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Posted

Thanks. Nah, I'm still trying to see if it works well in sim before getting serious with placement. It's cool, so the next layer of buildings will come. I hope to then use osm data to get placement just right. Hope..

  • 2 weeks later...
Posted

Thanks Guys :-) if u go to the download, you'll see I've pretty well fixed the positions and done some night texture- but more subtle than this pic!

Honnli's local buildings give it a recognizable feel, they fit nicely, but I'm trying to get him to do night textures

Jetranger_31.png

Jetranger_12kseacbd.jpg

Posted

This is what I get now, which I think is it (it CTD'd when I ran into one of them, is how I think it's yours). However, got an error during loading - error log below.

ffsto.jpg

Installer log.txt for X-Plane DVD Installer 2.04r1 compiled on Apr 30 2008 12:29:00

This log file is generated automatically by Laminar Research applications and contains diagnostics about your graphics hardware, installation, and any error conditions.

If you need to contact tech support or file a bug, please send us this file. NOTE: this file is rewritten every time you start ANY of your X-System applications.

Windows 5.1 (build 2600/2) Service Pack 3

CPU type: 586

Physical Memory: 2147483647

CPU 0: Intel® Core2 CPU T7200 @ 2.00GHz Speed (mhz): 1997

CPU 0: Intel® Core2 CPU T7200 @ 2.00GHz Speed (mhz): 1997

X-System folder:'', case sensitive=0

OpenGL Vendor : NVIDIA Corporation

OpenGL Render : GeForce Go 7900 GS/PCI/SSE2

OpenGL Version : 2.1.2 (210)

OpenGL Extensions: GL_ARB_color_buffer_float GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_half_float_pixel GL_ARB_imaging GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shadow GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_gpu_program_parameters GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_sRGB GL_EXT_timer_query GL_EXT_vertex_array GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_copy_depth_to_color GL_NV_depth_clamp GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_texgen_reflection GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control

tex_clamp_avail : 1

add_env_avail : 1

combine_avail : 1

dis_fog_avail : 1

tex_comp_avail : 1

vbo_avail : 1

pbo_avail : 1

vprog_avail : 1 (512)

fprog_avail : 1 (4096/4096/4096/4096)

automini_avail : 1

aniso_avail : 1

fsaa_avail : 1

sprites_avail : 1

depth_tex_avail : 1

occlude_avail : 1

shad_objs_avail : 1

vshader_avail : 1 (16/1024/32/16/4/2048)

fshader_avail : 1 (2048)

gshader_avail : 0

glsl_avail : 1 (1.20 NVIDIA via Cg compiler)

framebuf_avail : 1

sblend_avail : 1

threaded_avail : 0

first-gen shaders: 0

max tex units : 4 (16/8)

max iso filtering: 16.000000

max texture size : 4096

max point size : 63.375000

CPU count : 2

os_dir_this_app =C:\DOCUME~1/user/LOCALS~1/Temp/

os_dir_desktop =C:\Documents and Settings/user/Desktop/

os_dir_default_apps =C:\Documents and Settings/user/Desktop/

os_dir_temp =C:\DOCUME~1/user/LOCALS~1/Temp/

os_dir_prefs =C:\Documents and Settings/user/Local Settings/Application Data/

Clean exit from threads.

Posted

Great, that's it. All that means gobbledygook to me. Can you land/crash again to repeat? All the buildings are 'hard' and will hurt your heli, being one object :-)

Posted

Thanks, Interesting. Works fine in 10. Hmm.

Now, how on earth do I just make a couple of faces attr-hard in Blender? It was easy in Sketchup, no idea in blender. Anyone know?

Posted

I have no idea. I hope the new dev tools will make it easy to select a single or a group of polygons and make them hard surface.

As of now, the alternative is to make the object in two separate obj files. One with everything else, and one with only the hard surface.

With the same pivot and all, it should be a simple task to place it in Overlay Editor.

Posted
Sorry, I wrote it wrong. It doesn't CTD, the heli crashes and you can repeat. Sorry for the mixup.

Cool Nicola, that means its all ok then. Having to restart from the neared point is like a punishment I feel. I get it all the time..

Now take off from the krnt helipad, thats near the buildings, a dangerous first bit. Hope u like it! Feedback welcome, I've already seen more to fix :-( not good for my perfectionistic traits..

Posted (edited)

Yes I like that a lot. Especially the blue buildings with sloped roofs, makes for nice practising one-skid hovers. Some of the buildings could do with something to mark them out as land on-able, as the default scenery is mixed in very well and looks similar to yours - but no landable.

The upside is you approach what you think is a default building and find you can land on it.

I think for the meantime this is gonna be my practising base.

If I've got this right, the idea here is easily/quickly possible to populate towns? Where's next on the list, or are you gonna fully do Seattle?

nb I'm still curious why I get an error box during loading. XP doesn't like something.

Edited by Nicola_M
Posted

Thanks Nic, glad u like, finally it works. And on your laptop the fps is ok?

Pm me your log.txt with its complaint.

Plans? Lots of ideas. A queue of requests already! As ever, I could tweak and populate Seattle forever, but I'll need to stop soon as I've proven a point. I'm tempted to see fps impact of a SECOND building collection.

I'm also working with Benny to get his osm tool perfect for updated release, to make positioning easier.

So I'll probably try another city soon. Wandering the world like a hobo' looking for work :-)

London looks bare! Now that is a tempting, but massive, payware job..

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