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FSX [Resolved] - Gauge Poly Acting Weird (P3D too)

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440
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us-wisconsin
Larry and I have 2 polys, controlled by a settings "clipboard". 1st mode is visible for users w/o FirefighterX (FFX), a xml radar map will go here. The 2nd mode is visible for users with FFX and the .gau/.dll goes on this poly. The problem that we're having is that the FFX .gau (xml too, for testing) click spots will not work at all on the mode 2 poly when active. Everything works as it should if we put the gauge(s) on the mode 1 poly again, when active.

We've looked at the materials and attributes for both polys, they are the same.
Visibility code works and as a last ditch effort, we tried - "if the poly is invisible then move that bugger completely out of the way". No go.

Any help welcomed.

Code:
<TEST Name="For Browser Validation">

<Animation name="Boxcar_Radar_Norm_Move" guid="eae91187-81f6-4146-87ad-5df764723012" length="1" type="Sim" typeParam2="Boxcar_Radar_Norm_Move" typeParam="AutoPlay" />

<Animation name="Boxcar_Radar_FFX_Move" guid="208eb5a6-2674-42f0-acba-58086055ed84" length="1" type="Sim" typeParam2="Boxcar_Radar_FFX_Move" typeParam="AutoPlay" />

<PartInfo>
    <Name>Boxcar_Radar_Norm</Name>
    <Visibility>
        <Parameter>
            <Code>
                (L:Boxcar_Tanker_FFX, bool) !
            </Code>
        </Parameter>
    </Visibility>
</PartInfo>

<PartInfo>
<Name>Boxcar_Radar_Norm_Move</Name>
    <AnimLength>1</AnimLength>
    <Animation>
        <Parameter>
            <Code>(L:Boxcar_Tanker_FFX, bool)</Code>
        </Parameter>
    </Animation>
</PartInfo>

<PartInfo>
    <Name>Boxcar_Radar_FFX</Name>
    <Visibility>
        <Parameter>
            <Code>
                (L:Boxcar_Tanker_FFX, bool)
            </Code>
        </Parameter>
    </Visibility>
</PartInfo>

<PartInfo>
<Name>Boxcar_Radar_FFX_Move</Name>
    <AnimLength>1</AnimLength>
    <Animation>
        <Parameter>
            <Code>(L:Boxcar_Tanker_FFX, bool) !</Code>
        </Parameter>
    </Animation>
</PartInfo>

</TEST>
 
I've had strange things like that happen. Turned out to be something to do with too many parts using the same VC material.
 
If the gauge poly appearance is controlled by mesh visibility, each clipboard mode requires its own [VCockpitNN] entry in the panel.cfg. I think you might even need to clone the material and assign a different gauge poly texture ($...).

I don't have an example at hand, but that's roughly what I had to do in the past when trying to control gauge poly visibility.
 
Thanks for pointing us in the right direction Bjoern, we now have the issue fixed.

I had to assign one of the polys to a new material, using a copy of the original texture (re-named) for the mapping. I then created a new [VCockpitNN] entry with just the one gauge on it and we now have an active 2D gauge with working click spots.
 
Actually, cloning the material (along with re-naming it and assigning a new texture name to it) is what fixed the issue rather than being the cause. I/we still don't know why it refused to play in the first place.
 
I should have been more precise: It was the cloned material that fixed the issue. :)
 
Thanks Bjoern!
"second worst FSX developer in history"
you just dropped down a notch or two - LOL

Thank You!
 
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