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Runway skid marks

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Re: Runway skid marks

Postby Natovr » Sun Oct 05, 2008 10:05 pm

ok, i'll keep that in mind
If I want to make long skids, i can only make one pattern.. because if materials.xml is choosing a random texture for each section of the runway, the sections won't match.

So I will only make 1 pattern for now, and maybe make busy/quiet patterns and send them off to ralph and keep a copy on my side.. if any other developers would like my template, and the busy/quiet patterns i'll happily send them it if they would like to do something to/with it :)
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Re: Runway skid marks

Postby mdsmith » Sun Oct 05, 2008 11:12 pm

looks great Natovr :)
I will try them once my CVS is done updating :)
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Re: Runway skid marks

Postby syd_cyyf » Sun Oct 05, 2008 11:39 pm

This was my attempt at the rubber coating :)
fgfs-screen-004.jpg
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Re: Runway skid marks

Postby statto » Mon Oct 06, 2008 3:37 am

That doesn't look half bad :D some problems with the transitions, but it looks good.
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Re: Runway skid marks

Postby MD-Terp » Mon Oct 06, 2008 6:19 am

Wow -- that airport is populated by a bunch of extremely consistent pilots... :)

I'm just messing with you, of course. It's a good start!
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Re: Runway skid marks

Postby syd_cyyf » Mon Oct 06, 2008 7:01 am

Wow -- that airport is populated by a bunch of extremely consistent pilots... :)


Aren't they though , wish I could land that way ;)
Actually the way the runway textures are 'assembled' makes this tougher than I thought.
There are occasional centerline single dashes behind the aim mark , hence the patch of rubber behind the mark.
And the black marks should fade over distance , but not possible with the current setup... but it was fun trying:)
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Re: Runway skid marks

Postby Natovr » Mon Oct 06, 2008 7:41 am

hmm... Ralph will have to help to make this one better, mine is gonna look alot like syd's with transition problems... where there is a centerline before the aim
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Re: Runway skid marks

Postby ralf.gerlich » Mon Oct 06, 2008 9:14 am

Natovr wrote:hmm... Ralf will have to help to make this one better, mine is gonna look alot like syd's with transition problems... where there is a centerline before the aim


(quite unfortunate that we don't have a strikethrough-tag here, so I'll have to use red color instead :wink:)
I'll have to have a closer look at the way genapts composes the parts of the runway from the textures and probably won't get there before this afternoon. Maybe that'l help in making the transitions betwen the parts cleaner.

Cheers,
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Re: Runway skid marks

Postby Natovr » Mon Oct 06, 2008 3:35 pm

Ok, I'll make the alpha's first.. I'll make gear markings at Aim and II, III for now, and do nothing to the centreline yet
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Re: Runway skid marks

Postby Liam » Tue Mar 24, 2009 9:13 pm

Is this idea still being continued? I was thinking of making a post about editing the runways to make them look more used with big skid marks but found this in the search box :oops:
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Re: Runway skid marks

Postby Natovr » Wed Mar 25, 2009 8:14 pm

I'm sorry :| my hard disk got erased because it was broken, and I lost the thing I was working from.. you can continue if you like, if you don't I'll try to start over
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Re: Runway skid marks

Postby Liam » Wed Mar 25, 2009 9:05 pm

Natovr wrote:I'm sorry :| my hard disk got erased because it was broken, and I lost the thing I was working from.. you can continue if you like, if you don't I'll try to start over


I am unsure of which tiles to work on, But I can give it a shot! I am no expert hehe. Once I have started my scenery project and got a little involved I will give it a shot.
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Re: Runway skid marks

Postby Hooray » Sun Mar 29, 2009 10:23 pm

This looks pretty neat, it would be interesting to see if and how this mechanism could possibly be used to dynamically place skid marks on runways at runtime, so that landing aircraft can cause their own, new skid marks during touchdown-maybe this could even be propagated via multiplayer generic properties so that these skid marks may show up on multiplayer clients that are in the same area of a given airport/runway, similiar to how aircraft immatriculation is currently supported by use of generic properties.

One would mainly need a way to pass positions for these skid marks (based on gear/ground interaction for each tire), either as gps datums or as runway offsets for something like KSFO28Rx/y so that each client could apply textures locally.
Last edited by Hooray on Wed Apr 01, 2009 12:24 am, edited 1 time in total.
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Re: Runway skid marks

Postby IceMan2 » Sun Mar 29, 2009 11:27 pm

sound cool
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Re: Runway skid marks

Postby IceMan2 » Wed May 13, 2009 4:17 pm

Hi guess what if have made almost the perfect Runway here is a video of me landing on it will there will be once i upload it lol :mrgreen:
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