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Search results

  1. adr179

    Building texture

    And that "small detail" Aces forgot to mention in the SDK. As many others...
  2. adr179

    Building texture

    Instead of opening a new one, I'll re-open this thread. It looks like use of autogen textures is also region dependent. I made a custom set of textures for autogen in my country and found out that portion "house roofs" is not used at all. Walls of houses really do use "houses" row, but roofs...
  3. adr179

    Static DC-3/C-47 1.0

    Very low poly static Douglas DC-3 or C-47, so it has virtually no framerate imapact, even if one uses mass of them. All of the steps of creation are included, so you are flexible in changing just about anything or everything, or you can create an object within minutes with included compiled...
  4. adr179

    Joint venture with 3D/Airports designers

    :) already stopped as far as I'm concerned.
  5. adr179

    interesting degrees calc. of same compiler

    Could be. But the Earth is curved for both elements, I guess. And both were compiled with same compiler - SDK's bglcomp.exe.
  6. adr179

    Joint venture with 3D/Airports designers

    Yes, so I'd be a bit more careful when using such superlatives as "the only one".
  7. adr179

    Joint venture with 3D/Airports designers

    You are wrong about being the only one :-) - we did it four years ago. review product page at SimMarket
  8. adr179

    Parking and Pushes

    How aircraft will follow the turn is to some extent also in function of taxiway/path width. Do some experimenting and see what happens, but they can be even 1 meter wide and aircraft will still follow the path quite nicely. I think in your particular case 10 m wide is definitely an overkill.
  9. adr179

    Parking and Pushes

    It's not that simple, Peter. Even with properly formed taxiways or paths problem may occur if "taxi-in" segment is too short for the aircraft to completely align with the parking spot. You can check that by observing your problematic aircraft taxiing into position - if it stops before it's...
  10. adr179

    Save textures without MipMaps

    Thanks for all your hard work, Arno. I know, I know. Repeating myself :-)
  11. adr179

    Export Issue (Parts placed below ground)

    I had the same problem with models designed with FSDS. Fast enough I discovered the problem was the offending poly's axis was not at the center of it. Same with rotation - if I rotated a part and also rotated the axis, on export part got rotated by the same amount, rotating the axis back to...
  12. adr179

    FSX Bologna Guglielmo Marconi Airport (LIPE)

    I found somewhat funny error on this sreenshot - http://mk-studios.com.pl/lipe1.jpg - on top of the terminal there's "AEROPORTO G.MARCONI BOLOLOGNA - when city name is spelled BOLOGNA.
  13. adr179

    FSXA FSX model killing BGL_LIGHT

    Sure I can make a couple of screenies, but of what? Runway edge light that doesn't display any light?
  14. adr179

    FSXA FSX model killing BGL_LIGHT

  15. adr179

    I have an idea for developers

    Exit could be pretty simple, if: there's a modified model of aircraft that has it's own "airport" inside the cockpit and starting location is in front of the exit. Then you need a sort of sub-routine that will change flight dynamic of three different "airplanes" - parachutist, that is - first...
  16. adr179

    FSXA LIGHT_NAV position shift after exporting

    FS X or not FS X, this values were not calculated, those values placed the effect in the simulation at the proper spot.
  17. adr179

    FSXA LIGHT_NAV position shift after exporting

    I don't see how offset in fx file could play any role in this. At least in my case offset in effect was 0,0,0, anyway, but effect would in the sim. only be displayed correctly relative to the object when close to the model's origin. If there was offset in fx file, the effect itself would...
  18. adr179

    FSXA LIGHT_NAV position shift after exporting

    I'm not using G-Max but FSDS and the same is happening with attached effects. I made a model of 16 runway lights, they are 50 meters apart and 8 of them are at y=17, while other 8 are at y=-17(model ref. point is at 0,0,0), enveloping a portion of runway. Next I imported *.fsc file into MCX...