to see if it has sorted out how to exclude "interior" geometry that is not a part of the super-imposed "Smooting Groups" geometry after the last lengthy session of manual editing. :oops:


But I guess I shouldn't complain, as the static aircraft model is only being used to gauge parking space size and position in a large hangar 3D model I'm building. :D

GaryGB
 
Last edited:
The only way I see to eliminate an interior "geometry or otherwise" is to give the glass a color and make it opaque. Then I can eliminate all textures that apply to the interior and cut down on the actual textures I want to have showing.

I do appreciate that there is a program that will eventually produce a static aircraft and after racking my brain to remember how I was able to do 5 of them with less irritation several years ago. . .it came to me. I imported the mdl file from the scenery folder into MCX, placed the textures (with the original names) in the texture folder for the scenery and went about re-attaching the textures to the model until I had what I wanted and then saved it as a single scenery object bgl. That would be the closest I can come to a friendly suggestion.
 
Last edited:
falcon, I've been away for a while and did not receive any notification of your post.

I know of no reason why the generation of static models should be any more difficult with 2.2.04 then with earlier versions and (perhaps because I haven't fully recovered from vacation mode) its nor cleat to me what it is you are experiencing. I specific example would help.

That being said, your reference to an "ALL" folder suggests you have gone beyond the simple stage and are attempting to save some memory by saving only a single copy textures that are common across several models. That complexity is necessary because all textures required for an aircraft (save for those in the base texture folder) are generally held in one folder.

In your second post you indicate use of MCX. That should not be necessary. Libraries created by SAMM are directly useable.

Don
 
Back
Top