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Re: Instant Scenery V2

Posted: 27 Feb 2013, 10:13
by DaveB
Well.. for some reason, the type 42's and type 12's are not displaying in FS9 (and they're fs9 models :worried: ) but the Tigers, Leanders and Type 21's do..

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Blake fares well it has to be said but the Leanders and Type 21's almost bleach out :-O You can still see the poly shading problem on them though.

That little exercise reminded me just how smooth FS9 is when compared to FSX. Folk believe FSX is smooth but it's not really.. it displays differently and we get used to it.. on this pc anyway. I can be sitting goofing at an aircraft in spot and the aircraft is moving smoothly but cast an eye lower to the ground and it's juddering.. albeit little judders. FS9 runs a lot more fluid.. like pouring water out of a bottle. It's an incredibly flat world though :lol:

Not sure what the answer is with these models. They all light differently in FS9.. the cruisers are fine but there are obviously issues with the others.. issues which may not be fixable *-)
ATB
DaveB B)smk

Re: Instant Scenery V2

Posted: 01 Mar 2013, 01:39
by DaveB
Here's an odd one I came across this evening...

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TBH.. it actually startled the sh1t out of me. I still feel a little jumpy now! :worried:

I've spent the past couple of days retro-ing Portsmouth harbour, Devonport and tonight.. added a gallon of floating things.. perhaps 40 or so to Falmouth to give our harbours a bit more life. :) Fortunately, the little marinas that are plentiful only need default library sailing boats so you can add these with almost complete impunity of FR hit. Good job really :lol:
Anyhoo.. I'd done what I wanted to Falmouth then went and watched the box. Came back and restarted the sim at Plymouth.. flew down to the Tamar where it's narrow then turned left and followed it to Devonport. I'd just flown low over the bridges then turned slightly left to see the dockyard and those fa-hookin great ships wheels confronted me :-O

Just about the last thing I added to Devonport was a static conversion of lct_tug2, available all over the shop. Now.. it did throw up a box prior to compiling.. I didn't know what the heck it was so accepted it. Opened the sim and added 5 of the little tinkers. Two berthed side by side next to the sub dock and 3 around a visiting US Navy carrier that's berthed right down the seaward end with an escort cruiser. The tug added fine and it's a smashing model.. designed to be AI rather than static but one thing notable by it's absence in all places are/were tugs so this seemed perfect.

Suspecting these ships wheels were from the tugs (I'd had a look at the maps earlier and recognised the colour).. I tried to open the bgl I've made for Devonport and move/delete but it didn't want to play initially. I ended up having to add something then remove it in order for me to get rid of these huge wheels (which ironically, didn't show when the bgl was opened but their bounding boxes did). Needless to say, on deleting the bounding boxes.. the tugs went too :(

Has anyone converted this model to static? I think the download came from FS Shipyards (which flatly refused to let me download anything tonight stating I didn't have permission 8) ).. filename is Vessel_Pilotable_Loyal_Class_Tug_lctugv20.zip. It's a darned shame as it's a fine looking model (although a bit 'full' for static use) and tugs are rare.

I'll take a few screenies over the next few days. Let's hope I don't see those wheels again! :worried:

ATB
DaveB B)smk

Re: Instant Scenery V2

Posted: 01 Mar 2013, 08:59
by GHD
DaveB wrote:Has anyone converted this model to static?
Is it this one Dave?

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I guess it is :thumbsup:

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Re: Instant Scenery V2

Posted: 01 Mar 2013, 10:29
by DaveB
Oh blimey.. yes, that's the little tinker :(

Lovely model isn't it but the extra large 'static' wheel is a tad unwanted :| I've just been back to Devonport to add a few warehouses to the dockyard area and I'm glad to say the wheels have stayed gone.. along with the tugs of course. Never mind. It was a lot thirstier on poly's than required anyway :)

I dug the Torpoint ferries out of Nick Ryall's SW England yesterday and while they worked to a degree in FSX, they were a bit untidy. They're animated.. one stays on the eastern side and the other 2 zip back and forth across the river. Unfortunately, they both disappear rather than 'berth' and this was a bit too much. I tried making them statics but MCX didn't want to know.. I guess because of the animations 8) I've got the smallest default ferry I can find in place but it's rather big.. two would look more out of place than the one does 8)

Think I'll leave Devonport alone now. If I don't stop soon.. I'll start getting a frame hit. At least I can see what it is now rather than a featureless area ;) Thanks for looking at that tug George :)

ATB
DaveB B)smk

Re: Instant Scenery V2

Posted: 01 Mar 2013, 10:52
by GHD
Dave,

Export it as a 3DS model, import into GMax, give it a new GUID and export as an FSX model. That fixed it for me.

Re: Instant Scenery V2

Posted: 01 Mar 2013, 11:06
by DaveB
Cor strewth :-O Okey doh.. I'll give that a go :thumbsup:

EDIT: Well.. I exported it as a 3DS model.. imported it into GMAX and that's where I got stuck. I don't know how you give it a new GUID or export it as an FSX model. It only wants to 'save as' .gmax as far as I can see :worried:

ATB
DaveB B)smk

Re: Instant Scenery V2

Posted: 01 Mar 2013, 11:40
by GHD
Select "MAXScript -> Run Script ..."

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Then select "LODandNameTool.ms"

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Click on "Create GUID for this file"

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Select "Export"

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Select "Flightsim Model (*.MDL)" and fill in the blanks

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If you don't have the scripts loaded, I can upload a library containing the model.

Re: Instant Scenery V2

Posted: 01 Mar 2013, 13:06
by DaveB
Hello Mate :hello:

Sadly.. I don't have any scripts loaded. I've just looked at the FSX Gmax Gamepack at FSDevelopers and it says I need the Gmax install folder moved before adding any service packs. As I already have the service packs installed.. I guess the Gmax Gamepack is a no-no unless I uninstall them 8)

I was gonna say don't bother uploading a library as I wanted to try this myself but on reflection.. the library will do fine mate. Thanks for your help ;)
ATB
DaveB B)smk

Re: Instant Scenery V2

Posted: 01 Mar 2013, 14:03
by GHD

Re: Instant Scenery V2

Posted: 01 Mar 2013, 14:06
by DaveB
Pulled it George.. many thanks mate :thumbsup:

ATB
DaveB B)smk