Building RAE Bedford for FSX

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TSR2
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Re: Building RAE Bedford for FSX

Post by TSR2 »

I'll tell you worse than that Paul, I have the book too and must have read it many times without the penny dropping. Thanks very much indeed. :welldone:

As for the SB & AG... Safety Barrier and Arrestor Gear :)

The Arrestor cables are proving more tricky than they seemed (and the same will apply to the catapults if my thinking is correct) It seems that when you convert the model with the arrestor cables to a scenery bgl, the attach points may be getting lost. They are still there, but don't seem to function as they should with an mdl and I don't thing you can place an mdl without converting it to a bgl *-)
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TSR2
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Re: Building RAE Bedford for FSX

Post by TSR2 »

Fire Station underway...
fire1.PNG
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DaveB
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Re: Building RAE Bedford for FSX

Post by DaveB »

Pugh, Pugh, Barney McGrew, Cuthbert, Dibble and Grub! :cpu:

Good work mon Kapitan :thumbsup:

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TSR2
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Re: Building RAE Bedford for FSX

Post by TSR2 »

Fire Station done ( I think) and not a Pugh in sight :lol:
Back of the fire station
Back of the fire station
Front of station with Tower behind
Front of station with Tower behind
I've used what I think is a generic FSX smoke effect for the boiler chimney, but I can seem to find a way of telling if its native FSX or not. I don't want to be using someone's copyrighted effects without permission. Its called "fx_Smoke_Sml" Does anyone know if this is a default FSX effect?
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Dev One
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Re: Building RAE Bedford for FSX

Post by Dev One »

Ben, fx_Smoke_Sml is in my unadulterated FSX + Accel effects listing.
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TSR2
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Re: Building RAE Bedford for FSX

Post by TSR2 »

Thanks Keith, much appreciated :thumbsup:
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Re: Building RAE Bedford for FSX

Post by TSR2 »

A couple from tonight's goofing about. Some more work done in ADE tonight as I was having a break from Sketchup. There was an update to ADE last night which, amongst other things changes the file format from ad3 to ad4, so something to look out for. The glass textures seem to be "flickering" so need to get to the bottom of that and redo bits of the tower as I've a few better photos of it now. I've obliterated the race track thankfully :Dance:

Not sure what to do with the flatten. Like so many places the altitude is higher at some bits than others in the real location and the flatten means there is a 12 - 20 ft "step" around parts of the boundary of the airfield.

I'd also like to see if I can blend the scenery tile. By default these things are rectangular which means that it doesn't blend with the GenX photo tiles. If possible I'd like to put a line around the airfield boundary so that everything inside will use the custom photo tile and everything outside will use whatever you have installed (if anything) but I'm not sure if that can be done. Working in Bradford / Barlborough 3 days this week so progress will be slow.
EGVW_1.PNG
EGVW_12.PNG
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Re: Building RAE Bedford for FSX

Post by TSR2 »

Another one for George I think. Can you use blend masks to exclude areas of the phototile from showing? i.e. if I was to create a mask that was the outline of the airfield would it be possible to either have that external area as transparent? I'm not explaining myself very well, but the only bits I'd like photo tiles are those inside the black boundary. Whats the best way of achieving this (if it is achievable) :)
egvw_outline.PNG
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GHD
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Re: Building RAE Bedford for FSX

Post by GHD »

Of course you can. Select the black area, invert and flood fill white. Save as a tiff and add a section to the inf file:

Code: Select all

[Destination]
DestDir	            = .
DestBaseFileName     = Area_Lm1_SnapOff_N051325392_N051310492_E007253783_E007285309
BuildSeasons 		= 0
UseSourceDimensions 	= 1
CompressionQuality   = 100

[Source]
Type            = MultiSource
NumberOfSources = 2

[Source1]
Type	      = BMP
Layer	      = Imagery
SourceDir  = .
SourceFile = Area_Lm1_SnapOff_N051325392_N051310492_E007253783_E007285309.bmp
Lon               = 7.42717266082764       ;for top left and bottom right is: 7.48141407966614
Lat               = 51.5483129024506       ;for top left and bottom right is: 51.5180307626724
NumOfCellsPerLine = 15167       ;Pixel is not used in FSX
NumOfLines        = 11290       ;Pixel is not used in FSX
CellXdimensionDeg = 3.57627868652344E-06
CellYdimensionDeg = 2.68220901489258E-06
PixelIsPoint      = 0
SamplingMethod    = Point
Channel_BlendMask     = 2.0

[Source2]
Type	      = TIFF
Layer	      = None
SourceDir  = .
SourceFile = Area_Lm1_SnapOff_N051325392_N051310492_E007253783_E007285309-BLEND.tif
Lon               = 7.42717266082764       ;for top left and bottom right is: 7.48141407966614
Lat               = 51.5483129024506       ;for top left and bottom right is: 51.5180307626724
NumOfCellsPerLine = 15167       ;Pixel is not used in FSX
NumOfLines        = 11290       ;Pixel is not used in FSX
CellXdimensionDeg = 3.57627868652344E-06
CellYdimensionDeg = 2.68220901489258E-06
PixelIsPoint      = 0
SamplingMethod    = Point
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TSR2
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Re: Building RAE Bedford for FSX

Post by TSR2 »

Brilliant as usual George, thanks again :thumbsup:
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