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  • Please see the most recent updates in the "Where did the .com name go?" thread. Posts number 16 and 17.

    Post 16 Update

    Post 17 Warning

Jan Visser F86

What ever I do with DXT1bmp I can't get the alpha to keep a colour change (ie to dark grey) in the texture f86jv_glas_vcanopy.bmp ...It always reverts to white.:isadizzy:
PM me your email and i can send you the files.

Regarding the performance.. i think the smoke and exhaust effects are eating FPS and the Wingtip effects are done by FSX by default.
I converted all BMPs without an alpha to DXT1/DDS and all with an alpha to DXT5/DDS and i changed the file extensions in the model from ".BMP" to ".DDS".
But it's a FS9 model...

But really fantastic work! Many thanks to all involved!:medals: :applause:
 
Nice. FPS killer is the exhaust. remove the fx files and it helps a lot. you'll have to restart FSX to stop the fx files from working?

Nils - maybe you can get the makers permission to download those dds etc files to here at SOH... A thought!


David
 
Providing that Nils uploads those .dds' here at the Outhouse, I will gladly give the Sabre a try.


Dave, the Sabre's aircraft.cfg should have a [Smoke] section. Just remove the effect file's name from it and you should be good to go.
 
Thanks to Jan and Team for this incredible aircraft.:applause::applause::applause::ernae:


Nils thanks for the info, I also have it working in FSX.
I think you are right about the smoke effect, I wiil try it with that removed.
 
*seems* to work in FSX.
I only renamed the main texture folder to texture.shared and placed a texture.cfg in every AC texture folder ([fltsim]fallback.1=..\texture.shared).
And i changed the alpha channel of the textures f86jv_glas_vcanopy.bmp, f86jv_glas_vcleft.bmp and f86jv_glas_vcmid.bmp to dark gray.

It looks fantastic. I hope that all systems are working properly. I haven't read any readme or manual:redf::running:


How do you go about changing the alpha channel on the VC canopy files? I can't see through the VC canopy textures at all (they display the interior reflection of the cockpit, but as a solid color instead of transparent). I have DXTBmp.exe, but haven't ever messed with alpha channels.
 
Nils i'd be very pleased and much appreciated if you could please upload the VC fix and other tinkers youve come up with please.:ernae:
 
Nice. FPS killer is the exhaust. remove the fx files and it helps a lot. you'll have to restart FSX to stop the fx files from working?
Nils - maybe you can get the makers permission to download those dds etc files to here at SOH... A thought!
David

I hope the dds files and any other helps can be downloaded here even though temporary until the final FSx version comes out.
 
The .dds texture files will also require Nils modified model as the original calls for .bmp textures. People could hexedit the model themselves, of course.:)
 
I can understand the excitement to d/load and 'play' with the model to get it to work in FSX. But I'm happy to wait for the guys to produce a genuine FSX model. Who knows what extra goodies the FSX release might include. I don't want to spoil the anticipation.

Then again I'm a lazy bugger. :)
 
The texture conversion is only a small improvement and i also altered the model to avoid that FSX has to search.
If i find a solution for the effects and if i'm sure that every system works as intended in FSX, i will ask them if i can upload something.
But i don't want to cause them extra work and that they have to support something they haven't done.

You can easily convert the textures with imagetool and a batch file (DXT1=imagetool -nobeep -nomip -dxt1 -dds -nodither *. bmp; DXT5=imagetool -nobeep -nomip -dxt5 -dds -nodither *. bmp).

And for the model use a Hex editor and replace ".BMP" with ".DDS".
So the textures are then 12MB per livery and should be no problem.
Maybe it will help to remove the 2D panel. And maybe not all systems work in FSX as intended or are needed.
 
I didn't change the alpha channel I just renamed the three files so they would not be used by the aircraft. Makes the canopy clear. Better than nothing :jump:

These are the three you can rename: f86jv_glas_vcanopy.bmp, f86jv_glas_vcleft.bmp and f86jv_glas_vcmid.bmp and maybe this one too: f86jv_glas_t

David
 
I've got Accelleration and am not having much luck. I tried adding a grey alpha layer to the above mentioned textures (saving in DXT3 mode with alpha layer) and only the nose wheel worked.

Am I screwed or did I screw something up?
 
The way I did the alpha is to open one of the above textures in DXTBMP, click on ALPHA in tool bar and click on Export Alpha Channel, name it something and save it to a temp folder. Now open your fav paint program and open the saved alpha and then paint it a dark gray, then save. Now go back into DXTBMP and click on Alpha, (make sure the texture is still opened) then Import Alpha Channel, browse to your saved alpha and click yes to overwrite, click OK to save. Now just use the same alpha for the other textures and your good to go.

Joe
 
Hi Moe

Well i have had a play with this and deceided to wait for the full FSX version, otherwise i'll end up going around in circles.

It' a beautiful model for FS9, but complicated to port over to FSX, a few things don't work as they should if you port it and it would take me days to sort.

Best wait for Jan's team to come up with the full FSX version.
 
Which systems aren't working?
To me it seems that everything is working, but i still have to read the manual :redf:

I attached the 3 textures as TXT.. rename it to f86.zip!
Many thanks to Jan for allowing it!

And here is a small guide (not perfect and use at your own risk):

1. rename the main texture folder (sound, effects, texture, aircraft) to "Texture.shared" and place it in the
Sabre folder.

2. replace the 3 textures with my attached textures in the Texture.shared folder (rename the txt to zip!).

3. Convert the textures in the Texture.shared folder:
DXT5 (imagetool -nobeep -nomip -dxt5 -dds -nodither *. bmp):

f86jv_glas_vcanopy.bmp
f86jv_glas_vcmid.bmp
f86jv_glas_vcleft.bmp
f86jv_visor.bmp
f86jv_rect.bmp
f86jv_glasopy_t.bmp

The other textures to DXT1 (imagetool -nobeep -nomip -dxt1 -dds -nodither *. bmp).

4. create a texture.cfg in every texture folders (except of the texture.shared folder)
[fltsim]
fallback.1=..\texture.shared

5. Convert the textures in every texture folder:
DXT5 (imagetool -nobeep -nomip -dxt5 -dds -nodither *. bmp):

fuse_1_t.dds
helm_t.dds
hsurf2_t.dds
hsurf_t.dds

The other textures to DXT1 (imagetool -nobeep -nomip -dxt1 -dds -nodither *. bmp).

6. open the model mdl with a Hex editor and replace ".BMP" with ".DDS".

7. Disable the effects in Aircraft.cfg (you can also try to replace the effects or to disable the exhaust by commenting it "//"):

light.8= 6, -19.10, 0.068, -0.02, fx_SF86_TotalXaust_max_Orange // JR 60% N2 flame and smoke
light.9= 8, -18.50, 0.068, -0.02, fx_SF86_TotalXaust_max_Blue_B // JR 77% N2 flame and smoke
light.10=9, -17.90, 0.068, -0.02, fx_SF86_TotalXaust_low_Orange // JR 90% N2 flame and smoke
// alternate
// light.8= 6, -17.90, 0.068, -0.02, fx_SF86_TotalXaust_low_Orange // JR 60% N2 flame and smoke
// light.9= 8, -18.50, 0.068, -0.02, fx_SF86_TotalXaust_max_Orange // JR 77% N2 flame and smoke
// light.10=9, -19.10, 0.068, -0.02, fx_SF86_TotalXaust_max_Blue_B // JR 90% N2 flame and smoke

light.11=1, 0.60, 0.00, 0.00, fx_SF86_Firepower3 // JR gun flashes
//light.12=7, -15.0, -18.40, -1.00, fx_SF86_Wingtip8 // JR wing vortices
//light.13=7, -15.0, 18.40, -1.00, fx_SF86_Wingtip8 // JR wing vortices
//light.12=10, -4.00, -4.70, 0.70, fx_SF86_Wingcloud_2port // JR wing clouds ??
//light.13=10, -4.00, 4.70, 0.70, fx_SF86_Wingcloud_2star // JR wing clouds ??


light.16= 4, 1.92, -0.07, 1.48, fx_vclight
// light.17= 4, 1.0, 0.5, 1.6, fx_vclight

[smokesystem]
//smoke.0= 0.0, -27.0, 0.0, fx_SF86_EngFire // JR
//smoke.0 = 0, -84.44, 0.50, fx_smoke_w



Just a test:

[effects]
wake=fx_wake
water=fx_spray
dirt=fx_SF86_Dust_medium // JR
concrete=fx_SF86_Belly_Sparks // JR
touchdown=fx_SF86_TireMark,1 // JR
contrail=fx_SF86_TurboSmokeHeat2 // JR
startup=fx_SF86_TurboStart2 // JR
windshield_rain_effect_available = 1
EngineFire=fx_SF86_EngFire //<--- i don't know if it will work.
 
Hi Nils,

Some of the problems I am having could be because , I aint read the handbook yet also.

1. Speed brake keeps deploying itself without input from me. It does so very slowly.

2. Landing Gear will stick sometimes half way, othertimes it retracts fully.
 
Hi Bruce,
i don't have an explanation for your problem with the speed brake, but i think that the landing gear has to be retracted before reaching 185 Kts.
The speed brake works for me and only if i deploy it.

It's really an amazing work and i'm surprised that there are only very small texture issues in FSX. I have expected serious problems and that's why i wasn't really prepared for the arrival of the Sabre.
Really outstanding work! :applause:
 
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