• 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:

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Search results

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    [FSX] Drawcall Batching with default objects.

    Thanks for the reply, Arno. That's good news! - Cliff
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    [FSX] Drawcall Batching with default objects.

    Hey all, I've read most of the posts regarding drawcall batching here on the forums, but had some questions about the default objects. I have placed some light poles and telephone poles from the default autogen library and was wondering if these would be batched or if they have LODs...
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    Multiple taxi edge lines

    Problem solved. Just moved the hold short node a hair and that fixed it. Thanks again!
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    Multiple taxi edge lines

    Thanks, forgot to say its FSX Acceleration, Win 7 64-bit. I did try to delete and replace, but only did it once, tried to reverse it, changed it to PATH instead of TAXI, moved the nearest neighboring node out a bit (the one on the left of the runyway) but that didn't fix it either. I'm wondering...
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    Multiple taxi edge lines

    Hey all, I haven't seen this problem before and I am wondering if anyone else has. It seems that the sim is drawing four taxi edge lines opposed to just two.. Here's what it looks like at night, I get the pretty blue lights... And here's a pic of the AFCAD.. I've read on...
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    SBuilderX and Landclass draw order

    Here it is. I tried making the same test using FSXKML and I had the same result. Looked good in FSXKML and in TmfViewer, wrong order in the sim. I took another look at one of the tutorials and it looks like in the screenshots that they are not overlapping the landclasses, just making them all...
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    SBuilderX and Landclass draw order

    Some screenshots Here are some screenshots showing the problem at hand. The triangles on the right show the incorrect draw order in the sim. SBuilderX v 3.13: TmfViewer: In the Sim (FSX):
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    SBuilderX and Landclass draw order

    Hi all, I am using SBuilderX to place some landclass around a scenery I am developing. But I run into issues when it comes to the layering of the landclass. They appear in the correct order in SBuilderX and in the TmfViewer, but in the sim they are not in the correct order. I am not using any...
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    Attaching effects to an animation.

    That may be the case. I placed two of the cars on separate ends of the area I am modeling with no animations and I saw the effects. Of course they were in the wrong place due to the curvature of the earth, but that was what I was expecting. But strange that the exhaust effect works, which may...
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    Attaching effects to an animation.

    Hey all, I've been working on a animated train and I am trying to attach some light effects to it. I have tried to attach them with both AttachPts and using the cube method and both have the same results. The problem is that I only see the exhaust effect, no light effects. When I place the...
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    One effect, to one cube, many times, bad idea?

    I am trying to create the alternating red/green taxiway lights that I see in some videos. My idea is to disable center line lights in ADEX up to the hold short and then position invisible cubes (or a single triangle if it works) with the red/green effects attached to them in Gmax. For incursion...
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    Gmax extrude scale off...

    Thanks! :)
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    Gmax extrude scale off...

    I am working on a model that was a spline traced over an image to start. I then scaled the spline to 10 percent to match the real dimensions. When I went to extrude, and entered the height, it did not want to extrude the right distance, it was scaled down. I tried to reset the translation and...
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    Night texture won't blend

    No Blend I welded the verticies and compiled with no warnings! :) However still no blending. I've read if you have the emissive mode set to AdditiveNightOnly (default), your textures will look brighter at dusk than they should because of the combination of the day and night textures. I have it...
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    Night texture won't blend

    GMax Warning Also, I get this warning when I go to export from GMax to *.MDL WARNING: Degenerate poly detected in file (GMaxExport) mesh (Building_Main) WARNING: Face vertex 0 x=-31.25412 y=0 z=-356.01 WARNING: Face vertex 1 x=-31.25412 y=0 z=-356.01 WARNING: Face vertex 2 x=31.25415...
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    Night texture won't blend

    I am about done with my latest building, however I can't get the night textures to blend properly. I have set the emissive mode to blend in GMax, and recompiled the .bgl, however while the sun sets, the textures just switch from day to night with no blending. I've done it before, but I must be...
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