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Gary just what exactly do YOU believe I need to explain that hasn't been explained earlier in this post? Please be specific. I did cover library creation on my mini tutorial. Please, if there is something I failed to include or you believe I am not disclosing on purpose...let me know because that was not the intent.
de
Ken,
You can open the bgl file I provided in MCX, go to the material settings dialogue and turn off "assume vertical normals". I think that may solve the reflection issue you are seeing. In any case, it should never look like that when in cockpit view, during taxi. It seems you are getting the brightness only when directly on top of the texture, which is a flag that "assume vertical normals" should be set to off. If that doesn't make it better, try changing the texture specular value to 255,255,255 under the same material settings dialogue.
You can adjust these settings directly on your addon scenery folder as installed.
Thanks,
David
Hi David,
I did the suggestions you told me and the "Assume Vertical Normal" was already set to False, which I assume means it's turned off. It was under Enhanced Parameters in the Material Editor.
C39.bgl is the file that places the object in the simulator. It only contains coordinates, scale, and some other flags. It does not contain a model. This is the output from IS3.
C39_LIB.BGL is the library that contains the actual model in it. Remember, this is model based. You can open it with MCX and make any edits to the model there.
You need BOTH C39.bgl and C39_LIB.bgl on your scenery folder for the item to display. As an alternate, you can skip using C39.bgl and just locate the model yourself using IS3. As long as you placed C39_LIB.bgl on an active scenery folder, the library should show up on ISC3.
As explained on the tutorial I made specifically for you on this thread, C39_LIB.bgl was created using Library Creator. It contains the actual model. If this was a large scenery project, that file would be full of models such as terminals, static airplanes, custom trees, 3D lights. The second bgl only places these models in 3D space.
in summary:
XX_LIB.bgl ---> contains all the FS models in it as compiled from MCX or other bglcomp based programs
XX.blg ---> just places the models in space (in example, the IS3 bgl output).
Hi Ken:
FYI: Arno purposely implemented the Material Editor in MCX to configure Material Properties for mapped textures on 3D models without having to use 3DSMAX or GMAX.
To study what settings for Material Properties are involved in the KDFW marking object display attribute that you would like to change, it is best to use MCX with a live preview of a 3D model using the Complex Shader mode button.
NOTE: 'Complex Shader' mode button is a "teapot" next to the LOD display pick-list on the toolbar.
With the Material Editor open in MCX, configure Material Properties for mapped textures on the C32 / C39 object 3D models, and you will see a live preview of (most) changes that one can control via the relatively small set of Material attributes possible in DirectX rendered 3D scenes in FS under Windows.
Please recall I alluded to Specular, Bloom and Normal attributes being implicated in the above display anomaly.
Although FS and P3D use DirectX to render under Windows, Arno's MCX uses OpenGL under Windows to render a very close facsimile of what an equivalent 3D object rendering would look like at run time in DirectX sims / games etc..
While your best insight will come from using MCX Material Editor with the live preview to tinker with Material Property attribute settings, one can also gain an additional understanding of what options are available for use in MSFS and P3D under DirectX with a live preview ...via an SDK interactive web page:
MSFS SDK:
https://msdn.microsoft.com/en-us/library/cc526971.aspx#BaseMaterial
P3D SDK:
http://www.prepar3d.com/SDK/Environment Kit/Modeling SDK/FSXMaterial.html
...as discussed here:
https://www.fsdeveloper.com/forum/t...for-material-properties-reference-doc.436666/
CAVEAT: Allow 2 to 5 minutes for rendering code to upload in your browser before the 'interactive' page 'works'.
Hope this helps you fine tune your replacement marking object display at FSDT KDFW.
GaryGB
BTW, finally found some time to develop this weekend and guess what I was working on..........shopping centers. View attachment 41000
Hi Ken:
The above linked MSDN ESP SDK page did not work in Firefox on my last try; however the P3D page did, so try this one (it worked in FireFox within 'seconds'):
http://www.prepar3d.com/SDK/Environment Kit/Modeling SDK/FSXMaterial.html
PS: That P3D page also worked in MS Internet Explorer after about 30 seconds.
GaryGB
You mean the edges?....that's just photoshop. I use the blend/stroke feature. You can adjust how sharp and how transparent it is.
The C39 is a two layer transparency. I copied the original FSDT ground polygon texture and used it as a base layer, with the C39 on top of it as an overlay (in Photoshop).
I just used the eraser at 70% to smooth out the edges of the base layer...and left just enough to cover most of the C32 numbering.
Thanks David. I'll try that. Do you remember the file name of the original FSDT ground polygon texture you used as the based layer? The only file I could find was the KDFW_set07_sf, but that's an mdl file.
Ken.
I don't, but it didn't take me long to find it.