Since all available download sources are quite slow, here's a package of the
entire aircraft(!), including Gary Jones' AT-11 sounds, the paintkit, my previous and these new fixes:
- Added missing effects, both in DX9 and DX10 flavor
- New cockpit glass (based on the exisiting bitmap name)
- Animated rain on most windows
- Added nucleus for cockpit switch sounds
I hope all involved parties got their due credit in my readme.
Download:
https://drive.google.com/file/d/0B6K_xiE2GqmMR2cwcXBUaF9sUnM/view?usp=sharing
All future updates will be
complete releases, though I might ditch the paintkit (280 MB!) at one point to cut down dowload size.
The previously posted download links to the updates are, from now on, invalid.
You know, I have the FSXA SDK installed except for the gmax 1.2 version that came with it. I use FS9's gmax 1.2 for FS9 development on the C: drive.
If I get the FSXA SDK Gmax 1.2 version installed on my FSX E: drive , I can do some of these native conversions myself (after a significant learning curve, mind you).
Anybody know if I can have two different gmax 1.2 installations, each on a separate drive. I don't want to mess up my FS9 development setup.
Yep, that's possible. I still have GMax in FS9 and FSX flavor installed along each other on the same drive.
The hardest thing about converting models is "translating" custom XML code from FS9 into FSX syntax and getting to grips with Modeldef.xml organization and a few pitfalls along the way (such as the need for four keyframes for a wheel or prop rotation animation). Other than that, it's not much more than busy work. First thing is separating exterior from VC, then there's materials. If you have Hiroshi Igami's "Select by material" script installed, assigning the new FSX material is quick and easy. Unless you want to get the specular and bump map to look "just right" in the simulator. Then, you need to make sure that ALL animations have keyframes, before using the AnimationManager to assign the proper tags. After that, it's AttachpointTool time to assign effects, mouse rectangles or visibilities.
The first conversion might take some time (>12-16 hours), but with some experience, you manage to convert both exterior and interior models in around ten hours or less. Unless you find that you screwed up some XML code somewhere and constantly need to restart GMax, then it's twelve or more.
The cargo version is the one I've always liked best. Boxes don't scream in terror.
Will check out what can be done.
Just curious if the Shupe/Caroll FSX Beech 18 is available anywhere else but FlyAway Simulation? It's a massive file to be downloading through that bottleneck. (Over an hour here)
See above. I even included the paintkit for you.
