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Re: Building RAE Bedford for FSX
Posted: 30 May 2014, 07:22
by DaveG
Not in Cornwall yet
Loaded up the scenery in P3d last night. Everything seems to show OK, once I'd removed the conflicting UK2000 one
The buildings all appear fine, although there is some flickering with the window textures on the hangers. May be down to the building shadow options in P3d, I'll have to turn them off and see how it looks. Saying that, the shadows cast by the ramp look really good. Even the netting casts shadows properly, albeit a bit dark. Ramp hard surface works OK. Lights on the buildings work OK as well.
The only "issue" is there is quite a pronounced ridge on the north side near the whatsit tower where the flatten ends.
If you want, I can animate the platform for you, or talk you though the process if you'd rather get to grips with it yourself.

Re: Building RAE Bedford for FSX
Posted: 30 May 2014, 07:38
by TSR2
Cheers Dave. I'd like to give it a go first, but going to wait until I know I've a few clear days at it... That's a few months away I think, so plenty of time for you to book Cornwall
I'll need to do more work on the textures, particularly the hangers, and the glass bits. At the minute I'm just doing bits that I can squeeze in in the odd hour here and there, so its going to take a while

Re: Building RAE Bedford for FSX
Posted: 30 May 2014, 08:13
by DaveG
Cornwall's already booked mate

First two weeks in August. Missus managed to book it so we just missed the Culdrose air day
Animation's pretty simple in Max once you get the hang of it. I'm just not sure which animations are supported by scenery objects.

Re: Building RAE Bedford for FSX
Posted: 30 May 2014, 08:29
by TSR2
I'm not sure either matey, but I'll give it a try, just don't ask me to texture it
TBA I don't have a lot of the detail for it yet, so I'm going to practice with a platform pivoting back and forward over a wedge, well, that's the plan. I'm going to try and get the cats and traps out of the way next as it sounds "relatively" straight forward. I've also got some decent pictures of the ILS array, which is for the most part a series of ribs. Fortunately there's a little ILS "hut" adjoining it, so it should be possible to count the bricks to try and scale it.
Before I forget, the ridge. Yep, its there in FSX too mate, and down to the big ugly flatten I've used thus far. Its on the list to be sorted.

Re: Building RAE Bedford for FSX
Posted: 30 May 2014, 18:27
by TSR2
One for George (I think)
I've produced a custom photo scenery tile for Bedford, and when I open the BGL in TMFviewer all is as expected. However, when the SIM loads its loading the GenX tile, which is very far below it in the scenery library.
I had used FSET to do the original custom one and that worked as expected, the only difference with this one is that I edited the source BMP's in GIMP to take out the race track and other bits. It went through resample without error and shows up fine in TmfViewer.
Any ideas, I think it must be something stupid, but not sure what and have reached that mental block stage.

Re: Building RAE Bedford for FSX
Posted: 30 May 2014, 20:32
by GHD
It is probably at a lower resolution than Gen-X.
Re: Building RAE Bedford for FSX
Posted: 30 May 2014, 20:41
by TSR2
Thanks George. So does the library order not affect photo tiles?
Re: Building RAE Bedford for FSX
Posted: 30 May 2014, 22:06
by TSR2
Update, spot on George, downloaded at a higher res res, then edited and its a charm
thanks again

Re: Building RAE Bedford for FSX
Posted: 31 May 2014, 04:21
by Airspeed
A thing of beauty is a joy forever, Ben.

Re: Building RAE Bedford for FSX
Posted: 31 May 2014, 07:27
by paulsl
Um, this is a bit embarrassing Ben.... but you posted the picture from
this page; in paragraph 3, CALE (Catapult Alignment Equipment).

and you mentioned the website in the RAE Research thread on CBFS
Sheepishly, Paul
