Dynamic Textures possible?

Mach3DS

Charter Member
Is it possible to have dynamic textures in FSX? For example, what I would love to see, which I believe is missing in FSX, is the true grit of flying....bug spatter! :) In the summer months, you just can't avoid it...sometimes (if you let is build up) it gets so thick, it's difficult to clean even with a power washer! I would love to see the bugs build up on the leading edges, spars, wings, gear, flaps, antennas, vertical stab...etc.
 
Hmmm. From the sdk:-

Animated textures (texture cycling) is not supported.

So it would probably need to be an effect or visibility condition coded into the model. Good luck!
 
Actually...with a little work, this could probably be accomplished. It would be a set of textures, updated based on circumstance. Feasible... Would take a little thought.

Joseph
 
That's kind of what I was thinking...maybe textures sets that can be applied if certain conditions are met...
 
You might reference the RealAir Mk. IVX Spit, it has a texture assigned for when the engine is damaged. It would have to be developed into the .mdl.

Joseph
 
IIRC there was a Tupolev by someone years ago which modelled icing of the windshield, and I blv the L-39 by Lotus does the same for the whole canopy
 
IIRC there was a Tupolev by someone years ago which modelled icing of the windshield, and I blv the L-39 by Lotus does the same for the whole canopy

As does the superb Eterndard IV model by RFN ...

Clever - never thought much of these kinds of effects, but they could be interesting ... could have other implications - oil on surface from a damaged engine, as mentioned with the RA Spitfire.

Thinking further outside the box - and my idea comes from the Virtavia F-105, which has strike/post strike models (but no releasable weapons). On many recent models that do have releasable weapons, perhaps there could be a way that with weapons loaded, model is clean (clean as in not dirty, aircraft has been cleaned before launch); once weapons are fired, (ie after mission, gun muzzle residue, oil, maybe even some light flak damage).

Obviously, the logic is a bit weak - it certainly doesn't follow that every mission where weapons are launched would result in getting dirty or damaged - but if you're really after that kind of effect, that's one way to trigger it. You could trigger it to fuel state (30% = damage), but that's just as weak, because if you air refueled, you'd get "clean" again. Similarly, some 60s era aircraft launched with partial tank loads than air-refueld after taking off (early S.1 Buccs, as an example), so then you'd launch "dirty/damaged" and then get clean again.

On the civilian firebomber side of things, you could mirror the above process so that after releasing your retardant, extra smoke, dirt, weathered/blistered paint appears.

A subtler , more authentic effect might be when when the touchdown_dirt effects get triggered, that you get some dirt on your aircraft ... for STOL and bush aircraft, might be a bit less contrived.

Sounds like a mountain of work, and likely more applicable to a combat-type sim than FSX ... but then again, it was not that long ago that I recall thinking that external pilot animations were hokey and contrived ... and now they're de rigeur. Just keeping an open mind ...

DL
 
With a mind to do so, many ideas are possible. It's more so a matter of workload-vs results. For a payware developer, the weight and balance of such things is critical.

Joseph
 
The Flight1 T182T does have, [FONT=Arial, Helvetica, sans-serif][/FONT][FONT=Arial, Helvetica, sans-serif]bug "splat" window effects and visible icing effects on windows and wings. Maybe something to look in to. [/FONT]
 
DA Do-27 had oil splatterings, which started to appear around windshield after flying a while. You had to clean it up occasionally.
 
A2A also lets the front windows fog up when you don't open the heating ducts while climbing.
Probably a virtual gauge.

Cheers,
Mark
 
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