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windshield rain effects

With the polys facing inwards, the tga's changed to bmps, and the interior node changes, and mapbox handles pointing rearwards, you should be good to go.

The size of the box affects the size of the rain drops. Keep the dimensions square and simply scale it larger to ensure the rain drops are not elongated or stretched.

Happy to help you you Sir :)
 
My my my, how very interesting...If I use the rain TGA's instead of converting them to BMP's I get a much better effect in-game, otherwise the raindrops appear as blurry blue splatters on my windscreen. Is there a way to control when the game transitions from the stopped textures to the moving textures ?

I tried playing with the specular levels and even using specular maps, but specular maps crash makeMDL on export. Hmmmm......
 
My my my, how very interesting...If I use the rain TGA's instead of converting them to BMP's I get a much better effect in-game, otherwise the raindrops appear as blurry blue splatters on my windscreen. Is there a way to control when the game transitions from the stopped textures to the moving textures ?

I tried playing with the specular levels and even using specular maps, but specular maps crash makeMDL on export. Hmmmm......

Are you running this in FS9 or FSX?

And, do you have the maps aligned precisely with the window polys?
 
Are you running this in FS9 or FSX?

And, do you have the maps aligned precisely with the window polys?

Aye, FS9. What I didn't notice is when I switched the maps, the opacity reverted to 100 so the effect became very sharp, like the effect in the 2d cockpit. When I change the opacity back to 0 it reverted to the blue fuzzy shapes I had with the BMP's. And yes, the window poly's and maps are all aligned with the worlds vertical axis, as is the glass pane on the A/C. I havent tilted it to it's correct position yet as I wanted to get the effect working correct first. The effect riandrops appear exactly the same as in the default cessna 172 3d pit, but I was really hoping to get the same effect in the 3d pit as the raindrops in the 2d pit. I actually prefer the effect when the materials are set to 100 opacity, but the gmax tut, the jenny, and your instructions all say to use 0 opacity so I'll just go with it, I guess.
 
The maps should lay flat on the window glass was my point.

Then turn the map (leaving it flat on the window surface) to change the direction of the rain drop flow across the glass surface.

See the attached of the right front window of the D18S.
The Map is flat against the window pane, and map is rotated (using Local Coordinate pivot) to move the rain upwards and to the right based on the angle of the window.
 
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