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Napier - Perfume Point

Posted:
Fri Sep 23, 2016 7:18 pm
by Goff_nznr
Making good progress, although have experienced 'flickering' textures on 2 of the buildings - assume it's 'shader' problems...so can't release current scenery until I'm satisfied.
Anyone willing to Beta test my 'Stage 2' version?

Re: Napier - Perfume Point

Posted:
Fri Sep 23, 2016 7:24 pm
by Ian Warren
Flip it thru here Goff ... Perfume Point ..... STINK

I have the basic VLC and no 'Shade' installed
Re: Napier - Perfume Point

Posted:
Fri Sep 23, 2016 8:14 pm
by Goff_nznr
Cheers, Ian. Will do. I forgot to mention that it's for Orbx NZ scenery.
Re: Napier - Perfume Point

Posted:
Fri Sep 23, 2016 8:28 pm
by Ian Warren
Oh Crikey .. not using ORBX at the Mo ... wonder how it dose Work in VLC and a flatten should be required, cant be to much a problem and flick the flatten back at ya to post for both.
Re: Napier - Perfume Point

Posted:
Fri Sep 23, 2016 8:32 pm
by Goff_nznr
I've used SBuilderX and ADE to flatten
Don't know how to send the zip file through to you.
Re: Napier - Perfume Point

Posted:
Fri Sep 23, 2016 8:40 pm
by Ian Warren
I PM'd you .. I have AFX , should be able to flatten it for the VLC drivers .
Re: Napier - Perfume Point

Posted:
Sat Sep 24, 2016 10:37 am
by scaber
Goff_nznr wrote:Making good progress, although have experienced 'flickering' textures on 2 of the buildings - assume it's 'shader' problems...so can't release current scenery until I'm satisfied.
Anyone willing to Beta test my 'Stage 2' version?
Yeah, I could do that. I've been involved in testing quite a few airstrips for the Aussie guys.
I'm using P3D v3.4 and Orbx NZNI, global base, global vector and a heap of other stuff not relevant here!
Re: Napier - Perfume Point

Posted:
Sat Sep 24, 2016 11:21 am
by Ian Warren
It wont require any flatten it sits perfectly on VLC and Rob's Napier.
THE PROBLEM : Yes it dose flicker quite badly on those two buildings , I was going to say replace those windows with a photo-real texture, today there are many buildings with this style ... BUT they are photo-real .
I was thinking, the file is so small, I wonder if you made individual polygon then place the photo on them I think its a conflict with the windows being so close , other is create a texture that will cover each front surface .
Looking Great tho .. nice little addon

Re: Napier - Perfume Point

Posted:
Sat Sep 24, 2016 11:45 am
by Ian Warren
Just for you Goff just to show you how well this sits in with Napier/Sub Photo-real scenery and the VLC ... one thing I thought was a slight texture change on roof of grey roofed building, or possible slight texture edit with the asphalt?

Re: Napier - Perfume Point

Posted:
Sat Sep 24, 2016 3:57 pm
by cooldad
Very nice, well done. a lovely addon to my favourite place in N.Z.

Re: Napier - Perfume Point

Posted:
Sat Sep 24, 2016 4:07 pm
by Ian Warren
I'm sure Goff will get the textures working, one thing I put to Goff in the PM was to combine all these little scenery's as a 'GOFF PACK' all the little bits and pieces , extra eye candy and via screen nails it and factual.
Re: Napier - Perfume Point

Posted:
Mon Sep 26, 2016 8:09 pm
by Goff_nznr
scaber wrote:Goff_nznr wrote:Making good progress, although have experienced 'flickering' textures on 2 of the buildings - assume it's 'shader' problems...so can't release current scenery until I'm satisfied.
Anyone willing to Beta test my 'Stage 2' version?
Yeah, I could do that. I've been involved in testing quite a few airstrips for the Aussie guys.
I'm using P3D v3.4 and Orbx NZNI, global base, global vector and a heap of other stuff not relevant here!
thanks, scaber - just got to get those 2 buildings fixed.
Re: Napier - Perfume Point

Posted:
Mon Sep 26, 2016 8:10 pm
by Goff_nznr
Thank you, Ian - very helpful. Good screenshot, too. I'll get those buildings sorted.
Cheers
Re: Napier - Perfume Point

Posted:
Mon Sep 26, 2016 8:21 pm
by Ian Warren
Goff_nznr wrote:Thank you, Ian - very helpful. Good screenshot, too. I'll get those buildings sorted.
Not a problem , one of the biggest thing is the 'Texture' that will trick ya sometimes , ... Goff .. It dose look good , the Screen , your scenery simply fell into place .
Re: Napier - Perfume Point

Posted:
Sat Oct 01, 2016 1:59 pm
by Goff_nznr
Ian Warren wrote:Goff_nznr wrote:Thank you, Ian - very helpful. Good screenshot, too. I'll get those buildings sorted.
Not a problem , one of the biggest thing is the 'Texture' that will trick ya sometimes , ... Goff .. It dose look good , the Screen , your scenery simply fell into place .
Cheers, Ian. Have redone windows on one building - seems ok. Maybe I should have gone for DDS textures, (I'm partly in the FS9 'age' working with DTX1 textures). Never mind...will post updates here.
Goff
Re: Napier - Perfume Point

Posted:
Sat Oct 01, 2016 2:16 pm
by Ian Warren
Goff , Looking forward to see the results , pleased you found a solution

It really suits the Napier scenery .. just that extra Jewel !
Re: Napier - Perfume Point

Posted:
Sun Oct 02, 2016 8:33 am
by Goff_nznr
Stage 2 uploaded today to Avsim. Buildings seem ok now...has been an education...lol

Re: Napier - Perfume Point

Posted:
Sun Oct 02, 2016 8:43 am
by Ian Warren
Looking Great Goff, I'd better get my AVSIM connection fixed.
Re: Napier - Perfume Point

Posted:
Thu Oct 06, 2016 4:20 am
by Goff_nznr
Darn...flickering has returned on my buildings. Tested 2nd stage several times before uploading to Avsim - all was ok at the time. Grrr. Apologies.
Re: Napier - Perfume Point

Posted:
Thu Oct 06, 2016 7:24 am
by Ian Warren
I did not get a chance to d/load it , computer played up, maybe my suggestion having a single texture template for each building face?.