Okay, what is that radial engined bird in your 1st post??
I think better than the second post (this one here)... I think the effect is good... when I first saw it without reading the text... I though.... Blimey...
this one looks good.... no need for my textures.... lol (not knowing it was my texture...lol)...
I think that if you can get the shadows to be upon it... it will fit the bill...
Does that also happen when landing on /taking off from a carrier? If not, there should be a solution....The runway now stays in view constantly, but a side affect is that the gear gets damaged on take off, any ideas anyone?...
Does that also happen when landing on /taking off from a carrier? If not, there should be a solution.
On the other hand, I can understand that CFS3 would see this as a collision between two models, resulting in damage. If you omitted a damage box to avoid causing damage, I think the game engine uses a 'max bounding box' to define the max dimensions of a model (not sure if I understand it myself completely). So what would happen if you did create a damage box but buried it underground - that is, sitting way under the model, below groundlevel?
On a competely different note - but a bit related to the holes in the PSP: The CFS3 SDK documentation advises against the use of an alpha file to render parts of a model transparent but going through my vanilla CFS3 install, I noticed that the harbour cranes employ exactly that for the mast and the boom! That's a little odd, isn't it?
AnKor's new self-shadowing dll also casts shadows on other objects (building on building, plane on building, etc.).
Pat Pattle;869414...Do you have time to explore any of this Joost?[/QUOTE said:Perhaps coming weekend. Would you be willing to share some of your files with me?
Adding a damagebox and putting in the ground seems to work: I can land and take-off without any damage messages. I have used your 'carrier' .xdp, Clive and placed the runway model 10cm above ground level. I didn't explore how close to the ground I could get it before it starts merging with the airfield's groundplane. Texturing is a matter of modelling a plane with segments of the area covered by the original PSP .bmp. Texturing the individual segments should then give you the right scale. At least, that's what I think would work. With the new mod that makes shadows appear on buildings etc. this all probably gives the result we'd hoped for. (BTW, does anyone know if the carrier shows shadows or not?)...Do you have time to explore any of this Joost?
BTW, Clive; I found an easy way to texture all the 2000 polys on this in one go: With all polys selected, tick 'Face' in the UWV mapping roll-out. Texturing 2000 polys by hand wasn't something I was looking forward to...
... I have seen colour photos around of new matting which looks a light grey, no idea if the steel was treated or not, I would have thought it went rusty pretty quickly...
...Interesting, the original runway I did is 1 rectangle, I hasn't thought about making it multi-poly.
About the hut, do you have the length x width in meters? I can use a placeholder box in gMax if I know the hut's dimensions.