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VGDS texture problem

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180
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belgium
hi all, I just made a VGDS model and i want to add the variable textures on it (i've made polys for where the textures need to be) but my textures are not on 1 line, take a look at the attachments. so how to select the wished texture for the wished situation for both the distance and the position. I use the honeywell VGDS.
thx for any help
 

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    vdgsmodel.JPG
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  • vdgsinfodistance.JPG
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  • vdgsinfoposition.JPG
    vdgsinfoposition.JPG
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Hi Jessy,

Have you read my tutorial about creating a VGDS?

The idea is that you in the ASM file add some extra code that checks the position of your aircraft. Based on that position you can assign a different texture (or a different part of the same texture) to the polygons.

For my docking systems I also used seperate textures for the part that displays messages and the part that shows the distance to the stop point. So that should not be a problem.

I noticed that you have made one texture with the alphabet on it. That means that you have to make more polygons (for each letter on the display one polygon). It is possible to do it like this, but I think it makes it slightly harder to get the correct message. It is probably easier to make a texture with all possible words and switch between pieces of that texture.
 
I did read your tutorial but in the tutorial you have 1 texture file where you just can select the part you want with the wide but how to select the the other wide and the heigt?
and why i use the compleet alphabet: otherwise i need to write all aircraft models in the texture file and that are allot models.
 
Hi Jessy,

Yes, I wrote about 30 different aircraft types in a text file. I found that was enough for my docking system. Remember that you also have to create a piece of ASM code for each aircraft type you want to support, so the more types you support the more work this will be :).

About the textures. My models use 2 or 3 different textures in general. One for the message area, one for the stop distance and one for the steering help. In each of these textures I put all the different messages/symbols that can be displayed on that polygon. After that I change the texture mapping coordinates in the ASM code to display the different areas of the texture.

You could also have a fixed mapping area and change the texture file used, but that resulted in a bad display for me, as you could see the new texture had to be loaded from disk when used the first time.

I hope this answers your texture question, else it did not fully understand you.
 
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