arwasairl
Resource contributor
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Hi all,
In the quest to making @FSMuseum 747 project with all original assets (instead of copying directly from CLS or POSKY models) I am in a bit of a bind when it comes to the variable camber slats on the 747.
FS9 does not support skinned objects like FSX+ does, so while it is technically simpler to make these slats, there are very visible seam lines in the shader (almost like setting zero smoothing groups) between each break in the slat caused by the fact that the normals of each vertex within each break is in different directions, which doesn't make it appear very smooth. I inspected PMDG's FS9 747 model and their slat appears to be very smooth, despite it also being variable camber and it having multiple individually modelled objects as well, similar to mine.
(Ignore those black(ish) lines between each break, they are just GMax's anti-aliasing failing me here, in reality the verticies are overlapping eachother to prevent visible clipping or gaps in the slat)
(3dsmax screenshot for reference, note that the edge view mode makes it harder to see, but the shading problems exist in 3dsmax as well)
I am aware there are other ways to "solve" this, like setting explicit normals, but this causes the slat to have bad shading when folded up, and it is unclear if FS2004 even supports explicit normals (I have not seen any evidence that it does or does not support it, mainly because it is so hard to tell with how primitive the FS9 rendering engine is).
I'm wondering how other FS9 modelers (however small they may be) tackle this issue.
In the quest to making @FSMuseum 747 project with all original assets (instead of copying directly from CLS or POSKY models) I am in a bit of a bind when it comes to the variable camber slats on the 747.
FS9 does not support skinned objects like FSX+ does, so while it is technically simpler to make these slats, there are very visible seam lines in the shader (almost like setting zero smoothing groups) between each break in the slat caused by the fact that the normals of each vertex within each break is in different directions, which doesn't make it appear very smooth. I inspected PMDG's FS9 747 model and their slat appears to be very smooth, despite it also being variable camber and it having multiple individually modelled objects as well, similar to mine.
(Ignore those black(ish) lines between each break, they are just GMax's anti-aliasing failing me here, in reality the verticies are overlapping eachother to prevent visible clipping or gaps in the slat)
(3dsmax screenshot for reference, note that the edge view mode makes it harder to see, but the shading problems exist in 3dsmax as well)
I am aware there are other ways to "solve" this, like setting explicit normals, but this causes the slat to have bad shading when folded up, and it is unclear if FS2004 even supports explicit normals (I have not seen any evidence that it does or does not support it, mainly because it is so hard to tell with how primitive the FS9 rendering engine is).
I'm wondering how other FS9 modelers (however small they may be) tackle this issue.
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