Yeah, I probably should consider getting back to work on this one of these days .
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Dunno, IIRC I used the same material settings used on the autogen trees in vegetation.bgl for those custom trees, I have plenty of other objects that just use normal "set default transparent" though and their shadows seem to work fine so I don't think there's anything special in the material settings.
Do autogen trees cast square shadows too?
Here's the material settings off the custom trees Michael:
Here's a small update on Inverness.
First off I was never happy with these hurricane hangars because the texture resolution was poor and the mesh was all wrong which caused them to leak! I've rebuilt them again for the 3rd time throughout the course of this project . This time I started from scratch with a 40-sided sphere and a new texture sheet. Texture resolution is now somewhere around 10px/ft which is about what everything else on the field is. The higher resolution makes it a lot easier to add some dirt and weathering not to mention the fact that more pixels just looks better in the sim.
I had fun building these more complex models around the main focal point of the airport, I enjoy these detailed models immensely but it is time consuming, I'd guess (conservatively) 20-30 hrs into this small area alone. Here's the FBO, "Whiskey Bravo Air" which appears to be a rather uninteresting double-wide mobile home converted to a pilot's lounge. To jazz it up I added a lot of details; air conditioners, porches and overhangs, antennas, satellite dish, ramp lights, some 3D grass, some cars in the parking lot, parking bumpers, a generator (I think), a sign, reflective windows, etc. Lastly I tried to smudge it all into the PR so it sorta looks like it belongs there.
...and the fueling area. This was a fun model, still messing around with the textures a bit but done for the most part. There's a fuel trigger here for those that want it and it can be disabled for those that don't. Finally a shot from FSX:
...and from P3D2
So far everything is on ten 1024x1024 sheets plus I have two more separate texture sheets for the vegetation and fences with some transparency. I laid my main sheets out on a 4096x4096 document as a sort of preview image because I was having a hard time remembering which sheets still had space left on them, I briefly contemplated remapping everything to the 4096 sheet to cut down some drawcalls but it seems an enormous amount of work and there's not much to gain since everything already makes extensive use of drawcall batching. Here's what my texture sheets are looking like, yellow/red striped areas still need to be used up.
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