MAIW_WSMG F-16's
Re: MAIW_WSMG F-16's
Will make sure to keep 32-bit versions of textures from now on also (I do have BARAK Block 40 ones, D's are complete, working on the C's)
Re: MAIW_WSMG F-16's
Thanks for that tip, Kev.
As a habit I tend to keep different marks of aircraft in separate folders as I find it easier to find what I am looking for. This is even when the fdes are identical, such as JY's Tiffs.
Different forces I will put together IF they are the same mark.
I am not suggesting that i will do that with the Barak C's and D's as i will try to mirror your structure, but if you have split things then i will keep it that way.
Project Update.
I have now done the 3x C's - and conducted a brief check of each mdl in game - and tomorrow I will get the 6x D's done, barring unforseen circumstances, and I will pass the updated package to Mark for testing.
As a habit I tend to keep different marks of aircraft in separate folders as I find it easier to find what I am looking for. This is even when the fdes are identical, such as JY's Tiffs.
Different forces I will put together IF they are the same mark.
I am not suggesting that i will do that with the Barak C's and D's as i will try to mirror your structure, but if you have split things then i will keep it that way.
Project Update.
I have now done the 3x C's - and conducted a brief check of each mdl in game - and tomorrow I will get the 6x D's done, barring unforseen circumstances, and I will pass the updated package to Mark for testing.
Steve
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Re: MAIW_WSMG F-16's
Did you check nightime for the light splashes for the taxi / landing lights?
Re: MAIW_WSMG F-16's
Ni I didn't but I will do.
Steve
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Re: MAIW_WSMG F-16's
OK I checked the lights and I see two lights when taxying out and when landing, so i think that this is fine.
However, it did throw up a couple of questions.
I have paced an archive in Kevs folder, MAIW_0684.zip, which contains some pics of both the C and D models in twilight.
The first, and I think most serious thing is that the back rear of the fin is transparent. I took pics from both sides to show that it is only an issue on the port side and happens with both the C and D models.
I am guessing that it is an alpha issue in one portion of the schemes as it is fine in daylight.
Secondly i noticed that instrument panels look weird at night.
In the two seater you can see the bright artificail horizon in the front cockpit and the rear has two darker displays.
At night though the front cockpit is dark whilst the back has two big white squares. MAIW_0682.jpg and MAIW_0683.jpg show the contrast, whilst the single seater has a dark cockpit. MAIW_0681.jpg shows this best.
Now it could be that this is exactly how you wanted it. Also It could be that the new textures you supplied Mark fix this.
Thought i would bring it to your attention in case it was an issue.
However, it did throw up a couple of questions.
I have paced an archive in Kevs folder, MAIW_0684.zip, which contains some pics of both the C and D models in twilight.
The first, and I think most serious thing is that the back rear of the fin is transparent. I took pics from both sides to show that it is only an issue on the port side and happens with both the C and D models.
I am guessing that it is an alpha issue in one portion of the schemes as it is fine in daylight.
Secondly i noticed that instrument panels look weird at night.
In the two seater you can see the bright artificail horizon in the front cockpit and the rear has two darker displays.
At night though the front cockpit is dark whilst the back has two big white squares. MAIW_0682.jpg and MAIW_0683.jpg show the contrast, whilst the single seater has a dark cockpit. MAIW_0681.jpg shows this best.
Now it could be that this is exactly how you wanted it. Also It could be that the new textures you supplied Mark fix this.
Thought i would bring it to your attention in case it was an issue.
Steve
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Re: MAIW_WSMG F-16's
Sound like possibly the alpha channel?
Or looks like i might have cocked up the L texture, yup there's an issue with the L texture on the rear screens...give me 5.
See if this helps with the screens...
Remove the TEST from the end of the filename.
Should be correct dxt3 bmp file format, will not affect the C models
Will look at the main texture now
Or looks like i might have cocked up the L texture, yup there's an issue with the L texture on the rear screens...give me 5.
See if this helps with the screens...
Remove the TEST from the end of the filename.
Should be correct dxt3 bmp file format, will not affect the C models
Will look at the main texture now
Re: MAIW_WSMG F-16's
Main texture has me stumped..
Will attach the standard alpha channel for it, in the correct orientation for FS9..
Mark - You will need this for the textures I put in your folder, none have alphas .. sorry!
Will attach the standard alpha channel for it, in the correct orientation for FS9..
Mark - You will need this for the textures I put in your folder, none have alphas .. sorry!
Re: MAIW_WSMG F-16's
Definitely fixes the screens, but I am not seeing the transparent fin.
Did you flip both the image and alpha when converting from DDS to BMP?
Did you flip both the image and alpha when converting from DDS to BMP?
Re: MAIW_WSMG F-16's
Attached is a main texture for 022
DXT3 with alpha
DXT3 with alpha
Re: MAIW_WSMG F-16's
Yep definitely did, standard practise for me. One way of proving this is it happens on both single and two seaters which suggests that it is an issue with the same area of the scheme.
Checked the two seaters and no displays in either cockpit at night now.
Steve
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Re: MAIW_WSMG F-16's
All I can think of for the screens is the format. DXT3 bitmap? Been a while for FS9 for me.
Main texture has me beat though!
Main texture has me beat though!
Re: MAIW_WSMG F-16's
Just realised that the crew are also invisible.
I am wondering if it is to do with FS9 handling alphas in a different way to FSX.
What makes me think this is that comparing the alpha it seems that the tail cutoff on the port side is due to its proximity on the sheet to the cockpit consoles.
Also the ejector seat side on the other side of that area. It looks like the crew body is also covered by the area on the laft hand side.
Does this make sense?
If so is it as simple as redefining the alpha at the bottom better and removing the one on the left?
I am wondering if it is to do with FS9 handling alphas in a different way to FSX.
What makes me think this is that comparing the alpha it seems that the tail cutoff on the port side is due to its proximity on the sheet to the cockpit consoles.
Also the ejector seat side on the other side of that area. It looks like the crew body is also covered by the area on the laft hand side.
Does this make sense?
If so is it as simple as redefining the alpha at the bottom better and removing the one on the left?
Steve
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Re: MAIW_WSMG F-16's
You might be onto something..
With FSX the lightmap parts are modelled separately and the L texture is applied to them. I wonder if it's merging the two textures onto a single part. Thinking it's two parts!
With FSX the lightmap parts are modelled separately and the L texture is applied to them. I wonder if it's merging the two textures onto a single part. Thinking it's two parts!
Re: MAIW_WSMG F-16's
OK, I have converted all 9x Block 30 Baraks.
The only outstanding issue that I think we have is the alpha for the lightmap making things transparent that shouldn't be.
I have also Firebirdized the flightplans to make them as user friendly for users as possible. Please replace with the originals if you prefer them that way.
I have left the origin aircraft with only lights added. If either one of you would like to try my modded and re-organised .cfg then just let me know.
All the original textures have been converted plus the textures supplied by Kev above have also been included.
The whole thing has been zipped and placed in Marks folder to replace the original upload.
So apart from any testing need on lightmaps I think my part has been completed. Now over to mark for his magic.
---===*===---
So Kev, do you want me to start conversion on the Block 52s or do you want the block 40s done next?
The only outstanding issue that I think we have is the alpha for the lightmap making things transparent that shouldn't be.
I have also Firebirdized the flightplans to make them as user friendly for users as possible. Please replace with the originals if you prefer them that way.
I have left the origin aircraft with only lights added. If either one of you would like to try my modded and re-organised .cfg then just let me know.
All the original textures have been converted plus the textures supplied by Kev above have also been included.
The whole thing has been zipped and placed in Marks folder to replace the original upload.
So apart from any testing need on lightmaps I think my part has been completed. Now over to mark for his magic.
---===*===---
So Kev, do you want me to start conversion on the Block 52s or do you want the block 40s done next?
Steve
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Re: MAIW_WSMG F-16's
Got an idea.
When you convert to FS9 remove the L texture first.
I don't think you have to specify it.
Ignore above.
I think you may be right, try this one. It may fix the pilot body also. Tightened up the alpha channel, and removed the pilots body soft illumination completely.
Not sure about the format. Should be dxt 3 bitmap.
I still think its because it is assuming its an FSX model therefore it expects two separate parts, one for the L texture and one for the main texture, whereas in P3D its assigned but turned off / on with a LUA script.
Somehow its combining the textures incorrectly.
If this fixes it i have one bit to add back to the L map.
For the C model, just rename it.
When you convert to FS9 remove the L texture first.
I don't think you have to specify it.
Ignore above.
I think you may be right, try this one. It may fix the pilot body also. Tightened up the alpha channel, and removed the pilots body soft illumination completely.
Not sure about the format. Should be dxt 3 bitmap.
I still think its because it is assuming its an FSX model therefore it expects two separate parts, one for the L texture and one for the main texture, whereas in P3D its assigned but turned off / on with a LUA script.
Somehow its combining the textures incorrectly.
If this fixes it i have one bit to add back to the L map.
For the C model, just rename it.
Re: MAIW_WSMG F-16's
Just looked at what happens when I look at one of my FS9 models first time in MCX -
In the Material Editor -The L texture does not show up at all, only the T texture.
I wonder if we need to specify it as its a P3D to FS9 conversion.
When loading an FSX aircraft the L texture is listed.
Maybe as simple as removing the L texture under Emissive, and adding the T texture to Specular ??
That would match a default FS9 in MCX.
Also the Emissive Mode for the T texture on my P3D model is MultilplyBlend
For FS9 - AdditiveNightOnly
In the Material Editor -The L texture does not show up at all, only the T texture.
I wonder if we need to specify it as its a P3D to FS9 conversion.
When loading an FSX aircraft the L texture is listed.
Maybe as simple as removing the L texture under Emissive, and adding the T texture to Specular ??
That would match a default FS9 in MCX.
Also the Emissive Mode for the T texture on my P3D model is MultilplyBlend
For FS9 - AdditiveNightOnly
Re: MAIW_WSMG F-16's
I will do some testing in the morning.
Arno has also made the default mode for FS9 to be AdditiveNightOnly.
Arno has also made the default mode for FS9 to be AdditiveNightOnly.
Steve
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Re: MAIW_WSMG F-16's
OK Kev,
I did some testing. I can confirm that the new lightmap fixes those issues. I also tested the renamed one for the Cs.
I did check out what you were talking about but there is obviously something different about the mdl structure after conversion as even though I made the texture setup identical to the ones supplied with the original FS9 compilations of the Block 40s for Aviano the result was the same as I originally found.
So, the new lightmap works for the Barak 30s any other conversions I will have to see at that time.
I will use the new one for the 52s as well.
So I guess I just need to confirm that you want me to start on the 52s or wait for the Barak 40s.
I did some testing. I can confirm that the new lightmap fixes those issues. I also tested the renamed one for the Cs.
I did check out what you were talking about but there is obviously something different about the mdl structure after conversion as even though I made the texture setup identical to the ones supplied with the original FS9 compilations of the Block 40s for Aviano the result was the same as I originally found.
So, the new lightmap works for the Barak 30s any other conversions I will have to see at that time.
I will use the new one for the 52s as well.
So I guess I just need to confirm that you want me to start on the 52s or wait for the Barak 40s.
Steve
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