Not sure it looked like this before. Running P3Dv4.5 with HDR lighting - that may have something to do with it. Have messed around with alpha textures. Also appears on the rear part of the nacelles as well as the flaps.
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Not sure it looked like this before. Running P3Dv4.5 with HDR lighting - that may have something to do with it. Have messed around with alpha textures. Also appears on the rear part of the nacelles as well as the flaps.
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Striker, listen, and you listen close: flying a plane is no different than riding a bicycle, just a lot harder to put baseball cards in the spokes.
expat,
RE: flaps - for whatever reason, the bottom of those flaps are mapped to the top of the wing, and the flaps_t bmp does not have a spec or bump map like the rest of the wing, and therefore contains no assigned Fresnel ramp. That may answer that question.
RE: Spinners - everything looks fine there in the modeled material/texture assignments. You may be able to adjust that by modifying the spinner_t_spec.bmp. Not sure though.
Milton
Very helpful, as always, Milton. Many thanks!
Striker, listen, and you listen close: flying a plane is no different than riding a bicycle, just a lot harder to put baseball cards in the spokes.
Just to follow up, in the end it was a tweak necessary to the shaders programme I use (freeware "tomatoshade" - it's great) that solved the texture issue. Had to turn off the app applying to the aircraft, but leave it working for the land and sky which still makes a huge difference in P3Dv4.
Just to add that the cabin lighting on this ship looks great when viewed from the outside at night!
Striker, listen, and you listen close: flying a plane is no different than riding a bicycle, just a lot harder to put baseball cards in the spokes.
Expat, thank you for the follow-up; that is helpful and appreciated.
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