I just recently purchaced the Across the straight package and am loving it.
Thx
Pete
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toprob wrote:QUOTE (toprob @ Aug 20 2009, 11:42 AM) <{POST_SNAPBACK}>If you are happy with the result, we could look at Woodbourne.
Hi Robin I would be interested in trying Woodbourne as I would like to get the runway lights working again I did ask you about this last year but you were a little busy at the time and said you would look at it this year or sometime when you had the time to do it.
Doug



dbcunnz wrote:QUOTE (dbcunnz @ Aug 20 2009, 12:32 PM) <{POST_SNAPBACK}>Hi Robin I would be interested in trying Woodbourne as I would like to get the runway lights working again I did ask you about this last year but you were a little busy at the time and said you would look at it this year or sometime when you had the time to do it.
Doug
This is actually a different issue from Wellington, as Woodbourne depends a lot more on ground textures. Runway lights are in fact 'hard wired' into the sim -- they are not effects, and it is not possible to model them as effects -- although some developers make a good job of simulating the default lights. Rather than do this for Wellington (a lot of work for a less than optimum result) I have used a conditional display hack -- the runway texture which covers the lights just doesn't appear at night, so you still see the centre runway lights. (You also 'see' the default runway sections, but since it is dark it doesn't matter that much.)
At Woodbourne, I relied on an early 'feature' of FSX, which allowed the lights to show through semi-transparent ground textures -- a feature lost with subsequent patches.
Woodbourne is a bit easier to fix (it doesn't have runway centre lights, just edge lights), but does require me to do the work:) Edge lights can be simulated through effects, as they are just required to sit there and look like lights.
In the meantime, to see the edge lights, you can try disabling the file wblayer1FSX.bgl (by adding a .bak extension), but you will lose any blending, and there are some issues with the underlying photo scenery -- it does have some elements which are better covered up by the ground textures.
toprob wrote:QUOTE (toprob @ Aug 20 2009, 02:55 PM) <{POST_SNAPBACK}>At Woodbourne, I relied on an early 'feature' of FSX, which allowed the lights to show through semi-transparent ground textures -- a feature lost with subsequent patches.
Woodbourne is a bit easier to fix (it doesn't have runway centre lights, just edge lights), but does require me to do the work:) Edge lights can be simulated through effects, as they are just required to sit there and look like lights.
In the meantime, to see the edge lights, you can try disabling the file wblayer1FSX.bgl (by adding a .bak extension), but you will lose any blending, and there are some issues with the underlying photo scenery -- it does have some elements which are better covered up by the ground textures.
Thanks Robin I have lights at Woodbourne again and it doesn't affect the day textures enough to notice.
Michael wrote:QUOTE (Michael @ Aug 28 2009, 09:09 PM) <{POST_SNAPBACK}>In the middle image above ^^ what is the blue area near the top?? (Not the sea, on the Hill) I have that on mine, spose to be their?
This area is pine / heavy in foliage , thus creating the deep blue affect similar to most surounds in a built up city area , this is were they aptly named a range in Australia as the 'Blue Mountains'
Ian Warren wrote:QUOTE (Ian Warren @ Aug 28 2009, 08:26 PM) <{POST_SNAPBACK}>This area is pine / heavy in foliage , thus creating the deep blue affect similar to most surounds in a built up city area , this is were they aptly named a range in Australia as the 'Blue Mountains'
Just googled them they look quite sweet... anyway thanks.
Ian Warren wrote:QUOTE (Ian Warren @ Aug 28 2009, 08:26 PM) <{POST_SNAPBACK}>This area is pine / heavy in foliage , thus creating the deep blue affect similar to most surounds in a built up city area , this is were they aptly named a range in Australia as the 'Blue Mountains'
Yes, this is one area where the Wellington aerial image is 'damaged', it's a nuisance that it is located so close to the airport. You can see the source image onthe LINZ site here. You can see there's absolutely no detail in the foliage areas.
Luckily this sort of damage is quite rare.
toprob wrote:QUOTE (toprob @ Aug 29 2009, 12:58 PM) <{POST_SNAPBACK}>Yes, this is one area where the Wellington aerial image is 'damaged', it's a nuisance that it is located so close to the airport. You can see the source image onthe LINZ site here. You can see there's absolutely no detail in the foliage areas.
Luckily this sort of damage is quite rare.
Toprob could you let me know if your supercity project will fix the elevation problem currently in fsx using 20 metre mesh?
Cheers--------------------------------------
Kelvinr wrote:QUOTE (Kelvinr @ Oct 26 2009, 06:00 PM) <{POST_SNAPBACK}>Toprob could you let me know if your supercity project will fix the elevation problem currently in fsx using 20 metre mesh?
Cheers
Normally I'd only update the elevations with an airport scenery, and Supercity isn't. I know I did with the FS2004 version, but this caused more problems that it solved. However as each airport is released, no doubt the elevation will be tweaked.
-Robin
toprob wrote:QUOTE (toprob @ Oct 26 2009, 07:22 PM) <{POST_SNAPBACK}>Normally I'd only update the elevations with an airport scenery, and Supercity isn't. I know I did with the FS2004 version, but this caused more problems that it solved. However as each airport is released, no doubt the elevation will be tweaked.
-Robin
ok, sounds practical to do that considering the scope of the task. more specifically will you be sorting out the Ardmore elevation issue as I have had issues there where the runway has sunk into the ground depicting a bathtub look.
cheers,
Kelvin--------------------------------------
toprob wrote:QUOTE (toprob @ Oct 26 2009, 09:24 PM) <{POST_SNAPBACK}>It's got nothing to do with the scope of the task -- since you can get real problems with duplicate elevations, I leave this up to whoever does the airports, so that there's only one re-elevation.
All my airports have elevation changes where necessary.
ok, thanks for your response--------------------------------------
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