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Nellis Air Force Base: For Danny
Nellis Air Force Base: For Danny
Here's some progress on the South side of Nellis showing 24 arming bays some with sun shades and the large aircraft arming area with blast fences.
Click to enlarge:
Just for you Danny............
Click to enlarge:
Just for you Danny............
-Mike G.
Recovering flight sim addict, constant lurker.
Check out my real life RV-8 build here: RV-8 Builder Log
Recovering flight sim addict, constant lurker.
Check out my real life RV-8 build here: RV-8 Builder Log
Don't worry about getting them done too quickly. Remember I'm supposed to be working on that other afcad for you.
It's not quite as fun as making scenery objects.
It's not quite as fun as making scenery objects.
-Mike G.
Recovering flight sim addict, constant lurker.
Check out my real life RV-8 build here: RV-8 Builder Log
Recovering flight sim addict, constant lurker.
Check out my real life RV-8 build here: RV-8 Builder Log
Added some lights to that same ramp, too bad the won't actually produce any light at night.
- Attachments
-
- Nellis_Progress_1.jpg (35.79 KiB) Viewed 1288 times
-Mike G.
Recovering flight sim addict, constant lurker.
Check out my real life RV-8 build here: RV-8 Builder Log
Recovering flight sim addict, constant lurker.
Check out my real life RV-8 build here: RV-8 Builder Log
I was sure there were some ramp light objects that lighted the ramp, either MS default ones, or some in Rwy 12 or EZ Scenery libraries? I think they only lighted the ramp, not any object under them however. Will have to go look through some of my scenery bgls, as I am sure I added some to an airport ramp and they lit it at night.
Rick
Rick
Unfortunately they did not carry this feature over from FSDS v2, so unless someone designs the lights with that version or designs them in GMAX for us to use, then we are stuck with what we have for our library.
Anyone know how to use GMax??
Anyone know how to use GMax??
-Mike G.
Recovering flight sim addict, constant lurker.
Check out my real life RV-8 build here: RV-8 Builder Log
Recovering flight sim addict, constant lurker.
Check out my real life RV-8 build here: RV-8 Builder Log
- Rotten Ralph
- Captain
- Posts: 317
- Joined: 16 Jan 2007, 18:16
- Version: FS9
- Location: Farnborough, Hants
Both would be preferable if you could figure out a way to do that. I'll send one to you tomorrow.
-Mike G.
Recovering flight sim addict, constant lurker.
Check out my real life RV-8 build here: RV-8 Builder Log
Recovering flight sim addict, constant lurker.
Check out my real life RV-8 build here: RV-8 Builder Log
You can do part of it yourself.
Attached is an effects zip.
In the eg effect placement file you will need to put the lat / long of each 'splash' you want.
Due to a bug you have to do this for both the DAY / NIGHT and DUSK / DAWN entries respectively.
In effect each splash of light requires two entires to cover the various day conditions.
Once you have added all your splash'es save it as an XML file and drag it onto the bglcomp.exe .
Viola, just put this in your scenery folder.
All credit goes to Rhumbaflappy from fsdeveloper for this.
I still need the light itself to work on getting that to light up though.
Should add - Don't worry that some of your light poles have more than one light, we can make a set of bitmaps to represent them.
For now just get the placement set (one for each pole) and make sure this method works.
[edit] You might have the copy the corona1.bmp from your textures folder to your effects/textures folder.
IMPORTANT - Lat / long co-ords: N and E are +, S and W are - .
Attached is an effects zip.
In the eg effect placement file you will need to put the lat / long of each 'splash' you want.
Due to a bug you have to do this for both the DAY / NIGHT and DUSK / DAWN entries respectively.
In effect each splash of light requires two entires to cover the various day conditions.
Once you have added all your splash'es save it as an XML file and drag it onto the bglcomp.exe .
Viola, just put this in your scenery folder.
All credit goes to Rhumbaflappy from fsdeveloper for this.
I still need the light itself to work on getting that to light up though.
Should add - Don't worry that some of your light poles have more than one light, we can make a set of bitmaps to represent them.
For now just get the placement set (one for each pole) and make sure this method works.
[edit] You might have the copy the corona1.bmp from your textures folder to your effects/textures folder.
IMPORTANT - Lat / long co-ords: N and E are +, S and W are - .
- Attachments
-
- effect.zip
- (1.06 KiB) Downloaded 22 times
It works!!! To make it easy get ObPlacer XML from
http://www.fsdeveloper.com/forum/local_ ... hp?catid=3
Make sure you have the latest FSUIPC.dll in FS2004/modules from
http://www.schiratti.com/dowson.html
Steps -
Copy the fx_mycorona.fx file (previous post) to fs2004/effects
Copy the corona1.bmp form FS2004/textures to FS2004/effects/textures
Copy the latest FSUIPC.dll to FS2004/modules
Install ObPlacer XML
Start FS2004 and goto the airport you want to put the splashes on
>>>>>>Use slew to position the aircraft
Start ObPlacer -
Will take a few seconds for the FSUIPC OK (bottom right) message to come up
Once it says OK-
Select File/NewXML
Give it a name
From the Available objects pane on left click on Effects
***Find the fx_Mycorona.fx effect and double click it
It appears in the center pane
In the right pane click in the effect params box
Put in DAWN;DUSK
Repeat from *** and put in DAY;NIGHT this time (you might have to paste these in)
Thats one splash done.
you have to do each splash twice with the different parameters because of a bug .
Go back to FS2004
Slew the aircraft to next slpash position
repeat steps from >>>>>> for each new splash effect.
Once all splashes are done
Select file/compilebgl
Copy bgl file to your scenery folder
would suggest -
Different name for each effect, with its own bitmap as you'll probably have single lights and multiple lights.
something like -
fx_MAIWsingle.fx
fx_MAIWsix.fx
Each with a corresponding bitmap.
MAIWsingle.bmp
MAIWsix.bmp
You'll have to change the name of the bitmap used in the fx file.
---FX file example start ---
[Library Effect]
Lifetime=5
Version=2.00
Display Name=MyCorona
Radius=50
Priority=0
[Properties]
Cockpit=1
VirtualCockpit=1
Spot=1
Tower=1
Map=1
[Emitter.0]
Lifetime=0.50, 0.50
Delay=0.00, 0.00
Bounce=0.00
Rate=1.00, 1.00
X Emitter Velocity=0.00, 0.00
Y Emitter Velocity=0.00, 0.00
Z Emitter Velocity=0.00, 0.00
Drag=0.00, 0.00
X Particle Velocity=0.00, 0.00
Y Particle Velocity=0.00, 0.00
Z Particle Velocity=0.00, 0.00
X Rotation=0.00, 0.00
Y Rotation=0.00, 0.00
Z Rotation=0.00, 0.00
X Offset=0.00, 0.00
Y Offset=0.00, 0.00
Z Offset=0.00, 0.00
Pitch=0.00, 0.00
Bank=0.00, 0.00
Heading=0.00, 0.00
[Particle.0]
Lifetime=0.00, 0.00
Type=19
X Scale=10.00, 10.00
Y Scale=10.00, 10.00
Z Scale=0.00, 5.00
X Scale Rate=0.00, 0.00
Y Scale Rate=0.00, 0.00
Z Scale Rate=0.00, 0.00
Drag=0.00, 0.00
Color Rate=0.00, 1.00
X Offset=0.00, 0.00
Y Offset=0.00, 0.00
Z Offset=0.00, 0.00
Fade In=0.00, 0.00
Fade Out=0.00, 0.00
Rotation=0.00, 0.00
Ground Normal=1
Shade=0
Static=1
Face=0, 0, 0
[ParticleAttributes.0]
Blend Mode=2
Texture=corona1.bmp <<<<Change this to appropriate bitmap name
Bounce=0.00
Color Start=100, 100, 100, 200
Color End=100, 100, 100, 255
Jitter Distance=0.00
Jitter Time=0.00
uv1=0.00, 0.00
uv2=1.00, 1.00
X Scale Goal=0.00
Y Scale Goal=0.00
Z Scale Goal=0.00
Extrude Length=0.00
Extrude Pitch Max=0.00
Extrude Heading Max=0.00
--- FX file example end ---
Still need the actual light pole model from you to see if
I can make it light up.
Test pic - OK the bitmap needs fixing, but it works -
http://www.fsdeveloper.com/forum/local_ ... hp?catid=3
Make sure you have the latest FSUIPC.dll in FS2004/modules from
http://www.schiratti.com/dowson.html
Steps -
Copy the fx_mycorona.fx file (previous post) to fs2004/effects
Copy the corona1.bmp form FS2004/textures to FS2004/effects/textures
Copy the latest FSUIPC.dll to FS2004/modules
Install ObPlacer XML
Start FS2004 and goto the airport you want to put the splashes on
>>>>>>Use slew to position the aircraft
Start ObPlacer -
Will take a few seconds for the FSUIPC OK (bottom right) message to come up
Once it says OK-
Select File/NewXML
Give it a name
From the Available objects pane on left click on Effects
***Find the fx_Mycorona.fx effect and double click it
It appears in the center pane
In the right pane click in the effect params box
Put in DAWN;DUSK
Repeat from *** and put in DAY;NIGHT this time (you might have to paste these in)
Thats one splash done.
you have to do each splash twice with the different parameters because of a bug .
Go back to FS2004
Slew the aircraft to next slpash position
repeat steps from >>>>>> for each new splash effect.
Once all splashes are done
Select file/compilebgl
Copy bgl file to your scenery folder
would suggest -
Different name for each effect, with its own bitmap as you'll probably have single lights and multiple lights.
something like -
fx_MAIWsingle.fx
fx_MAIWsix.fx
Each with a corresponding bitmap.
MAIWsingle.bmp
MAIWsix.bmp
You'll have to change the name of the bitmap used in the fx file.
---FX file example start ---
[Library Effect]
Lifetime=5
Version=2.00
Display Name=MyCorona
Radius=50
Priority=0
[Properties]
Cockpit=1
VirtualCockpit=1
Spot=1
Tower=1
Map=1
[Emitter.0]
Lifetime=0.50, 0.50
Delay=0.00, 0.00
Bounce=0.00
Rate=1.00, 1.00
X Emitter Velocity=0.00, 0.00
Y Emitter Velocity=0.00, 0.00
Z Emitter Velocity=0.00, 0.00
Drag=0.00, 0.00
X Particle Velocity=0.00, 0.00
Y Particle Velocity=0.00, 0.00
Z Particle Velocity=0.00, 0.00
X Rotation=0.00, 0.00
Y Rotation=0.00, 0.00
Z Rotation=0.00, 0.00
X Offset=0.00, 0.00
Y Offset=0.00, 0.00
Z Offset=0.00, 0.00
Pitch=0.00, 0.00
Bank=0.00, 0.00
Heading=0.00, 0.00
[Particle.0]
Lifetime=0.00, 0.00
Type=19
X Scale=10.00, 10.00
Y Scale=10.00, 10.00
Z Scale=0.00, 5.00
X Scale Rate=0.00, 0.00
Y Scale Rate=0.00, 0.00
Z Scale Rate=0.00, 0.00
Drag=0.00, 0.00
Color Rate=0.00, 1.00
X Offset=0.00, 0.00
Y Offset=0.00, 0.00
Z Offset=0.00, 0.00
Fade In=0.00, 0.00
Fade Out=0.00, 0.00
Rotation=0.00, 0.00
Ground Normal=1
Shade=0
Static=1
Face=0, 0, 0
[ParticleAttributes.0]
Blend Mode=2
Texture=corona1.bmp <<<<Change this to appropriate bitmap name
Bounce=0.00
Color Start=100, 100, 100, 200
Color End=100, 100, 100, 255
Jitter Distance=0.00
Jitter Time=0.00
uv1=0.00, 0.00
uv2=1.00, 1.00
X Scale Goal=0.00
Y Scale Goal=0.00
Z Scale Goal=0.00
Extrude Length=0.00
Extrude Pitch Max=0.00
Extrude Heading Max=0.00
--- FX file example end ---
Still need the actual light pole model from you to see if
I can make it light up.
Test pic - OK the bitmap needs fixing, but it works -
- Attachments
-
- splash.jpg (21.86 KiB) Viewed 919 times