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Search results

  1. ozzman1997

    MSFS "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. :)
  2. ozzman1997

    MSFS "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...
  3. 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...
  4. 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...
  5. 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...
  6. 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.
  7. 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...
  8. 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.
  9. 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...
  10. ozzman1997

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

    I'm no expert in alpha sorting, but the only thing I can think of would be to try adjusting the material's Z-bias setting...set it to -0.1 or -0.2 and see what happens.
  11. ozzman1997

    Tool for scanning cockpits.

    I could see this being useful for getting overall dimensions and placement of cockpit features correct by using the scanned geometry as a 3D guide, but I highly doubt that it could magically create a coherent mesh that is able to be separated on an object level and UV mapped. This is what Asobo...
  12. ozzman1997

    P3D v4 Chevrolet Suburban - Released

    This is awesome...I'm just imagining the crazy stuff that could be done with it: Start with a shiny new Suburban sitting outside the Bing Maps version of a major CEO's multi-million-dollar home (playing as a chauffeur avatar of course) jump in and hit the road, fighting traffic all the way to...
  13. ozzman1997

    P3D v4 Self-defined code for doors, bonnet and tailgate

    I don't think we'll ever see a "true" wheel-driven vehicle system in P3D, but what Bill suggested should be a decent approximation, at least for the purposes that you intend to use it. Are you planning on modeling a transmission system into it as well? Because your engine RPM won't always be...
  14. ozzman1997


    Wow, I always dreaded animating torque-link-style because I could never figure out how to do it without creating a dependency loop...compression struts usually aren't too much trouble but those pesky torque links always gave me a headache. So what I usually did was just manually rotate them...
  15. ozzman1997

    P3D v4 Easier Way to Animate Landing Gear with Dummy Nodes

    I always make a habit of saving before using the "reset Xform" tool because sometimes it flips the object so that its local axis aligns with the world (no idea why...) I find it much easier to just create a primitive with a "world" orientation and attach the other object to it, then delete the...
  16. ozzman1997

    3dsMax 'Selection Lock Toggle'

    I can't believe that I knew nothing about "Isolate Selection" until recently Bill. My usual go-to was always "Hide Unselected", but the isolate button puts your selected object(s) within their own "frame" where the view gimbal always rotates around the center of it, which makes working on small...
  17. ozzman1997

    FSXA Interior shadow issue

    Check the material settings for your exterior fuselage. When using certain combinations of source/destination blend modes (like default transparent) it can kill your shadows.
  18. ozzman1997

    How many textures?

    To get the correct sizing, one thing you can do is apply a bitmap to your object while unwrapping that visually shows you what the final resolution will be like. You can find a bunch of them on Google images, but most aren't 4096*4096 in size...so you can either find one and tile it in a higher...
  19. ozzman1997

    P3D v4 PBR worth it?

    I think their reason for pushing PBR out before V5 was just to let developers/artists test the waters now and decide whether or not they want to pursue it, as well as making updates to aircraft and scenery from V4 to V5 as quick as possible (as there will probably be other new features added.)...
  20. ozzman1997

    Proton Stingrey is launched!

    Nah, I'm still at the mercy of my instructor's solo endorsements for now. Tried 4 times over the summer to get a check ride scheduled and the weather never cooperated...so with about 80 hours of flight time under my belt (and around $10,000 later) I'm waiting for spring break to try for another...