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Re: GAF C-160 Transall
Posted: 21 Aug 2012, 10:08
by sprocky
RKE wrote:
Nice, I was wondering if that method would actually work for getting side-by-side landings and take-offs.
Search flightsim for "aitbdemo.zip" by Mike MacIntyre (used to be on avsim, too, but lost in the hack). Read the enclosed readme,
follow the instructions (incl. watching in FS) and if you are a bit familiar with flightplanning and AFCAD you will be able to analyze the files.
Re: GAF C-160 Transall
Posted: 21 Aug 2012, 12:28
by RKE
Oh, I know how it's done, I was just wondering if the AI engine would allow approaches/take-offs so close to each other, even if they were going to different airports. I was around when overlays were in fashion (FS2002) and getting Heathrow right and working was one hell of a challenge

Re: GAF C-160 Transall
Posted: 21 Aug 2012, 12:40
by Stewart Pearson
RKE wrote:Oh, I know how it's done, I was just wondering if the AI engine would allow approaches/take-offs so close to each other, even if they were going to different airports. I was around when overlays were in fashion (FS2002) and getting Heathrow right and working was one hell of a challenge

Showing your age there mate.

Re: GAF C-160 Transall
Posted: 21 Aug 2012, 16:51
by Firebird
The engine will allow it as they are completely separate entities. The timing is not a guaranteed thing though.
Re: GAF C-160 Transall
Posted: 21 Aug 2012, 16:55
by RKE
There's a few other methods to removing those static C160's:
The cheesy method: Replace the static texture file (c160_t.bmp) with a small 32x32 bitmap file, which is all black and have a black alpha channel. This will turn the object invisible, but it'll still leave a shadow if you have scenery shadows - and you can crash into it if you have crash detection enabled.
Edit Scratch that, the static C160's have a couple of extra parts which, as far as I can tell, doesn't use texture files. They stick out like a sore thumb, rendering this method useless.
The dodgy method: Use "3D Object Remover" (on AVSIM) to remove objects using the c160_t.bmp texture file from etsa2006.bgl (I guess). It doesn't always work though.
Re: GAF C-160 Transall
Posted: 21 Aug 2012, 19:51
by petebramley
RKE wrote:There's a few other methods to removing those static C160's:
The cheesy method: Replace the static texture file (c160_t.bmp) with a small 32x32 bitmap file, which is all black and have a black alpha channel. This will turn the object invisible, but it'll still leave a shadow if you have scenery shadows - and you can crash into it if you have crash detection enabled.
Edit Scratch that, the static C160's have a couple of extra parts which, as far as I can tell, doesn't use texture files. They stick out like a sore thumb, rendering this method useless.
The dodgy method: Use "3D Object Remover" (on AVSIM) to remove objects using the c160_t.bmp texture file from etsa2006.bgl (I guess). It doesn't always work though.
It Didn't work

Re: GAF C-160 Transall
Posted: 22 Aug 2012, 13:40
by Firebird
campbeme wrote: Or you could import that BGL into ADE, then delete the statics from the AFD, recompile and you have the buildings but no statics.
I checked the N49E010_N48E011.bgl but that does not have the static aircraft included in it. The bgl that does is etsa2006.BGL, but again you can't load that lib into ADE. I think that it might be because all the models in the bgl have a GUID of 00000000000000000000000000000000 but I am no modelling expert.
Re: GAF C-160 Transall
Posted: 22 Aug 2012, 14:07
by campbeme
So I have taken a look, and have to agree with Steve, there is something really screwy the way the BGL have been compiled. I've not given up yet, but am scratching my head.
Mark

Re: GAF C-160 Transall
Posted: 22 Aug 2012, 14:46
by campbeme
Not sure how this scenery was compiled, but even BglAnalyze9.exe will not open the scenery BGL.
Now I give up sorry.
Mark
