Military AI Works • MAIW HTAI Beech King Air Family Conversion
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MAIW HTAI Beech King Air Family Conversion

Posted: 23 May 2018, 18:53
by Greg
Post support related comments for the MAIW HTAI Beech King Air Family Conversion package in this thread.

Re: MAIW HTAI Beech King Air Family Conversion

Posted: 03 Oct 2021, 06:54
by md11driver44
Does anyone here know where i can find the following Beech King Air 350 with this air file? sim=Beech_King_Air_350_RAAF

Thank you
Robert

Re: MAIW HTAI Beech King Air Family Conversion

Posted: 03 Oct 2021, 08:10
by petebramley
That is the MGAI Beech 350. It is part of the ORBX free AUS/NZ AI aircraft package !

Re: MAIW HTAI Beech King Air Family Conversion

Posted: 24 Mar 2022, 02:23
by phantomfreak
Can the lightmap file be deleted from the older repaints in FSX?

Re: MAIW HTAI Beech King Air Family Conversion

Posted: 24 Mar 2022, 23:49
by gavinc
phantomfreak wrote: 24 Mar 2022, 02:23 Can the lightmap file be deleted from the older repaints in FSX?
Only if you don't want the night lighting to work.

The conversion still uses the lightmap to display night lighting. You can take advantage of the textures.cfg file to point back to a master texture file that has the lightmap and prop textures, then just have any non standard lightmaps in their specific texture files.

Gavin

Re: MAIW HTAI Beech King Air Family Conversion

Posted: 18 Jun 2023, 18:02
by Ripcord
I am having trouble converting textures for the original HTAI C90 for use with the new conversion model. It does not seem to be a matter of just using dds converter and replacing a few files.

The old format has these files: C90, and C90_I and the prop-hs file.

The new format has C90.dds and prop-hs.dds, and a texture.cfg file that goes inside the texture holder.

Has anybody else had any luck converting old textures over? I am trying to get Jason's TC-90 textures for the JMSDF at Tokushima to show up.

Thoughts? Suggestions?

EDIT: Actually, just needed to restart the sim. :oops: I see them on the ramp now, all is good. :roll: