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maceo said:Although the MSFS trees, being auto-gen, I would think that they would have a GUID and would be available for placement through an XML file. Anyone know?
Rellek01 said:I have created a small gmax tree library with 2004 gamepack for personal use but I cannot figure out how to remove the shadow model. Is it possible to create the trees in 2002 gamepack, save the files, remove the shadows, and then recompile to 2004 xml style BGL?
rhumbaflappy said:It should be possible to make code that BGLC_9 would use to compile a separate shadow... then that shadow could be quite tiny... unnoticable in the sim. But the best course might be to set the material's opacity to 99 ( meaning it's 99% opaque )... then there is no shadow.
Ah, that's solved my whale of a problem. Before my whale surfaces offshore, it still has a shadow on the surface of the water! So the answer is to have a see-through whale!rhumbaflappy said:Hi rellek.
It should be possible to make code that BGLC_9 would use to compile a separate shadow... then that shadow could be quite tiny... unnoticable in the sim. But the best course might be to set the material's opacity to 99 ( meaning it's 99% opaque )... then there is no shadow.
Dick
arno said:It would be interesting to see how the 99% opacity returns in the source code then. I will have a look at that and see if it is just the material setting that lets the scenery engine behave different or that MakeMDL creates a different source code for that situation.