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Search results

  1. pierrot

    Swinging, wobbling objects: how?

    Hi all, Still working on marine objects. Now that I have modelled sea buoys, I find they are too static. In our simulators, buoys gently dance and swing along with the sea surface. In examining in MCX the stock models (gen_buoy_01red and _02green) I can see "platforms" attached to their bases...
  2. pierrot

    FXEdited effects don't show in sim's FX Tool edit window: why?

    Hi all, why do effects tweaked in FXEditor and running OK not display with all details in the sim's FxTool/FxEdit window? This is annoying because it prevents the tweaked effect to be viewed "for real" from inside the simulator. I have noticed that sometimes effects are fine when viewed in...
  3. pierrot

    Controlling a simple light visibility distance? I can't

    I am puzzled by the way(s) to control the visibility range of a light source. Taking the example of the simple fx_chanlbuoygre : let's say this effect is a bit over done, as the green light is visible from more than 7 km away which is not realistic. In harbours in real life, these lights are...
  4. pierrot

    Minimize drawcalls: for selected texures only?

    A question for you Arno: When predicting/minimizing drawcalls is there a way to exclude some textures of the process? The purpose is simple: imagine an object (a lighthouse, for instance ;) ) having some parts transparent (like glass of the lantern, or railings). If I try to predict/minimize...
  5. pierrot

    A model with no diffuse texture: is it possible?

    Hi all, Still looking for the perfect lighthouse beam, modelled with a rotating solid object instead of a light effect (not convenient for this purpose, see other posts). I have come to a point where my (dusk/dawn) night texture rendition is satisfactory (looks nearly transparent but still...
  6. pierrot

    P3D v2 Effect parameters

    Hi Jon, I have a question about adding effects: do you plan to add a visibility parameter? In the effect dialog box there is a mysterious line "parameters" but no clue given to understand a) if it is usable and b) how to include parameters. I read in the brand new manual (wow what a job!)...
  7. pierrot

    Increasing effect visibility distance

    Hi all, a new problem I encounter. It's about effect visibility, but also attaching it to MDL. I found stg in the wiki... but stay confused by "the resolution". Could someone please elaborate on this? Effects spawn problem This is a common question, and one that is easily answered. This is the...
  8. pierrot

    Attached moving effects loose connectivity when edited

    Something I noticed today attempting to add day/night and dusk/dawn visibility to effects attached to MOVING parts of a MDL. Usually I do that by creating a new attach point but for moving attach points this breaks the link to the movement controller. I can't do that either in duplicating my...
  9. pierrot

    Effect OK in FXEditor won't show in P3D2

    Hi all, I'm still working on lighthouses lighting, and I experimented sort of a light beam (to be further attached to a rotating dummy box). I am confused because my effect displays correctly when edited with FXEditor, but when I check it afterwards in P3D2 (using FXTool) it doesn't show at...
  10. pierrot

    How to use Visibility controller and export it?

    Hi all, I'm working on (an attempt to make) a rotating lightbeam for lighthouses. I am facing the problem of visibility. Not distance visibility, but angular visibility. Since the beam may be obstructed by the coastline and other obstacles, and also because a lot of lighthouses do have precise...
  11. pierrot

    Light beam: puzzled!

    Hi all, I'm trying to create a "beam" to mimic the one of a lighthouse. My problem is that I really can't make it with texture parameters, even after reading and re-reading the SDK doc and MCX small tips. In fact I can't succeed in making my rotating "beam" look realistic, additive but/and...
  12. pierrot

    A question about drawcall batching

    I am not sure I understand the full concept in all its details (although I carefully listened to Arno's conference on this very topic last year over the internet). Are drawcalls batched for all instances of a single scenery object, whatever their respective position in the scene? Or only for...
  13. pierrot

    P3D v2 Scenery objects : no pitch/bank anymore

    Weird... I didn't notice before today so I can't tell when (which version of ADE) this began to happen. But this morning I add a couple of small objects to an existing (ADE compiled) scene and when I run the sim after this addition I see that previously pitching/banking secenery objects are now...
  14. pierrot

    [SOLVED] MDL export truncates animation?

    Hi, here's a problem I'm facing today (never noticed before). I have modelled in Gmax a small windmill, into which 2 animations are baked: - one is the rotor spinning endless - the second one mimics an erratic small change of orientation, as if the wind heading was changing slightly from time...
  15. pierrot

    PCL nested conditions

    Hello, I'm trying myself to make a PCL system based on single MDLs gathering all runway lights in one object, texture based. My problem is that a single object is not visually convenient at all distances: small lamp halos are perfect when viewed from the aircraft sitting on the runway, but...
  16. pierrot

    No more huge images with v1.65.5427 ?

    ADE auto-updated this morning and I've got a bad surprise: For the project I'm currently working on, I used to load (absolutely not standard) a HUGE background image. The project lies on a small archipelago and I add a lot of non-airport objects all around to create a nice scenery environment...
  17. pierrot

    P3D v2 Pitch/Bank not applied to scenery objetcs?

    Something I never tried before, but today I'd like to modify the "flat" attitude of some objetcs, and give some pitching/banking to small leisure sail boats sitting on a beach. The pitch and bank figures (I guess these are degrees?) are displayed in the xml properties, but once compiled the...
  18. pierrot

    P3D v2 Blend mask issue

  19. pierrot

    Batch convert - Generate object image

  20. pierrot

    Trouble editing a commercial scene

    I'm trying to edit (with ADE 1.37) a commercial airport scenery I had bought for FS2004, in order to let it be used with FSX. For some reason, the (vast) surrounding scenery area around this airport extends too far, and overlaps two other small airports in the neighbourhood. I try to "Open...
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