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Texans and Harvards FSX released

Thanks Paco :wavey:

I just finished helping cleobis over at the SkyUnlimited forum to get a better understanding of how textures and materials are set up in FSX. He seems eager to make a lot of new texture sets for the Harvard and Texan, which is a good thing. I shared with him the technique you shared with me in getting bump maps to work.
 
Would someone who has both care to venture a comparison with the Alphasim version?

My readers digest version:

Interior=Sky Unlimited
Prop=AlphaSim

:kilroy:

(I don't own the SU unlimited version yet though - *hoping* BB might help out..) :kilroy:
 
Prop on SU FSX Texan and Harvard

So far 98 percent of the folks who have seen our FSX Texan and Harvard have said they like it.

2 percent have said - "The prop" But they haven't said anything about what it is that they don't like. If we don't know what you don't like - we can't offer a solution.

Attached you will find images of the prop from the side and head-on and a screenshot from gmax showing what the 3d mesh looks like. Using these images as reference can the 2 percent please tell us what they would like to see changed.

Once we get some feed back I will post some more screenshots that identify which texture map goes with each part and show what different adjustments can be made by changing the texture maps and alpha channels.

If folks don't like making their own modifications we can develop a prop kit and include it with the download package and/or e-mail them a copy.
 
2 percent have said - "The prop" But they haven't said anything about what it is that they don't like. If we don't know what you don't like - we can't offer a solution.

It's tough to put into words...But this is a prop that I do like....Notice how the blades themselves aren't prominent whereas in the SU the blades are distinctly seen...:mixedsmi::kilroy:

2008-10-18_21-32-58-0.jpg
 
It doesn't look realistic. Looks like the blade is stationary but at the same time something else is moving....some how:isadizzy:. To me it looks like a big black bloob is stuck right in front of me. It's very distracting to my eye. I'm in the 98% column and the 2% column......I'm so confused.
 
It doesn't look realistic. Looks like the blade is stationary but at the same time something else is moving....some how:isadizzy:. To me it looks like a big black bloob is stuck right in front of me. It's very distracting to my eye.

You've done a better job at describing it than me Mud......:iidea:
 
It's a beautiful aircraft but the prop is modeled and not dependent on a texture alone, that's the way it was on the FS9 version anyway and I couldn't get it to look the way I like so I flew the other Texan mostly. :kilroy:
 
Looks fantastic,
How does it behave in SP1? I have been holding off upgrading to SP2 because I didn't want to lose some FS9 aircraft.
Looks like I might be forced to bite the bullet.

Gavin
 
The primary build was done while in SP1 so it should be fine. But I don't think you see the self-shadowing unless you have SP2.
 
Modify prop

If you don't care for the prop blades while the model is in the "blurred" state,
you can turn them off by making the part's alpha channel a 0,0,0 black.

The texture file is named PropPaint.

If you have a copy of DXTBmp it's a matter of seconds to make the change.

I can post more details when I return from work.
 
X_eidos2,
Now that is a definite improvement! - If you can make that available when you're finished, I'll definitely purchase the package :applause:
 
DXTBmp is a freeware program by Martin Wright that allows a person to make modifications to regular graphic files so that they'll work in FS. To make edits like changing the alpha channel and tweaks to the image part of a texture file, you'll need graphic software like PaintShop Pro, Photoshop or a copy of the freeware program Gimp, or any graphic program that can handle raster style images.

Alpha channel is a part of a graphic file that in this particular case determines the object's transparency. It usually looks like a black and white or gray image. Where the image is black it's clear, where it's white it's solid. Depending on what shade of gray an area might be more or less transparent.
The reason you usually have a challenge moving an FS9 model into FSX is that the way alpha channels were handled was changed.

Looks like the best way to go forward is to develop a "prop kit." That way it will be a simple matter of drag and drop some new files into the plane's texture folder.
 
Would someone who has both care to venture a comparison with the Alphasim version?

More or less what Mr MudMarine said - I do like the AS, especially the exterior model & textures, but the SU is considerably cheaper, gives you a proper MkII, a better interior, better sounds and much more realistic flight dynamics - you could imagine killing yourself in this if you didn't concentrate and fly it the whole time, which is exactly the feeling a Harvard/Texan should give.
 
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