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Simmo W

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Everything posted by Simmo W

  1. Yay, I finally found time to explore lights too. Talk about a heap of options, a lot of experimenting required. But only those elite pc users with HDR ON will see such pleasures... Whoops, I stuffed the halo here, but spectacular! Uplights are nice: Very subtle on larger buildings:
  2. 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..
  3. 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..
  4. 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?
  5. 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 :-)
  6. Erm, they should. Have u tried the latest version? There are no 10 features specifically added.
  7. 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
  8. And I just found this, suddenly it makes sense, sort of- so the directional vectors determine the aim of the light, I think! http://wiki.x-plane.com/Category:Lighting Custom and named lights are the best bits. Named is still best for performance Tom?
  9. Ola, the full list of 10s lights is in the resources folder, in bitmaps folder, not at pc right now but if u search for lights.txt I think you'll find it. Ive tried fiddling with some of the lights, but couldn't get say Tom's lights to play onto my buildings' vertical surfaces. Tom, can you aim the light? One of the parameters is for Width of beam, but what if the light is not facing the wall? I could get your sodium lights visible but no illumination of wall, like it was facing away. Do u just rotate it? Yes, the global lighting has lots of potential! I put a couple of obs_red_night on my towers, they even light up the support beams.
  10. Yes, they were!
  11. Only Aussie sims have the central 'controls'. Compulsory during our hot weather :-)
  12. Ha, plenty of work to do before I apply it to other cities- I gotta master WED ortho placement to somehow get all these perfectly placed buildings (in blender) in the sim. At least I've been able to do the lit textures quickly, just have to make them a tad more subtle- this one would be good for Christmas!
  13. Well, more like build, place n take piccies! Storms brewing..
  14. Wow, looks great Chris! Happy new year to all as well, this'll be a big one I think!
  15. Ok, I'm pretty sure I've fixed the 'invisible yet hard' buildings issue, had to go back to Blender 2.49 for a reliable export. Added more 50-100m buildings, looking much more random now. Next step is dead accurate positioning between streets. Almost there...
  16. Nice! I can see you'll have fun with 10!
  17. Yukon is right though, this is a major glitch that needs reporting and fixing. Hmm, Sydney airport scenery seems VERY popular with Devs! It might be a race to see who finishes first! No, I ain't touching that biggie, although Melbourne would be great to do one day- when I'm bloody retired!
  18. Ha, you are right, as my studies reveal that the next layer of buildings to be modelled (50-100m) is in fact approx 50% of the population of an average CBd. So it will look much more varied...eventually. Thank god the final layer, 0-49m, I'll leave to Random OSM.
  19. Have you tried the demo area as well, KSEA? What does that look like? That terrain doesn't even look like v10.
  20. Yes, i had To solve it myself. You don't even want to know! I'll reply to my own help request at the org with the details- lets just say that 5 copies of dozens of buildings threw it off. Lighting is still a challenge, I'm a n00b at it, but we'll see. It could be spectacular with HDR- for all 5 of you who can run it right now!
  21. Ok, I just uploaded the first version of my CBD buildings over here. Not sure how to do it here, I would if I knew! Attach a file? As I say, this is only early days, but the results are pretty good so far! I got plenty of practice in Blender modelling and fast texturing at least! Here's a quick video tour I took: Now, if only Mr Kyler could tell us how to 'drape' a single object across a large area! As this is one big object, the heights are off a little in places. I may release a scenery library of all the buildings, if demand exists. Enjoy!
  22. Very, very nice details there Uwe! This looks better than some payware I've seen. Keep it up!
  23. Who ever said cricket was boring?!
  24. On the search for trains, saw this amazing view
  25. Perfect, thanks, found a moving passenger train! I didn't realise, I had my settings at Siberia, so I've upped em one to Kansas, might have been causing it. Ho-hum, not that my simming has been doubled in enjoyment now! too much algae in these parts, caused by bugs in the water - GPU bugs!
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