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chris k

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Everything posted by chris k

  1. not available by default - even though its int he texture file use OpensceneryX - it has a red.lin
  2. File Name: Wide Taxiway Markings Library Replacement File Submitter: chris k File Submitted: 08 Feb 2013 File Category: Misc Scenery Resources X-Plane Version(s): X-Plane 9 & 10 Wide Taxiway Markings - Library Replacement v2.0 (a.k.a. X-Plane Default Taxiway Texture Line Marking Replacement Definition files... say that 10 times fast!) Feb 06, 2013 - Chris K and the ISDG Group ____________________________________________________________ Quick Description: This file makes the X-plane default taxiways much wider; better reflecting reality. All Airport pavement markings look much more like their real-life counterparts. ____________________________________________________________ Detailed Description: This file overwrites X-Plane's built-in library of taxiway markings using the Library EXPORT system functionality provided by X-Plane. It replaces the Line (.LIN file) definitions with a duplicate definition file which exactly doubles the size of the lines in both the horizontal and vertical directions. This method manipulates the library in a "3rd party developer" friendly way, by use of LIBRARY directives, and in no way overwrites any of X-Planes default files; or requires the end-user to modify X-Planes own internal files or textures. This makes it work for any version of X-Plane that supports the 800 LIBRARY system, which includes X-Plane 8.5+, X-Plane 9, and X-Plane 10. This method also allows easy installation, and is easy to delete. ____________________________________________________________ INSTALLATION: Unzip, and copy "Wide Taxiway Markings Library Replacement" into "Custom Scenery" - That's it. UNINSTALL: Delete "Wide Taxiway Markings Library Replacement" from "Custom Scenery" - That's it. ____________________________________________________________ FUNCTIONALITY: Works on both XP9 and XP10; As these files didn't change (or get any upgrades to better ones) between the XP versions. Enjoy! ____________________________________________________________ v1.0 to v2.0 changes: As per daveduck's excellent insight, we changed from individual files you needed to manually copy into X-Planes internals by hand...........to a library-based method to replace the markings in an X-Plane "3rd party" modification friendly way. Click here to download this file
  3. Version 2.0

    4,979 downloads

    Wide Taxiway Markings - Library Replacement v2.0 (a.k.a. X-Plane Default Taxiway Texture Line Marking Replacement Definition files... say that 10 times fast!) Feb 06, 2013 - Chris K and the ISDG Group ____________________________________________________________ Quick Description: This file makes the X-plane default taxiways much wider; better reflecting reality. All Airport pavement markings look much more like their real-life counterparts. ____________________________________________________________ Detailed Description: This file overwrites X-Plane's built-in library of taxiway markings using the Library EXPORT system functionality provided by X-Plane. It replaces the Line (.LIN file) definitions with a duplicate definition file which exactly doubles the size of the lines in both the horizontal and vertical directions. This method manipulates the library in a "3rd party developer" friendly way, by use of LIBRARY directives, and in no way overwrites any of X-Planes default files; or requires the end-user to modify X-Planes own internal files or textures. This makes it work for any version of X-Plane that supports the 800 LIBRARY system, which includes X-Plane 8.5+, X-Plane 9, and X-Plane 10. This method also allows easy installation, and is easy to delete. ____________________________________________________________ INSTALLATION: Unzip, and copy "Wide Taxiway Markings Library Replacement" into "Custom Scenery" - That's it. UNINSTALL: Delete "Wide Taxiway Markings Library Replacement" from "Custom Scenery" - That's it. ____________________________________________________________ FUNCTIONALITY: Works on both XP9 and XP10; As these files didn't change (or get any upgrades to better ones) between the XP versions. Enjoy! ____________________________________________________________ v1.0 to v2.0 changes: As per daveduck's excellent insight, we changed from individual files you needed to manually copy into X-Planes internals by hand...........to a library-based method to replace the markings in an X-Plane "3rd party" modification friendly way.
  4. Thats $200 so far.... need about 998 more users
  5. I believe it's PS3 Game Controller drivers for WIndows; makes it usable as a joystick
  6. +1 on Mental Breakdown we think.
  7. +1 on Defective unit I have an X52 Pro - I do not have this problem with mine. The stick and metal are are lock-step with each other. very tiny amount of wiggle in the nullzone only in my 'z' direction. (which is ok for rudder anyways) No X/Y nullzone that I can detect. - Ck.
  8. Since they overlap - there should be 2 images that could go there too.. so black is usually that the texture files arent powers-of-two that I can remember; but you mention they are. so.. no that cant be it. S/T coordinates correct? Your draped poly has 4 corners, each corner should be S/T coords of 0,0 0,1 1,0 annd 1,1 for Lower Left, Top Left, lower right, top right respectively - CK.
  9. Uh.. yes. You need to tell X-plane "I want to use this image in the scenery". X-Plane only understands draped poly's. If you haven't made a draped poly out of your imported image, how would X-plane know use it? WED does not attempt to read your mind. =) PNG must be a power-of-two per side.
  10. FlyJs textures work In XP9 last time I checked. There were no changes to that code or scenery elements from XP9 -> XP10 from what I have discovered.
  11. No you've got it all wrong. According to a recent forum posting I read elsehwere on the Internet, 690 is a bigger number than 680; and therefore must be better. And now for those of you who actually check your facts: http://www.videocardbenchmark.net/high_end_gpus.html ......The 680 is considerably faster than the 690.
  12. Hahaha. Thanks scuba. Chuck - this is an absolutely huge airport. Heh YSSY comparable, if not larger by a significant fraction. In conparison Sydney was 6+ months as I recall This will take a comparable ammount of time, if not moreso. We also have a few other projects on the go in parallel / simultaneously with this one. It'll be a toss up as to which one will get finished first, depending on resourcing. (hah, now I sound like a project manager ). We will keep the community posted as we progress. There's a lot if things we wish to do with an overall Toronto-area GTA scenery that are still in planning phases. The airport will simply be the centrepiece of a larger, more comprehensive scenery package as we're envisioning it upon release.
  13. If VMware ever comes out with a version that runs in iOS.... But don't expect it since they use a custom chip processor for the iPad.
  14. Knock it off both of you. Colin, Cameron is a level headed and sincere guy. He does mean well and truly does wish you the best of luck in your project. Don't read into things that aren't there - or hidden meanings. Take it at face value - you'll notice the whole tone of this discussion changes. We can all peacefully coexist in the ecosystem.
  15. Xplane is a virus. You can't get rid of it once it has infected you.
  16. The ability to iverrude xplanes runway draping texture rules is not user accessible in any way as it currently stands..... Otherwise I would have done it by now. . FlyJsim's textures require you to muck about with xplane internal files - which although it works - is contrary to the "library element" philosophy that Ben is pushing for 3rdparty scenery developers. That portion of the code / rule set is still "locked in" hardcoded at the moment.
  17. Just an X52 Pro at the moment. Ropeless has the full ensemble I've seen at his place.
  18. You start by finding the punctuation keys.
  19. That is freaking awesome.
  20. Errr, its not just you.... /me stands back and becomes thoroughly perplexed by this conversation.
  21. I'll bug some people I know to toss that in as a feature request. As I said, in theory it should be possible to do.... Assuming the runway rendering code path is the same for other draped poly's.
  22. Err, You can select the texture type of a taxiway. If you feel like you'd like to "go over" a taxiway section in a little piece, then yes you can use one of thise built in "pavement" library polygons later. (they are always drawn "on top" of any taxiway. If you don't define a proper taxiway system, the AI aircraft get lost. Exporting a draped polygon with a bezier curve in Windows crashed WE'D. Known issue. Taxiways with bezier curves do not crash.
  23. Most likely disallowing new users to upload files... Or, Like Cameron, have it under mod review. Which begs the question... HEY CAMERON, any way to have X-pilot.com not require Moderator Approval for certain groups of members? (i.e. I think you can trust guys like Colin S, GreggerM, Baron, the ISDG guys, etc) when they upload things like scenery files - there's nothing nefarious in them. Just looking to lessen your workload. Or perhaps deputizing some members here to be able to approve file uploads - you gotta sleep at some point, eh? - CK.
  24. I just loaded WED I Imported KARA form the master apt.dat It loaded into WED I added a water runway with the 'seaway tool'. click once, then click again; it shows up in WED I added a water taxiway. taxiway Tool, draw polygon, select 'water' "Export scenery pack", it exported. Which step are you having trouble with? p.s. You may have to call the runway "16R/34L" since I am unsure if "W" is an allowable designation in XP - CK.
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