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Let's experiment: DMFS BAC 1-11 FSX native

I'm completely stumped. Those bloody-arse landing lights just refuse to show up, no matter what I do. Might as well throw in the towel then because what good is a plane without lights.

[Curses]
 
I'm completely stumped. Those bloody-arse landing lights just refuse to show up, no matter what I do. Might as well throw in the towel then because what good is a plane without lights.

[Curses]

A Perfect Aircraft for Smuggling Ag Supplies lolol.
 
I'm completely stumped. Those bloody-arse landing lights just refuse to show up, no matter what I do. Might as well throw in the towel then because what good is a plane without lights.

[Curses]

Apart the towel thing

can you not get the landing lights shown by a lights entry in aircraft.cfg?
If it resits that as well you can try in the smokes entry ( as also that are effects )

my 2 cents

Roland
 
Ooooh I forgot how nice-looking the VC of that plane was !
Thanks for your efforts Bjoern. Concerning the VC lights, if I'm not mistaken, you can only attach the "light illuminate ground" effet to the 3D model, but not the spotlight effect (like nav lights)...
Anyways, are the landing lights attached to any moving parts on that plane ? If not, you can probably simply add them to the CFG of the plane...
 
The turnoff lights are built into the fuse.. the landing and taxi lights are typical Vickers/BAC and motor down out of the wings and nose.

ATB
DaveB:)
 
It's a British plane....ergo the electrics are probably Lucas.....
....and everyone knows that 'Lucas' is 'the prince of darkness'.

The lights therefore never worked on the real plane either.

Brilliant attention to detail...;)
 
Well, seems like landing light effects really don't like being attached to geometry. They work fine when they are at the model root. Drawback: No movement with the flexing wings. I'm really baffled by that because the default DC-3 definitely flexes and has working attach point lights.

MCX' model importer also doesn't like some geometry, which is the reason why the nose light casing and the pedestal is off. Therefor, I have to compile the models directly from the .x file which means that I can't effectively use MCX after having added the fixed geometry and light effects and consequently, I had to learn how to convert visibility code from ASCII to ASCII decimal and then add it to the objects requiring visbilities. :dizzy:
Upside: I can at least persistently store visibility data in the .x file now instead of repeatedly having to add it each and every time in MCX' UI.

One thing that still refuses to work is adding mouse rectangles tocockpit elements. And I have no friggin' idea why.


Prepare for a new release. As far as I can see, the VC model now looks exactly like the one in the FS9 model and you'll get landing lights and reflections.
 
As the german saying goes: "Grindingly, the squirrel nourishes itself."*

Current status:
- 200 series done
- 400 series done

There's a bunch of files included that might satsify any possible curiosity about the conversion process.
Masochists trying the conversion themselves should go straight for a conversion of the -200HK and -200 cockpit model as it requires replacing parts straight in the .x file. Better than being whipped!


The old link is not valid anymore, grab this and any future updates from this one:

https://drive.google.com/file/d/0B6K_xiE2GqmMNTJ0bkNoR0s4MDQ/view?usp=sharing


I've started with the 475 as it's a good bridge between the short bodies and the 500 series. And then there's that bloody stupid BEA extrawurst...



*"Squirrrrrrrrrrrrrl". Can't fool this Jerry!
 
Hi Bjoern,

Bei der -200 hat sich ein kleiner Fehler eingeschlichen, INT und EXT model sind die selben. Man sieht vom Flugzeug Extern nur Tragflächen und Cockpit.

Grüße
 
Bjoern .... I have a vague feeling [high school German from 50 years ago] that morpheusfz found the same thing...
The straight 200 series model has an int and ext files the same size...and it looks like both are int. Externally you only see the the VC area and the wings...;)
 
I hate these stupid tools that don't keep the name of the output file in line with the input file.


Fixed models are uploaded.
 
Bjoern, I have an issue with the 1-11 200's under your settings, the a/c display as wireframe. I only retained the Allegheny and DRA textures from the original so I do not know if this is an issue with any other original texture. This does NOT happen with any other of your conversions including the 200HK. It may be something I have done of course. I run in DX10 and have converted all textures from BMP to DDS.
Any ideas?

Edit - I should add that if I revert to the original DM Model files, then the displayed model returns to normal.
 
Bjoern, I have an issue with the 1-11 200's under your settings, the a/c display as wireframe. I only retained the Allegheny and DRA textures from the original so I do not know if this is an issue with any other original texture. This does NOT happen with any other of your conversions including the 200HK. It may be something I have done of course. I run in DX10 and have converted all textures from BMP to DDS.
Any ideas?

Edit - I should add that if I revert to the original DM Model files, then the displayed model returns to normal.

The only instance of displaying wireframes in FSX that I know of is by editing shader files see here:
http://www.fsdeveloper.com/forum/threads/dx-10-tweaks-wireframe-cool-stuff-from-paul-roussin.432720/

Since you're using DX10, you're most certainly also using Steve's DX10 Toolkit. So I'm assuming that you ran into a shader hiccup.


Other than that, I have no idea.
 
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