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Posted: 31 Mar 2006, 13:00
by Rick Piper
Hi Tekman
in your 2d panel tou must have the areas you want clear as 0,0,0 RGB
ie; pure black.
Regards
Rick

Posted: 31 Mar 2006, 13:13
by tekman
Rick Piper wrote:Hi Tekman
in your 2d panel tou must have the areas you want clear as 0,0,0 RGB
ie; pure black.
Regards
Rick

Sorry Rick, I didn't explain myself clearly enough. My cockpit is fine I can see the runway etc no problem. It is purely at night time I can't see the taxi lights beam as I look through the windscreen from the 2D panel
Posted: 31 Mar 2006, 13:25
by Rick Piper
Hi Tekman
FSDS2 (place copy of light polys in "Front View" model)
FSDS3 (place light polys in VC model & Exterior model)
GMAX (?)
Regards
Rick

Posted: 31 Mar 2006, 13:29
by tekman
Rick Piper wrote:Hi Tekman
FSDS2 (place copy of light polys in "Front View" model)
FSDS3 (place light polys in VC model & Exterior model)
GMAX (?)
Regards
Rick

Er I'm being Mr Thicky here are you talking about using a polygon for the light beam which I've already done. I've only got the one model no VC :redface:
Posted: 31 Mar 2006, 13:32
by Rick Piper
Hi Tekman
you still didn't say which 3d proggy.
you need the Light polys for Taxy and Landing Lamps in front view model
to see them in the 2 d panel.
ie: you need a front view model to see the beams in the 2d panel.
Without knowing what your designing in i don't know.
Regards
Rick
Posted: 31 Mar 2006, 13:37
by tekman
[quote="Rick Piper"]Hi Tekman
you still didn't say which 3d proggy.
Oops sorry Rick, think I did mention in my first post. Anyway am using primarily FSDS 3 though compiling mainly in FSDS 2 cos I'm fed up with trying to sort out all various errors that pop up when all I want to do is check out minor modelling alterations inFS9
I'll take a look at this front view model bit when I get home shortly.
Thanks for that
Posted: 31 Mar 2006, 13:42
by Rick Piper
Hi Tekman
in FSDS2
create a Front view model (model, add new)
then copy and paste your light beam polygons into the front view model.
Then you will see the light beams from the 2d panel.
Regards
Rick (sorry but didn't read whole thread when typing answer)

Posted: 31 Mar 2006, 13:46
by tekman
Thanks Rick, your'e a diamond. I'm getting a bit restless now, I really want to get this model finished

though I've still got my flaps and gear issues to sort. Thanks again
Regards
Peter
Posted: 31 Mar 2006, 14:13
by Rick Piper
Hi Tekman
I use the measuring tool to find the correct angles then use transform
locked to axis only to adjust the pivots.
Hope this is of use ?.
Regards
Rick

Posted: 31 Mar 2006, 19:17
by tekman
Hi Rick again,
I have measured as per the tutorial in FSDS but I think the problem may lie in either my poor model making or poss a combination of this and the fact that the flaps are in three pieces for each wing.Each three piece flap is one part. The angle of the underside of the wing sweeps upwards and therefore the angle changes. I move the flaps out to the trailing edge of the wing and thats fine. Do my first rotation of 10 degrees and generally speaking thats fine but not totally. Further increments of 20,25,30,and 40 for the rest of the flap animation and the axis goes way off.
I'd like it if you could take a look at the project file if possible please. I just can't seem to work this out. I understand that certain axis have to lock as I believe the rotation should only happen on the X axis. Be nice if I could think as well as I can see in 3D LOL.
