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chris k

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Posts posted by chris k

  1. Version 0.8 Beta

    - Florian has nicely photoshopped out all the misc aircraft at the Aeroclub and the Cargo Areas. Looks fantastic now!

    - Converted Florian's edited .PNGs to .DDS at Alpha 2.2. Blended perfectly.

    - Added Hedgerows North West of Airport.

    - Added House/Clutter Objects in the reuse areas North of Airport

    - Minor tweaks to trellises, hedgerows, 50%-80% fill densities marked where trees were too tight.

    - Fixed Object and Forest Exclusion Zones on East side of airport and South East Corner. No more trees at the entrance and in the fields.

    - Fixed a few scenery objects to better representative ones. (FIeld objects, building objects)

    - Deleted some objects which just "didn't work well" in their position. (May as well leave them out, and help the FPS instead =) )

    - As per Tkyler - We only have 2 more versions to "get it right". =)

    VERSION 1.0 RELEASED: http://forums.x-plane.org/index.php?app=downloads&showfile=15673

    - CK.

    • Upvote 1
  2. On my last flight to NZ, I *swear* the lady flight attendant said (and the end of the flight):

    "Attinshin Pissingers.... Thankyou for Flying Jitstar".

    I'm on another Jetstar flight tomorrow from YSSY to NZCH... I'll try to record it this time. =)

    - CK.

  3. Now Adding tree lines, buildings, sheds, houses, electrical poles. This is now considered 0.7:

    post-5973-0-61788300-1327354634_thumb.jp post-5973-0-33115400-1327354646_thumb.jp post-5973-0-50165200-1327354653_thumb.jp post-5973-0-97180000-1327354658_thumb.jp

    post-5973-0-61695100-1327354667_thumb.jp post-5973-0-23640600-1327354676_thumb.jp post-5973-0-21219800-1327354684_thumb.jp post-5973-0-87949000-1327354692_thumb.jp post-5973-0-11612600-1327354701_thumb.jp

    Credits: (So you dont think this was all done by me!): =)

    Grass Edges as per Simmo W (capnsully)'s Tutorial (http://forums.x-plan...&showfile=12621)

    Grass Imagery from Mihaly (KSGY) from Xplane.hu as part of the "Mow your own grass" Tutorial.

    XP10 Buildings/Facades and Lighting courtesy of the built in XP10 Library by Tom (tkyler) Kyler et al at Laminar

    Tress Courtesy of Andras (alpilotx) Fabian's excellent Euro-replacement forest textures publicly available on his webpage (http://www.alpilotx.net)

    NZCH Airport Buildings courtesy of Robin (RoyalOak) Tannahill, and FSX conversion and derivitave works by Troy Chapman, used with permission.

    Hangars and Misc items courtesy of OpensceneryX and their respective authors (http://www.opensceneryx.com/)

    Orthophotos courtesy of Land Information New Zealand, used under licence. (http://www.linz.govt.nz/topography)

    Ortho Manipulation and PhotoEditing by Florian (FlorianR) Radack.

    Florian Deserves as much credit on this project - His awesome photoshop work made all this possible without it looking silly! =)

    Telephone Poles courtesy of Nick (Nickster) Ward.

    Joe (YYZatcboy) Vermeulen for assistance with testing and good suggestions.

    Andrew McGregor for providing me ground photographs of the Airport and Locations of field obstacles.

    Andy (Gjalp) for being my most enthusiastic supporter.

    VERSION 0.8 Out -. SEE BELOW

    - CK.

  4. The .bak file is just a "backup" file.. i.e. the previous version, since you did an "Export Scenery Pack" full export.

    I think if WED saves via an "export scenery pack" it taks whatever apt.dat and xxx-xxx.dsf files it already finds and makes them "xxx-xxx.bak" etc..).. so you can always rollback your changes.

    Sorry youre having trouble with WED1.1b4 in WIndows. I'm usng it under MacOSX 10.6.8 and it works flawlesly.

    How did you guys edit it before using WED? The README.TXT file says that you loaded the whole thing into WED to fix up some poorly converted objects.

    - CK.

  5. I just noticed - why do you show "VTSP" in the right hand side in WED in your screenshot? You trying to add Boston and VTSP into one package/same .DSF file? That would be an interesting combination... Some sort of Phucket/Boston combo release as 1 file.?

    - CK.

  6. Just tried in in XP10 - by copying the KBOS directory into XP10/Costom Scenery/

    Created a completely new project in that directory. (Deleted your old earth.wed, just so I am indeed 'starting from scratch')

    Imported the KBOS apt.dat

    Imported the two KBOS .DSFs

    Once again - it all loaded and worked fine. Can see all the runways/taxways/objects/layers/draped polys/etc...

    Interesting how they did their scenery mind you... 1 large object comprises about 400 cars in the parking lot =)

    - CK.

  7. 1. Loaded WED1.1b4

    2. Changed WED to point to my XP9 Scenery (thats where I have my XP9 KBOS "Summery" Scenery Installed)

    3. Selected "open scenery package" (turns out you guys left your original 'earth.wed' file in there from when you were making your original corrections for release... so it already had the layouts ready to go).

    4. Loaded in 1 second (All the aiport layout info was there from the previous earth.wed).

    5a. Selected "File> import DSF", and imported KBOS Summer/Earh nav data/+40-080/+42-071.dsf

    5b. Selected "File> import DSF", and imported KBOS Summer/Earh nav data/+40-080/+42-072.dsf

    6. Waited about 5 second, and voila:

    post-5973-0-07186300-1327120191_thumb.jp

    All there. Objects, taxiways, overlays, exclusion zones, orthophots, etc.

    Dunno where you're going wrong.? Want me to try it as a New Project into XP10?

    - CK.

  8. 1. Did you create a "New" project in WED in a different directory, or did you create it in the same directory as the custom scenery you're trying to edit?

    If you made a "new" directory for your project (i.e. /Custom Scenery/my_project):

    22. Have you copyed over the entire directory structure from wherever the other .DSF was located? (i.e. any directories like 'objects/' or 'custom_stuff_for_this_scenery/"?) from the "Custom Scenery/original_scenery" into your working directory (Custom Scenery/my_project)?

    WED will load the other guy's DSF, but that DSF references objects and textures which are located "relative" to the other guys' working directory.

    In orer to sucessfully import, you will need to ensure that the DSF can find the objects it's reffering to.

    The only oblects you do not need to copy, are ones which are in the XPlane default Library (lib/airport in the hierarchy) , or OpensceneryX (assuming you have that installed in your main /Custom Scenery/ directory, which your current project is inheriting)

    - CK.

  9. PS. that night lighting is fantastic.....can you put some on the runways???? really hard to land without any runway lighting!!! :)

    I dont quite understand...

    Arent you seeing the runway edge lighting, and the Calvert Aproach Lighting? (See below):

    post-5973-0-32619400-1326920018_thumb.jp

    Do you have your own landing lights on? =) (The Archer III that I like to fly in lights up the scenery very nicely), see below:

    post-5973-0-96500600-1326496884_thumb.jp

    - CK.

  10. Andy, I think the grass needs mowing at the Aeroclub....

    post-5973-0-45125400-1326702260_thumb.jp

    0.5 now out.

    XP10 ONLY For now.

    - CK.

    P.S. Once this project goes "final" I'll make a back-ported XP9 version (by effectively removing all the XP10 specific stuff). Won't look as nice, but would be friendly on the framerates.

  11. XP10 Only it is. Have now added in all the new XP10 style lighting and effects.

    HDR For the Win:

    post-5973-0-43900200-1326614076_thumb.jp post-5973-0-02563800-1326614071_thumb.jp post-5973-0-81614700-1326614065_thumb.jp post-5973-0-66180300-1326614058_thumb.jp post-5973-0-69693900-1326614051_thumb.jp post-5973-0-75533000-1326614044_thumb.jp

    Florian has send me all the fixed tiles too (no more pictures of aircrft on the tarmacs). I'll put together another release soon for us.

    Also added the new parking garage (via an XP10 only facade), and a few more buildings (again, using XP10 only facades)

    - CK.

  12. Few more shots. Im seriously considering dropping XP9 compatibility and flusing out the scene with all XP10-style lighting/facades/objects.

    Would there be any resistance if there was no XP9 compatibility? I assume that most have gone to XP10.

    post-5973-0-24095900-1326521704_thumb.jp post-5973-0-05215100-1326521728_thumb.jp post-5973-0-05601200-1326521736_thumb.jp post-5973-0-47845500-1326521740_thumb.jp post-5973-0-05558100-1326521749_thumb.jp

    Tom, as the 'inside man" with LR, is there any push to keep 3rd party support for XP9 anymore, or is it all 'full steam ahead' w/XP10?

    - CK.

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