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    FSXA Help please - GP Lines and Polys

    The nodes in GP editor are just there so you vidualize the actual object in relation to the texture. The polygon (or line) does not change by moving them; just the poly in relation to the texture. Sent from my GT-I9100 using Tapatalk
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    FSXA Help please - GP Lines and Polys

    From one newbie to the other, lol. To orientate it you have to use the toolbar in the GP editor and the "nodes" og the polygon. Sent from my GT-I9100 using Tapatalk
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    FSXA Help please - GP Lines and Polys

    Copy the texture you used (from the ADE installation) to the "texture" subfolder of your modified airport. Sent from my GT-I9100 using Tapatalk
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    FSXA Help please - GP Lines and Polys

    Did you copy the texture in the active directory? Sent from my GT-I9100 using Tapatalk
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    FSXA Seasonal textures

    So, will it be possible with this tool to place stock trees and use accordingly the stock seasonal textures? Sent from my GT-I9100 using Tapatalk
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    Creating a Global AI Shipping Package for FSX

    Absolutely right. Kudos to Andrew also. His work is installed in my machine for so long that I consider him "standard", lol. Sent from my GT-I9100 using Tapatalk
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    Creating a Global AI Shipping Package for FSX

    Flying in Norway, and overflying ENSK, there was a passenger ship crossing the bridge just in between the central arch. Very well done sir.
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    Oil spots under RampLights

    Ok, agreed. We see same things when using the same models (good to know that :rotfl:). Thanks for the feedback.
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    P3D v2.1 apron lights

    In ADE at least is very easy; just check the box when placing. My wish would be to avoid the overexposure when overlapped or under shockwave landing lights :censored:.
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    P3D v2.1 apron lights

    What would "no crash" do for the RampLights? PS: "No Fog" prevents the "white rectangle" effect in daytime low visibility.
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    Ramp Lights

    Understood. Thanks for the feedback Bill.
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    Ramp Lights

    I have lighted my project with Bill Leaming's RampLights (FSX version, downloaded from Resources). When there are other lights (e.g. aircraft's landing lights) lighting the same place, the result is a "burned" (overexposed) spot (see picture). Objects beneath the ramp lights are not...
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    Oil spots under RampLights

    Tried it, but no honey. Not sure though, because when I saved in ModelConverterX (export scenery, as FS9 bgl), the resulted bgl had some visual differences (in other objects though). For the moment, I have compromised with a FSX version, with LODs. Placed at alt=-0.012m, gives minimum...
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    FSXA Generic building placement

    Now, yet another record in the FSX quirk list (unsurprisingly). From my limited experience, using your tutorial, quite acceptable and predictable results are produced.
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    Oil spots under RampLights

    It is SP2 for me also. Just for sanity check: I am using the FSX version of RampLights (downloadable from Resources, not the ones originally included in Rwy21) Is it visible as in the picture, in all viewing angles and distances? Additional info for post#3: The original objects have a Z value...
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    Oil spots under RampLights

    I tried the advised method (almost): I extracted all oilspots as FSX mdl (before doing so I clicked Use Default Transparent for each one). I then compiled a bgl library (of all the oilspots) with LibraryCreatorXML. At night (and under the artificial lighting of RampLights), the new FSX oilspots...
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    Oil spots under RampLights

    I have placed some oilspots (from cc_airport_utilities library in Rwy21) on the apron which is lighted by RampLights (download from the Resources of this forum). When lights are on (dawn/dusk/night), and for various viewing angles. the oilspots appear as a dark rectangle, i.e. the whole texture...
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    Gen Buildings

    Important Note ! Most (if not all) of the issues reported here, are addressed in the wiki tutorial by Helli, dated 2009 (which I just discovered). Perhaps there are some more FSX quirks than the ones in the tutorial, but all main issues can be found and answered there. From what I could see...
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    FSXA Generic building placement

    Thanks for this thread, as it was the cause to find Helli's excellent tutorial and resolve most of my problems (as in here http://www.fsdeveloper.com/forum/threads/gen-buildings.429496/) Some remarks for the tutorial: In fig. 11,12,13 the top layer (13) is not mapped to a texture number. It is...
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    Gen Buildings

    There must be something wrong with some GenBuildings textures, or in the way SBuilderX handles them (in some other cases I have seen flipped textures - comparing what you see in SbuilderX and what you get in FSX). The building in the foreground of the attached photo corresponds to the following...
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