You really should have a close look at this: http://flightsimtools.com/iom/
Ron
A new, and I think potentially fantastic, new tool!
As far as any of us know, you cannot create multiple LODs for scenery objects with FSDS 3.0 or later. WE've tried and tried to no avail. Even Abacus' own help file says you can do it, but none of us have ever gotten them to work for scenery objects. Like Danny says, if you know how to make them work, you would be our hero!!
-Mike G.
Recovering flight sim addict, constant lurker.
Check out my real life RV-8 build here: RV-8 Builder Log
Recovering flight sim addict, constant lurker.
Check out my real life RV-8 build here: RV-8 Builder Log
This tool is in it's early stages. It would appear, from the support forum, that the developers are wide open for suggestions and wish lists, so if enough people were to ask for multiple LODS, it is likely that they would try to add that feature. In any case, it would provide a way to quickly add objects, with photo real textures or home made ones, to speed up development of a unique scenery (assuming you have access to the location for the needed photos).
For instance, custom to the location signs, emblems painted on sides of hangers etc, sheds, carts whatever unique to the specific airfield, not to mention the ability to create a fairly large library of military specific generic scenery objects (small objects, not huge, complex objects) without the need to develope a difficult skill set to be able to create same. Such items could be held in a separate folder for installation only at the users desire, with the warning that it would require a more powerful computer/video card to display trouble free due to the added numbers of polys.
However, the simple method of construction (most are just simple one sided boxes, rather that detailed shapes, that rely on the textures to provide an appearance of complexity) should not be such a huge additional burden upon the computer. Won't know until it is tried out.
Does anyone know how to measure the total possible load, ie polys and whatever added burden placed on the object by the texture, of a single scenery object? I think that a simple object would be made up of say five sides that are either square or rectangular, each side being 2 polys for a total of 10 polys. Is that right? Each side would have a texture, with a load of whatever the number of pixels per side and the format in which saved (DTX?).
This is all outside of my area of knowledge, but sure seems worth looking into because of the speed of developement it offers. Come the first of the month, I'll be getting a copy to start giving it a try out.
Ron
For instance, custom to the location signs, emblems painted on sides of hangers etc, sheds, carts whatever unique to the specific airfield, not to mention the ability to create a fairly large library of military specific generic scenery objects (small objects, not huge, complex objects) without the need to develope a difficult skill set to be able to create same. Such items could be held in a separate folder for installation only at the users desire, with the warning that it would require a more powerful computer/video card to display trouble free due to the added numbers of polys.
However, the simple method of construction (most are just simple one sided boxes, rather that detailed shapes, that rely on the textures to provide an appearance of complexity) should not be such a huge additional burden upon the computer. Won't know until it is tried out.
Does anyone know how to measure the total possible load, ie polys and whatever added burden placed on the object by the texture, of a single scenery object? I think that a simple object would be made up of say five sides that are either square or rectangular, each side being 2 polys for a total of 10 polys. Is that right? Each side would have a texture, with a load of whatever the number of pixels per side and the format in which saved (DTX?).
This is all outside of my area of knowledge, but sure seems worth looking into because of the speed of developement it offers. Come the first of the month, I'll be getting a copy to start giving it a try out.
Ron
- BadPvtDan
- MAIW Staff
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Great post, Ron. I took a look at this site awhile back and the only thing I did not like was the look of photoreal objects! Take that sign, for instance...it just doesn't look right to me.
It certainly does look very fast and that would be awesome.
This one building complex probably took me 90 minutes to design and texture. I have well over 50 things to texture! So, speed would be great. I look forward to seeing what you can do with it.

It certainly does look very fast and that would be awesome.
This one building complex probably took me 90 minutes to design and texture. I have well over 50 things to texture! So, speed would be great. I look forward to seeing what you can do with it.

"The first rule of Zombieland: Cardio. When the zombie outbreak first hit, the first to go, for obvious reasons... were the fatties."
@BadPvtDan,
If you are making KNFW, I have the Lone Star 8 sided white with blue top hanger and accompanying large blue and white square building in FSDS with textures if you're interested. Drop me an email at jdhaenens@sbcglobal.net if you're interested. Left over from when I did the JRB for the VUSN.
Jim
If you are making KNFW, I have the Lone Star 8 sided white with blue top hanger and accompanying large blue and white square building in FSDS with textures if you're interested. Drop me an email at jdhaenens@sbcglobal.net if you're interested. Left over from when I did the JRB for the VUSN.
Jim