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Recent content by ozzman1997

  1. ozzman1997

    Requesting input regarding project size

    Depending on how much resolution your textures actually need, the walls could be broken into as many materials as you'd like. Since you're at 2k for the whole thing right now, doubling the resolution may be acceptable for a scenery object like this one. This also appears to be a good candidate...
  2. ozzman1997

    Shared Rig for LODs Animation

    You need to export the rig along with each LOD of your model, otherwise there will be nothing to drive the animations. Not sure exactly what the process would be in Blender, but in 3DS max the rig is simply placed in a common layer which gets exported with each LOD's layer set.
  3. ozzman1997

    flap not extending along wing on A310, help?

    Does it work properly in the sim? Sometimes MCX doesn't display animations correctly. But anyway, make sure you unlink the object before doing a reset Xform on it, otherwise it will acquire the transforms of the parent object.
  4. ozzman1997

    UniqueID issue work-arounds?

    Prior to export, a Babylon UniqueID is nothing more than a user-defined property for any object that is assigned one. But they are important because 1) the plugin will not allow you to export the model (as you've already seen) and 2) MSFS model merging requires all objects to have unique...
  5. ozzman1997

    North American V-Scale: PW Turbo Wasp JT8D Phase I

    Super informative technical breakdown as always Erick. I'd like to eventually learn the new MSFS sound system myself as it seems to be much more versatile than the old, config-driven ESP system. From what little I understand, any sim or local variable can be used to drive sound effects, which...
  6. ozzman1997

    how to make flaps+slats follow wingflex?

    All control surfaces that deform need their own bones that align with the main wing bones. There's a *somewhat* decent explanation of how to do it in the SDK here although a good portion of it could be written more clearly. But basically, what you want to do is create copies of your existing...
  7. ozzman1997

    MSFS20 "Component_ID" in behaviors XML

    Thank you guys both for the thorough explanations. The SDK documentation has a tendency to be quite ambiguous about what certain things mean, and whether they are actually required or not. :)
  8. ozzman1997

    MSFS20 "Component_ID" in behaviors XML

    It's been a while since I've posted here asking for advice...Hopefully all of you have been doing great. For the last couple of days I've been trying to wrap my mind around the new "model behaviors" system in MSFS and, as usual, reading the SDK documentation has left me with more questions...
  9. ozzman1997

    [TIP] Creating realistic shadows and AO by rendering

    Good post Aaron...I might also add that in Substance, at least by default, an editable channel for AO (which is where this GI shadow map would be inserted) is not included, at least by default. You need to go into "Texture set settings" and click the little plus sign above the channels list...
  10. ozzman1997

    3dsMax 2022 Render to texture

    You can do it that way, but the result won't be the same as what mental ray's AO was capable of, especially for interiors. The max distance setting within the AO material allowed "rays" to be terminated at a certain distance from the surface, allowing you to basically control the overall...
  11. ozzman1997

    P3D v4 P3D / MSFS Fokker 130

    @Osian , that startup animation was beautiful...Would you be open to sharing how you achieved such a smooth acceleration of the fan from 0 RPM up to fuel introduction? Did you create an L:var for fan rotation angle or make a sort of auto-play animation that only shows during startup (or some...
  12. ozzman1997

    P3D v5 Multi cockpit rendering in P3D/FSX

    From my limited understanding, the sim renders everything within a given field of view regardless of whether it's obscured by other objects or not. This is because the Z-buffer needs to load the distance of every piece of geometry from the camera position to display surfaces in the correct order.
  13. ozzman1997

    P3D v4 Airport ground poly...Y and Z axes flipped(?)

    So I decided to try my hand at scenery design and put together a rather basic ground poly. It was constructed in 3ds Max oriented with the positive Z-axis up, as all FS models should be (to my knowledge anyway.) After importing it to MCX as an MDL file, it looks just fine. But once I compile it...
  14. ozzman1997

    Weathering for Aircraft Wings?

    The smudge tool in Photoshop usually works pretty well, what I like to do is just paint in some dirt spots along seams and "drag" bits of it backward with one of the dry brush presets. Then set the layer blend mode to "multiply" and clip/fade/mask the effect to taste.
  15. ozzman1997

    FSX:SE Z-sorting 2 objects that contain material with alpha transparency

    Ah, I didn't realize at the time of writing that the FSX SDK didn't have that material option yet. It's been so long since I've worked with the FSX tools that apparently I forgot it didn't exist back then. o_O Looking back, it seems that LM introduced that feature in order to solve Z-fighting...
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