Question regarding rwy direction
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Mystic_J
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Question regarding rwy direction
Ok, here it is
An airbase in OF is not functional. That is GEN_AFB.leo (direction 36_18). Using LE, I took a 30_12 airbase and I rotated so the whole airbase direction is 36_18. I checked in Falcon (no problems. a/c take off without prob). Problem is that even with 36_18 direction the runway tiles in Falcon still depict 30_12
so, while, say you are about to land, you have 180 course in jet. I am perfectly alligned with the rwy (since its direction is 36_18), however, short off touchdown, the runway tile shows 12, while its direction is 18.
How can i replace the 12 with the 18 and the 30 with 36?
An airbase in OF is not functional. That is GEN_AFB.leo (direction 36_18). Using LE, I took a 30_12 airbase and I rotated so the whole airbase direction is 36_18. I checked in Falcon (no problems. a/c take off without prob). Problem is that even with 36_18 direction the runway tiles in Falcon still depict 30_12
so, while, say you are about to land, you have 180 course in jet. I am perfectly alligned with the rwy (since its direction is 36_18), however, short off touchdown, the runway tile shows 12, while its direction is 18.
How can i replace the 12 with the 18 and the 30 with 36?
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Snake Man
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Re: Question regarding rwy direction
Are you talking about Terrain Texture Tiles or the runway object now?Mystic_J wrote:Problem is that even with 36_18 direction the runway tiles in Falcon still depict 30_12
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Snake Man
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Then I cant help you as I dont know about the object itself. Lets hope that ccc has some answers for you.
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Closter
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From your first post, Mystic_J, my answer should be: "try to make a new set of tiles for that base, and take it into the texture.zip and the other files with the utilities you see here, and then retile the precise location of the base in TerrainView with the new tiles, and then...be happy"
But from your second post I'd say: "no idea".
There is some contradiction ¿isn't it? The way you told us in the first post is that you have changed it and verified into the sim that the new 3d model for that base is working ok. So the problem seemed the subjacent tiles, they are no more than beautiful background and don't affect the way things work. And I think it is easier to make some well headed tiles for this than changing the base's 3d model.
Edit: Uh, ok, now I understand (so late!). You meant the texture over the runway, with the figures "12", not the subjacent tile, so you must change the texture of the 3d model of the base. That needs LODEditor, and a graphic tool as Paint Shop Pro, Photoshop, or GIMP.

But from your second post I'd say: "no idea".
There is some contradiction ¿isn't it? The way you told us in the first post is that you have changed it and verified into the sim that the new 3d model for that base is working ok. So the problem seemed the subjacent tiles, they are no more than beautiful background and don't affect the way things work. And I think it is easier to make some well headed tiles for this than changing the base's 3d model.
Edit: Uh, ok, now I understand (so late!). You meant the texture over the runway, with the figures "12", not the subjacent tile, so you must change the texture of the 3d model of the base. That needs LODEditor, and a graphic tool as Paint Shop Pro, Photoshop, or GIMP.
Last edited by Closter on 2007-02-21 18:23:02, edited 1 time in total.

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ccc
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