Looking at your scenery for KNUW, Whidbey Island, I saw you have a 'Welcome Home' sign on the airfield. I see that it's in the scenery file as a bgl, can I ask how you created it? By the way, I'm dead impressed as they say over here.
I'd like to create a 'red carpet' to place at US military airfields in a similar manner, they all seem to have them, usually outside Base Ops with a parking spot nearby.
"We attack tomorrow under cover of daylight! It's the last thing they'll be expecting ... a daylight charge across the minefield .."
In case John doesn't check in soon, I believe that it's a scenery object with transparent textures and transparent material. Made with a single flat one sided polygon placed next to the surface.
At least that's the way I do it and the easiest way that I know of.
If you want an mdl object for those carpets, let me know what you want, I can make it for you in just a minute or two.
Thanks Mike, the carpet is a red painted path which can be seen at pretty much every US air base, I assume to denote VIP parking. The example here is from McChord.
Attachments
red-carpet.jpg (38.71 KiB) Viewed 1467 times
"We attack tomorrow under cover of daylight! It's the last thing they'll be expecting ... a daylight charge across the minefield .."
Try this, it's an assortment of markings, all should be already next to the ground. If they tend to flicker, you may have to raise their elevation slightly however I set them at .2 feet so that should be plenty. Also make sure you turn on your scenery shadows to check for any shading, there should be none associated with these objects.
So that will work for you? I figured since you can scale them in size there wasn't a need to make a whole bunch of different ones, just a couple different shapes.
You checked them to see if they make shadows correct? I never checked them in game.
So far they appear to work perfectly. Tomorrow I'll open up a session using the latest compile of the airfield and post some pictures of one of them in situ at a parking spot.
Many thanks for these, they work a treat!
"We attack tomorrow under cover of daylight! It's the last thing they'll be expecting ... a daylight charge across the minefield .."
Nice catch Mike. You're use of the 'decal_' command on the textures should work well here. Sorry about the lack of reply CelticWarrier, I just don't get on the boards very much but can always answer a pm if you need something.
Hmmm.....I actually gave them a Z bias but maybe I should have given them a Y bias instead. LOL, I don't even know if you can do that?? If I was thinking, the "decal" format would have been the way to go. They seem to be working for him either way.
You're right about the bias adjustments. I have had trouble with that command and your 'decal' fix has worked well for me so I've gotten lazy(er) aobut trying new things. They look good and work good - so good.
MIKE JG wrote:Try this, it's an assortment of markings, all should be already next to the ground. If they tend to flicker, you may have to raise their elevation slightly however I set them at .2 feet so that should be plenty. Also make sure you turn on your scenery shadows to check for any shading, there should be none associated with these objects.