I actually don't have a logic answer to why I do steps of 4... guess I came across a post in the past that recommended doing it and it works fine for me.
You are right, each layer is a material with a texture sheet. And each material has the z-bias value that determines the order...
For my current project I'm using the latest P3Dv4.3 SDK and I actually start from Layer 4 (Or -4). So My asphalt base is -4, after that lines are -8 and so on until -28 if I remember correctly. I don't think I have any problems with shadows with this method. But it's very easy to...
You can use the tutorial I posted in the previous thread.
This is my method roughly:
1. create everything as one .Blend model with all necessary features (Plane1, Plane2, ETC')..
2. Apply a material and texture to all the features (Asphalt base, Lines, Markings, ETC').
3. You need to set a...
I use Austin Sass tutorials for GPs and Buildings. Although he develops for FSX in the tutorials, it will work for P3Dv4 as long as you use the correct SDK with blender and the correct export wizard in MCX.
Hi Tic, As a heavy sim user and a wanna be developer (For now) the answer is No. Don't stop making your own Jetways.
GSX L2 is a fantastic addon that brings life to your apron environment.
Its adds animations of passengers boarding and de-boarding via stairs and gate and all other things...
Hi, @yh11216 , I think I had a similar issue. What solved it was in Ground polygon wizard in MCX. I unticked "Group polygons 500m". Instead is use the "Optimize reference point location". BTW when I export ground poly from Blender I use a different method:
1. Export as .x file.
2. Import .x...