Napier - Perfume Point

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Napier - Perfume Point

Postby Goff_nznr » Fri Sep 23, 2016 7:18 pm

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?

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Re: Napier - Perfume Point

Postby Ian Warren » Fri Sep 23, 2016 7:24 pm

Flip it thru here Goff ... Perfume Point ..... STINK :D I have the basic VLC and no 'Shade' installed
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Re: Napier - Perfume Point

Postby Goff_nznr » Fri Sep 23, 2016 8:14 pm

Cheers, Ian. Will do. I forgot to mention that it's for Orbx NZ scenery.
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Re: Napier - Perfume Point

Postby Ian Warren » Fri Sep 23, 2016 8:28 pm

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.
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Re: Napier - Perfume Point

Postby Goff_nznr » Fri Sep 23, 2016 8:32 pm

I've used SBuilderX and ADE to flatten
Don't know how to send the zip file through to you.
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Re: Napier - Perfume Point

Postby Ian Warren » Fri Sep 23, 2016 8:40 pm

I PM'd you .. I have AFX , should be able to flatten it for the VLC drivers .
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Re: Napier - Perfume Point

Postby scaber » Sat Sep 24, 2016 10:37 am

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!
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Re: Napier - Perfume Point

Postby Ian Warren » Sat Sep 24, 2016 11:21 am

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 B-)
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Re: Napier - Perfume Point

Postby Ian Warren » Sat Sep 24, 2016 11:45 am

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?
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Re: Napier - Perfume Point

Postby cooldad » Sat Sep 24, 2016 3:57 pm

Very nice, well done. a lovely addon to my favourite place in N.Z.

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Re: Napier - Perfume Point

Postby Ian Warren » Sat Sep 24, 2016 4:07 pm

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.
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Re: Napier - Perfume Point

Postby Goff_nznr » Mon Sep 26, 2016 8:09 pm

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.
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Re: Napier - Perfume Point

Postby Goff_nznr » Mon Sep 26, 2016 8:10 pm

Thank you, Ian - very helpful. Good screenshot, too. I'll get those buildings sorted.

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Re: Napier - Perfume Point

Postby Ian Warren » Mon Sep 26, 2016 8:21 pm

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 .
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Re: Napier - Perfume Point

Postby Goff_nznr » Sat Oct 01, 2016 1:59 pm

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.

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Re: Napier - Perfume Point

Postby Ian Warren » Sat Oct 01, 2016 2:16 pm

Goff , Looking forward to see the results , pleased you found a solution B-) It really suits the Napier scenery .. just that extra Jewel !
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Re: Napier - Perfume Point

Postby Goff_nznr » Sun Oct 02, 2016 8:33 am

Stage 2 uploaded today to Avsim. Buildings seem ok now...has been an education...lol


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Re: Napier - Perfume Point

Postby Ian Warren » Sun Oct 02, 2016 8:43 am

Looking Great Goff, I'd better get my AVSIM connection fixed.
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Re: Napier - Perfume Point

Postby Goff_nznr » Thu Oct 06, 2016 4:20 am

Darn...flickering has returned on my buildings. Tested 2nd stage several times before uploading to Avsim - all was ok at the time. Grrr. Apologies.
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Re: Napier - Perfume Point

Postby Ian Warren » Thu Oct 06, 2016 7:24 am

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?.
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