• 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.

Recent content by GaryGB

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    FSXA Rotating Beacon

    Many thanks, Tom, for sharing your considerable insights with us on this aspect of 3D modeling / animation in FS2Kx. :teacher: GaryGB
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    FSXA Rotating Beacon

    The Face to which the Green / White Effect is attached, is what we see inside light cones at cone origins, but cones are separate from a actual beacon light assembly. Otherwise we cannot control the time of activation (conditional display) for Night emissive properties for light cone objects...
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    FSXA Rotating Beacon

    Tom: could you show us how to animate a Green / White light cone object so it rotates identical in speed to a Green / White beacon light head assembly ? AFAIK, since we must assign timing of conditional display visibility for Green / White light cones like we would for Effects, the Green /...
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    FSXA Rotating Beacon

    If we look down the inside axis of rotating hollow light cones, we must see a Green or White light on the origin (lens surface) if it crosses the A/C POV. That light seen directly on-axis at the POV (Point-Of-View) of the user aircraft camera is provided by the (weak) Effect(s) which are...
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    FSXA Rotating Beacon

    IIUC, the thread the OP refers to is here: :pushpin: https://www.fsdeveloper.com/forum/threads/airport-beacon-question.456255/#post-909225 GaryGB
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    FSXA Rotating Beacon

    If it were possible to attach FS' default (or a custom 3D model equivalent of FS' default) civilian airport beacon Green / White cones to this 3D model, one might wonder if the same effective proportional relationship exists in FS2Kx between object size / extent and emissive visibility distance...
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    P3D v4 Import GP

    Hi Peter: When one downloads imagery and configures for output format via SASPlanet, one can specify GeoTiff in EPSG:3857 GIS format. https://epsg.io/3857 One could use the known SDK Resample workflow for a less complex INF file used to process GeoTiff imagery into a custom land class texture...
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    P3D v4 Import GP

    You should be able to access these "non-pixelated" tiles of EBFN area at Zoom Level 19 (they are not sharper than that even if we zoom in the GUI). Be sure you are using the exact same version I cited above; there are some malfunctioning SASPlanet versions out there as well; do not use them...
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    FSXA Rotating Beacon

    Yet again, my knowledge of GMAX is NIL, but I believe others following this thread hoping to learn how to use GMAX may find this info useful...
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    FSXA Rotating Beacon

    I do not use GMAX, nor do I have it installed (only tinkered with it once back in FS2002 to create a Platform surface before we had MCX). Hopefully Tom and/or Arno will take a look at this for you. :) GaryGB
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    FSXA Rotating Beacon

    Again, my knowledge here is limited, but generally speaking, what we have in one 3D modeling application, may- or may not- be transmissible into another 3D modeling application (or utility such as MCX), because of the limitations of the 3D model exchange format file. In your case, you appear to...
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    FSXA Rotating Beacon

    I know little to nothing about either 3DSMAX, the *.3DS file format, or GMAX, nor what it may- or may not- be able to import. :oops: But I found this statement explaining Tom's concern over there not being a GMAX file in the ZIP files attached above: :alert: GaryGB
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    P3D v4 Import GP

    I used SASPlanet GIS application (free) Version 200606: http://www.sasgis.org/programs/sasplanet/SASPlanet_200606.zip?_x_tr_sl=ru&_x_tr_tl=en&_x_tr_hl=en&_x_tr_pto=sc&_x_tr_sch=http https://www-sasgis-org.translate.goog/download/?_x_tr_sl=ru&_x_tr_tl=en&_x_tr_hl=en&_x_tr_pto=sc&_x_tr_sch=http...
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    P3D v4 Import GP

    Hi Peter: The above attached GP BGL can be imported into MCX via its Ground Polygon Wizard feature: ...and can be exported via MCX' default workspace GUI, to a Collada *.DAE or other 3D exchange format file. It can then be imported to Sketchup (or another 3D modeling app) to perform any...
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    P3D v4 Import GP

    Hi Peter: In MCX, one may export the G-Poly into a 3D export file format, then edit the geometry and any mapped textures in 3D modeling and graphics applications. One can then re-import the 3D model into MCX, apply any desired attributes to the G-Poly, then compile it to BGL ...via the...
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