Recent content by Hughes-MDflyer4

  1. Hughes-MDflyer4

    P3D V4 PBR Material Slots

    Specular maps aren't used in the P3D PBR workflow. You must use the Metallic map to control metalness, smoothness, and ambient occlusion. The P3D Learning Center has a PBR section that explains what each channel in the texture is used for (with some sample screenshots). Normal maps are what...
  2. Hughes-MDflyer4

    P3D v4 Changing UI Color Scheme

    Most of the UI is done in C# through WPF now and cannot be changed. Weather themes are loaded from the Weather\Themes folder. Everything else is part of the application's DLLs.
  3. Hughes-MDflyer4

    P3D v4 Change a modell

    Not trying to steer this too far off topic, but don't they only upload stuff that they get permission for? They've contacted me on a couple of occasions and I've granted them permission just due to the fact that they even asked (some don't and it's frustrating). I'm not making money on freeware...
  4. Hughes-MDflyer4

    FSX Spaceflight dynamics module for FSX

    Simply incredible, especially for a dated platform like FSX. I can only imagine what you'd be able to pull off in Prepar3D with its better visuals and additional APIs exposed in the SDK. Falcon 9 or Falcon Heavy might be pretty fun to watch with recoverable boosters. ;)
  5. Hughes-MDflyer4

    FS9 is already dead?

    Already?! It's been almost 15 years. That's a long time in terms of software.
  6. Hughes-MDflyer4

    Remember when Autogen Density was a problem?

    Your English is fine. I'm not sure why those that have no interest in the game feel the need to talk down those that do. And before I get called a part of the "typical" Star Citizen community, I have just about no knowledge about this game and have not been following it.
  7. Hughes-MDflyer4

    P3D v4 TFDi Design TrueGlass

    For the sake of explaining the concept, yes - each window essentially has a gauge for its rain. All drops are rendered at random positions for each window (can be mirrored on each side of the cockpit for optimization, but there isn't really a performance hit that we've noticed so far anyway)...
  8. Hughes-MDflyer4

    P3D v4 TFDi Design TrueGlass

    Yes, the wiper wipes away only the areas it has passed through when it starts moving, however once the wiper is moving, no drops will appear in the wipe-able area (not a huge deal since the wipers in most planes move extremely fast.
  9. Hughes-MDflyer4

    P3D v4 TFDi Design TrueGlass

    There actually isn't any refraction, just a trick on the eyes with some creative texture work. :) It's not like there were any other methods available at the time that allowed the level of functionality we aimed for. Sure there were other ways of doing it, but those methods only allow for very...
  10. Hughes-MDflyer4

    P3D v4 TFDi Design TrueGlass

    Prepar3D v4 launched with rain effects, but only in one aircraft. You can check the Mooney Bravo G1000 if you're curious what it's like. The mention of rain effects coming in v4.1 was a bit misleading on their part, as they're only adding the existing effect to other planes.
  11. Hughes-MDflyer4

    P3D v4 TFDi Design TrueGlass

    I can't go into too much detail about the current version of the system, however the original FSX testbed utilized the gauge API. Rendering large areas rapidly with a gauge causes significant performance degradation, especially on transparent surfaces.
  12. Hughes-MDflyer4

    P3D v4 TFDi Design TrueGlass

    TrueGlass is a rain, icing, and fog effect for aircraft windshields in Prepar3D v4 exclusively. All rain drops are placed dynamically, and react to aircraft speed. Heavy rain will yield more drops and streaks than a light rain, which is quite noticeable when flying in and out of storms with a...
  13. Hughes-MDflyer4

    XtoMDL UI

    Thanks for the suggestion! I can definitely look at adding this in a future update, though it would be an optional feature.
  14. Hughes-MDflyer4

    QUERY: Modeling Software

    Render to texture is a very powerful tool. Obviously you can't render everything without some sort of hand editing, but it does get closer than eyeballing. The more you can let the rendering software calculate light rays, the less you risk "breaking physics" (which will inevitably happen unless...
  15. Hughes-MDflyer4

    FSX 64K Polygon Material Limit wiped out!

    Well yeah, I realize. As long as you're not doing anything Prepar3D-specific, you're fine. It's more of a convenience thing in the short term for those that want a shared workflow across all platforms.
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