• 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.
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    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.

Search results

  1. K

    FSXA List of Variables used for Conditional Display?

    Hey Arno, I'm working on conditional display of runway lights at the moment. It's been said many times that we can't test for visibility, so I'm looking for other combinations of variables in order to achieve a realistic result. One way of getting more realistic behavior is to shut off...
  2. K

    FSXA List of Variables used for Conditional Display?

    Thanks Arno, that helps. Are there any resources that explain how to use the user variables and/or the transformation matrix tweak? Thanks again. Nick
  3. K

    FSXA List of Variables used for Conditional Display?

    Hi all, I've made extensive use of the search function, and while I've found several very specific examples of code required for conditional display of objects, I have nor found any type of comprehensive list of what variables are available. Can anyone point me to such a resource? I'm...
  4. K

    FSXA DDS file format in Win7 64

    Thanks Arno, I created a shortcut in CS4 that allows me to batch process an entire directory of files at once (.tif/tga/psd to .dds). Can ImageTool batch process as well? If not, I'll have to look into GIMP. Thanks!
  5. K

    FSXA DDS file format in Win7 64

    Hi al, I recently upgraded to Win7 64, and I've just learned that the 64bit version of CS4 does not support the NVidia DDS plugin (or the other way around). So how are those of you who are using 64bit versions of Windows and Photoshop opening/converting .dds files? Thanks! Nick
  6. K

    How Did They Do It?

    Sorry David, I assumed you weren't familiar with the process. I think they (FSDreamTeam) talk frequently of different "teams" working on their projects. I'm not sure if that means multiple modelers or not. DFW is certainly a big project. Personally, if all we were talking about was what we...
  7. K

    How Did They Do It?

    I guess I didn't really answer your question, did I? Yes, it's possible to do this "by hand". Typically, I download high-resolution aerial imagery from the state's GIS website (most states in the US have one). I then cut this imagery up into 1024x1024 squares, and apply them as textures...
  8. K

    How Did They Do It?

    Hey David, Looks like standard 3ds Max to me. I do my stuff the same way. Here's a pic of San Antonio:
  9. K

    FSXA BGL_Light vs Effects for Runway Lights

    Hi all, So, I 've spent a lot of time looking through a large amount of threads on the various methods for creating custom airport lighting. It seems that both methods have their strengths and weaknesses, but I have a few questions I hope someone can help me with... 1) I've created a nice...
  10. K

    FSXA BGL Lights are floating

    I read somewhere that others who were working with lights that seemed to drift away from their intended placement as a function of view distance discovered that they had installed a texture enhancement package that modified the halo.bmp. The modified file has the light "orb" slightly off...
  11. K

    FSXA BGL Lights are floating

    Hey Roland, I'm going to try the FS2004 version of MakeMDL tonight, and see if that makes a difference. Bending to the right sounds weird... what in the world would cause that? Nick
  12. K

    FS2004 Split Image, keep Alpha Channel

    I was having the same problem with CS4, and I finally resorted to buying some 3rd party image slicer software. Even that didn't work on the huge files I was working with...The alpha layers were still messed up. I finally found the solution online. Some kind soul created a script that will...
  13. K

    FSXA BGL Lights are floating

    Hi Arno, I exported using the FS2002 MakeMDL into .BGL format. I didn't think of trying the FS2004 tools...I'll see if I can track them down. Nick
  14. K

    FSXA BGL Lights are floating

    So i did a bit of testing and found some interesting bits. I removed the LIGHT_NAV material from my boxes, and recompiled. When I got into the sim, I noted that at both ends of the runway, the boxes were sitting flush with the ground as I would have expected. It's only after assigning them...
  15. K

    FSXA BGL Lights are floating

    Hi all, I'm adding BGL lights to my scenery using 3ds Max 8. I've had no issues with getting all of my ground polys, taxiway lines, skidmarks, and buildings to clamp to the ground in FSX. All the .asm tweaking has been very straight forward, and the layering has worked flawlessly...
  16. K

    FSXA Unwanted Autogen Exclusion

    Hi, I've created an airport background polygon using FSX KML, and assigned it the necessary properties to flatten terrain, exclude autogen, etc. This background polygon works as expected, with only a minimal amount of "collateral damage" to surrounding autogen. However, once I added my...
  17. K

    FSXA Automatically rotated PAPI's in FSX

    Thanks Arno, I use the FS2002 SDK because I'm working extensively with 3ds Max created ground polys and photoscenery tiles. Is the performance issue a worthwhile reason to continuously switch between all three versions of the exporters/compilers? I'd be using 2002 for ground polys, 2004...
  18. K

    FSXA Automatically rotated PAPI's in FSX

    Arno, Is there some benefit to using an FS2004 .mdl, than one created with the FS2002 MakeMDL? If it's so much easier with FS2002, why isn't that the standard? Thanks, Nick
  19. K

    FSXA Automatically rotated PAPI's in FSX

    Hi Felix, Yes, of course. I'm exporting a .x file using the FSX SDK tools for 3ds Max. Running that .x file through the FS2002 MakeMdl, tweaking the resultant .asm files, then compiling with BGLC_9. But the real story here tis that you can create a single PAPI model, set the Separation...
  20. K

    FSXA Automatically rotated PAPI's in FSX

    Hi all, So I did a a lot of research on the creation of PAPI's and I found something interesting...to me at least. Of all the reading I've done, I keep seeing people asking how to rotate a PAPI object and have the lights work as intended. The answer has always been some variation of "you...
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