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Cannon AFB

Posted: 03 May 2016, 20:08
by VulcanDriver
I've just installed the MAIW Cannon package. At the air base I get tall oblongs that aren't textured. They could be pylons. They are positioned around base and follow the roads so I guess they are meant to be there.

TIA

Re: Cannon AFB

Posted: 03 May 2016, 21:01
by jimrodger
I've just done a fresh install and the objects in question are phone poles from the "Cannon phone poles.bgl".

However it'll take someone cleverer than me to work out what texture is associated with it.

Jim

Re: Cannon AFB

Posted: 03 May 2016, 21:12
by VulcanDriver
Ah thanks for that I'll remove the offending bgl to get rid of them unless someone can identify the texture.

Re: Cannon AFB

Posted: 04 May 2016, 08:40
by gavinc
jimrodger wrote:I've just done a fresh install and the objects in question are phone poles from the "Cannon phone poles.bgl".

However it'll take someone cleverer than me to work out what texture is associated with it.

Jim
Hi
Import the bgl into ModelConverterX. As it is imported it will tell you the texture files that it is trying to load.

Gavin

Re: Cannon AFB

Posted: 04 May 2016, 09:23
by jimrodger
Sussed it......

The object is part of the 2D_Objects.bgl which the install places in "MAIW Scenery Library Objects"

The texture file for the phone poles is 2D Pole.bmp.

I had a 2D_Objects.bgl file but it only had 18 objects, whereas the one installed with the Cannon package has 40 objects.

Hope this helps...

Jim

Re: Cannon AFB

Posted: 04 May 2016, 14:40
by VulcanDriver
Thanks Jim will investigate that. I think I said don't copy it during the manual install I did.

Re: Cannon AFB

Posted: 05 May 2016, 19:40
by VulcanDriver
Hi Jim I've put all my textures into the main Texture folder and I know can see the telephone poles. I've noticed a marked improvement in FPS and loading time. Amazed at how many duplicate and triplicate files I had!!