Board index FlightGear Development Aircraft Liveries

Glossy effect for Citation II livery?  Topic is solved

Discussion of aircraft textures and liveries

Glossy effect for Citation II livery?

Postby chris_blues » Wed Jan 05, 2011 1:25 pm

Hi!

I'm making a new livery for the Cessna 550 Citation II (with GIMP). It's the LuxAviation livery I found at airliners.net. So far my progress:
Image
I thought this would be an easy one, but I can't get this glossy surface right. Not to talk about the chrome window-frames and stuff. How do I do that shiny surface? I mean, there is a little of it already there by default, but it's not enough... I was thinking about something in the style of the chrome-parts, f.e. on the engines... This would be nice to have it all over the plane...

Thx for any help!
chris
Last edited by chris_blues on Fri Jan 25, 2013 7:26 pm, edited 2 times in total.
Don't hesitate to let me know if I'm incorrect or just annoying! As long as you do it gently! :)
Debian testing 64bit - Athlon II 2x2.6GHz - 8GB RAM - GeForce GTS 450
Citation II
User avatar
chris_blues
 
Posts: 1533
Joined: Mon May 03, 2010 1:30 pm
Location: claws of real life
Callsign: chris_blues
Version: GIT
OS: Debian 8 64

Re: Glossy effect for Citation II livery?

Postby i4dnf » Wed Jan 05, 2011 1:30 pm

There's a how-to here on the wiki.
If you've got any problems understating it feel free to ask.
For the "chrome" like appearance of the window frames, you'll need to use the "reflection map". (a generally gray version of your texture, with a lighter shade, maybe white, around the windows, you can control the intensity of the reflection with the grey shades (black= matte , white = fully reflection).
Also it would be a good idea to make those frames a very light blueish-gray in your texture ;).
i4dnf
Retired
 
Posts: 745
Joined: Wed Sep 09, 2009 7:17 am
Location: LRBS
Callsign: YR-I4D
Version: GIT
OS: Gentoo Linux ~amd64

Re: Glossy effect for Citation II livery?

Postby chris_blues » Wed Jan 05, 2011 1:35 pm

Thanks a lot!
...working...
:)
Don't hesitate to let me know if I'm incorrect or just annoying! As long as you do it gently! :)
Debian testing 64bit - Athlon II 2x2.6GHz - 8GB RAM - GeForce GTS 450
Citation II
User avatar
chris_blues
 
Posts: 1533
Joined: Mon May 03, 2010 1:30 pm
Location: claws of real life
Callsign: chris_blues
Version: GIT
OS: Debian 8 64

Re: Glossy effect for Citation II livery?

Postby chris_blues » Wed Jan 05, 2011 1:58 pm

Hm, as described, I added a folder /models/Effects and a file in it foo_reflect.eff. Pasted the contents in it and...
nothing happens. Do I have to tell FG somehow, to use this file? I found no hints about that in the article...

And there arises another question! How can I make this effect Livery-dependent? like it's only used for the LuxAviation-livery not the ather ones?
Don't hesitate to let me know if I'm incorrect or just annoying! As long as you do it gently! :)
Debian testing 64bit - Athlon II 2x2.6GHz - 8GB RAM - GeForce GTS 450
Citation II
User avatar
chris_blues
 
Posts: 1533
Joined: Mon May 03, 2010 1:30 pm
Location: claws of real life
Callsign: chris_blues
Version: GIT
OS: Debian 8 64

Re: Glossy effect for Citation II livery?

Postby i4dnf » Wed Jan 05, 2011 2:27 pm

add something like this to the Models\Citation-II.xml file, between the <animation> and <text> blocks at the begining of the file:
Code: Select all
<!-- REFLECTION -->
   <effect>
      <inherits-from>Aircraft/Citation/Models/Effects/foo_reflect</inherits-from>
      <object-name>LEngine</object-name>
      <object-name>REngine</object-name>
      <object-name>LHwing</object-name>
      <object-name>RHU.spdbrake</object-name>
      <object-name>LHU.spdbrake</object-name>
      <object-name>LHaileron</object-name>
      <object-name>LHflap</object-name>
      <object-name>LHmain.door</object-name>
      <object-name>RHwing</object-name>
      <object-name>RHaileron</object-name>
      <object-name>RHflap</object-name>
      <object-name>RHmain.door</object-name>
      <object-name>Cabin.door</object-name>
      <object-name>Fuselage</object-name>
      <object-name>Pylons</object-name>
      <object-name>Fin</object-name>
      <object-name>UprReverser</object-name>
      <object-name>Hstab</object-name>
      <object-name>RHelevator</object-name>
      <object-name>LHelevator</object-name>
      <object-name>Rudder</object-name>
      <object-name>FrDoor</object-name>
      <object-name>FrRHdoor</object-name>
      <object-name>FrLHdoor</object-name>
   </effect>

Somehow the HowTo misses to specify that you need to assign the effect even for the "complex" solution :).
The livery-dependant effects is still an issue. I've solved it with an "ugly" hack on my IAR, by modifying the shininess of the material with each livery. I don't know if the simple reflect shader is influenced by the material shininess or not, on the IAR I use the more "advanced" reflect-bump-spec shader which combines the two shaders.
Of course, you can try to do the same, check the related files in the IAR80/Models/ directory. The relevant parts are the end of the iar80-anim.xml, and each of the xml-s for the liveries.
i4dnf
Retired
 
Posts: 745
Joined: Wed Sep 09, 2009 7:17 am
Location: LRBS
Callsign: YR-I4D
Version: GIT
OS: Gentoo Linux ~amd64

Re: Glossy effect for Citation II livery?

Postby chris_blues » Wed Jan 05, 2011 2:40 pm

Yeehaw! Now we're talking!
Image
Well, I think I can figure out the colours myself. But for the Windows, I guess I need to define them seperately, since these don't show up in Citation-II.xml... What do you think?


Edit: Now I'm getting confused! Let's take the livery-dependent thing aside.
I don't know, what that greymap has to be like. Just a png-file with some pixels of grey??? Or a gradiation from grey to darker grey or wth????
Last edited by chris_blues on Wed Jan 05, 2011 2:52 pm, edited 1 time in total.
Don't hesitate to let me know if I'm incorrect or just annoying! As long as you do it gently! :)
Debian testing 64bit - Athlon II 2x2.6GHz - 8GB RAM - GeForce GTS 450
Citation II
User avatar
chris_blues
 
Posts: 1533
Joined: Mon May 03, 2010 1:30 pm
Location: claws of real life
Callsign: chris_blues
Version: GIT
OS: Debian 8 64

Re: Glossy effect for Citation II livery?

Postby F-VEBR » Wed Jan 05, 2011 2:48 pm

Just Lovely :shock: :D
A good pilot is an alive pilot. -> Building the On This Day in Aviation History <-
User avatar
F-VEBR
 
Posts: 447
Joined: Thu Dec 28, 2006 7:56 am
Location: LFMD
Callsign: F-VEBR
Version: 2_8_0_5
OS: Vista

Re: Glossy effect for Citation II livery?

Postby i4dnf » Wed Jan 05, 2011 2:50 pm

They are there, but have the old style "chrome" effect assigned to them. You can find them a bit lower in the xml (line 158)
Code: Select all
<animation>
        <type>shader</type>
        <shader>chrome</shader>
        <texture>chrome1.png</texture>
        <object-name>Door.glass</object-name>
    <object-name>Glass</object-name>
    <object-name>Glass.001</object-name>
    </animation>

You can comment out that bit, and add the object names to the previous list.
As for tweaking, be prepared for a looooot of that, both in the texture itself, and in the effect file ;).

(off topic, is that Tempelhof, or am I wrong?).
i4dnf
Retired
 
Posts: 745
Joined: Wed Sep 09, 2009 7:17 am
Location: LRBS
Callsign: YR-I4D
Version: GIT
OS: Gentoo Linux ~amd64

Re: Glossy effect for Citation II livery?

Postby chris_blues » Wed Jan 05, 2011 2:53 pm

i4dnf wrote:(off topic, is that Tempelhof, or am I wrong?).

Quite right!

Edit: Now I'm getting confused! Let's take the livery-dependent thing aside.
I don't know, what that greymap has to be like. So far I have none. Just a png-file with some pixels of grey??? Or a gradiation from grey to darker grey or wth????

Maybe you can see sth here: the models/effects/foo_reflect.eff
Code: Select all
<!--foo_reflect.eff-->
<PropertyList>
 <name>Effects/foo_reflect</name>
 <inherits-from>Effects/reflect</inherits-from>
 <parameters>
   <texture n="5">
     <type>cubemap</type>
     <images>
       <positive-x>Aircraft/Generic/Effects/CubeMaps/real.blue-sky/fair-sky_px.png</positive-x>
       <negative-x>Aircraft/Generic/Effects/CubeMaps/real.blue-sky/fair-sky_nx.png</negative-x>
       <positive-y>Aircraft/Generic/Effects/CubeMaps/real.blue-sky/fair-sky_py.png</positive-y>
       <negative-y>Aircraft/Generic/Effects/CubeMaps/real.blue-sky/fair-sky_ny.png</negative-y>
       <positive-z>Aircraft/Generic/Effects/CubeMaps/real.blue-sky/fair-sky_pz.png</positive-z>
       <negative-z>Aircraft/Generic/Effects/CubeMaps/real.blue-sky/fair-sky_nz.png</negative-z>
     </images>
   </texture>
   <texture n="6">
     <image>Aircraft/Generic/Effects/Rainbow.png</image>
     <filter>linear-mipmap-linear</filter>
     <wrap-s>repeat</wrap-s>
     <wrap-t>repeat</wrap-t>
     <internal-format>normalized</internal-format>
   </texture>
   <texture n="7">
     <image>Aircraft/Generic/Effects/FresnelLookUp.png</image>
     <filter>linear-mipmap-linear</filter>
     <wrap-s>repeat</wrap-s>
     <wrap-t>repeat</wrap-t>
     <internal-format>normalized</internal-format>
   </texture>
     <texture n="8">
     <image>Aircraft/Citation-II/Models/Effects/greymap.png</image>
     <filter>linear-mipmap-linear</filter>
     <wrap-s>repeat</wrap-s>
     <wrap-t>repeat</wrap-t>
     <internal-format>normalized</internal-format>
   </texture>
   <rendering-hint>transparent</rendering-hint>
   <shade-model>smooth</shade-model>
   <rainbowiness type="float">0.01</rainbowiness>
   <fresneliness>0.0</fresneliness>
   <noisiness>0.0</noisiness>
   <refl_correction>0.0</refl_correction>
   <ambient_correction>0.0</ambient_correction>
   <reflect_map>0.1</reflect_map>
 </parameters>
</PropertyList>

<!--
Explanation:

The tags at the bottom:

    * <rainbowiness> = adds a nice Rainbow-effect to the reflection. Perfect for the modern Airliner-windows or modern coatings.
    * <fresneliness> = adds some black stripes to the reflection.
    * <noisiness> = adds noise to the reflection. Usefull for dirt etc...
    * <ambient_correction> = correct the appearance of the reflection at shadowed parts.
    * <reflect_map> = enables the use of a greymap. If enabled the greymap will controll the strength of the reflection.
        Black = zero reflection, White = full reflection. For modern aircraft coatings a grey of 75-90% is usefull, for chromish parts
        about 10-25%.
    * <refl_correction> = another parameter for controlling the strength of the reflection. Reflect_map and refl_correction are
        working together.
    * "texture= n5" is the path to the image wich will be later the reflection. You can choose between cubemaps with 6 single images
        or a cubecross. You can take the one included in data/Aircraft/Generic/Effects or you can use your own.
    * "texture= n6" is the path to the rainbow-texture.
    * "texture= n7" path to the fresnel-texture.
    * "texture= n8"is the path to the greymap.
-->

...and the Citation-II.xml
Code: Select all
<PropertyList>

<path>Citation-II.ac</path>

    <nasal>
        <load>
            var livery_update = aircraft.livery_update.new("Aircraft/Citation/Models/Liveries", 10);
        </load>

        <unload>
            livery_update.stop();
        </unload>
    </nasal>

    <animation>
      <type>material</type>
      <property-base>sim/model/livery</property-base>
      <texture-prop>texture</texture-prop>
      <texture>Lv1.png</texture>
    </animation>

<!-- REFLECTION -->
   <effect>
      <inherits-from>Aircraft/Citation/Models/Effects/foo_reflect</inherits-from>   
      <object-name>LEngine</object-name>
      <object-name>REngine</object-name>
      <object-name>LHwing</object-name>
        <object-name>RHU.spdbrake</object-name>
        <object-name>LHU.spdbrake</object-name>
      <object-name>LHaileron</object-name>
      <object-name>LHflap</object-name>
      <object-name>LHmain.door</object-name>
      <object-name>RHwing</object-name>
      <object-name>RHaileron</object-name>
      <object-name>RHflap</object-name>
      <object-name>RHmain.door</object-name>
      <object-name>Cabin.door</object-name>
      <object-name>Fuselage</object-name>
      <object-name>Pylons</object-name>
      <object-name>Fin</object-name>
      <object-name>UprReverser</object-name>
      <object-name>Hstab</object-name>
      <object-name>RHelevator</object-name>
      <object-name>LHelevator</object-name>
      <object-name>Rudder</object-name>
        <object-name>FrDoor</object-name>
        <object-name>FrRHdoor</object-name>
        <object-name>FrLHdoor</object-name>
   </effect>

<!-- Registration/nickname on Rudder ...
<text>
    <name>LHreg</name>
    <offsets>
        <x-m>13.107</x-m>
        <y-m>-0.06</y-m>
        <z-m>2.411</z-m>
        <roll-deg>0</roll-deg>
        <pitch-deg>0</pitch-deg>
        <heading-deg>0</heading-deg>
    </offsets>
    <alignment>center-center</alignment>
    <axis-alignment>xz-plane</axis-alignment>
    <type type="string">text-value</type>
    <property type="string">sim/multiplay/generic/string[0]</property>
    <format type="string">%.7s</format>
    <font>arial_black.txf</font>
    <character-size>0.8</character-size>
    <character-aspect-ratio type="double">2.0</character-aspect-ratio>
    <draw-alignment type="bool">false</draw-alignment>
    <font-resolution>
      <width type="int">128</width>
      <height type="int">128</height>
    </font-resolution>
  </text>

<text>
    <name>RHreg</name>
    <offsets>
        <x-m>13.107</x-m>
        <y-m>0.06</y-m>
        <z-m>2.411</z-m>
        <roll-deg>0</roll-deg>
        <pitch-deg>0</pitch-deg>
        <heading-deg>0</heading-deg>
    </offsets>
    <alignment>center-center</alignment>
    <axis-alignment>reversed-xz-plane</axis-alignment>
    <type type="string">text-value</type>
    <property type="string">sim/multiplay/generic/string[0]</property>
    <format type="string">%.7s</format>
    <font>arial_black.txf</font>
    <character-size>0.8</character-size>
    <character-aspect-ratio type="double">2.0</character-aspect-ratio>
    <draw-alignment type="bool">false</draw-alignment>
    <font-resolution>
      <width type="int">128</width>
      <height type="int">128</height>
    </font-resolution>
  </text>
-->
<!--
  <animation>
    <type>material</type>
    <object-name>LHreg</object-name>
    <object-name>RHreg</object-name>
    <emission>
      <red>0</red>
      <green>0</green>
      <blue>0</blue>
    </emission>
    <ambient>
      <red-prop>sim/multiplay/generic/float[1]</red-prop>
      <green-prop>sim/multiplay/generic/float[2]</green-prop>
      <blue-prop>sim/multiplay/generic/float[3]</blue-prop>
    </ambient>
    <diffuse>
      <red-prop>sim/multiplay/generic/float[1]</red-prop>
      <green-prop>sim/multiplay/generic/float[2]</green-prop>
      <blue-prop>sim/multiplay/generic/float[3]</blue-prop>
    </diffuse>
    <specular>
      <red-prop>sim/multiplay/generic/float[1]</red-prop>
      <green-prop>sim/multiplay/generic/float[2]</green-prop>
      <blue-prop>sim/multiplay/generic/float[3]</blue-prop>
    </specular>
  </animation>  -->

    <model>
    <name>cabin</name>
        <path>Aircraft/Citation/Models/cabin.xml</path>
        <offsets>
            <x-m>0</x-m>
            <y-m>0</y-m>
            <z-m>0</z-m>
            <pitch-deg>0</pitch-deg>
        </offsets>
    </model>

    <model>
    <name>flightdeck</name>
        <path>Aircraft/Citation/Models/flightdeck.xml</path>
        <offsets>
            <x-m>0</x-m>
            <y-m>0</y-m>
            <z-m>0</z-m>
            <pitch-deg>0</pitch-deg>
        </offsets>
    </model>

    <animation>
        <type>range</type>
        <object-name>cabin</object-name>
        <min-m>0</min-m>
        <max-m>100</max-m>
    </animation>

    <animation>
        <type>range</type>
        <object-name>flightdeck</object-name>
        <min-m>0</min-m>
        <max-m>100</max-m>
    </animation>

    <animation>
        <type>shader</type>
        <shader>chrome</shader>
        <texture>chrome1.png</texture>
        <object-name>Door.glass</object-name>
    <object-name>Glass</object-name>
    <object-name>Glass.001</object-name>
    </animation>

    <animation>
        <type>shader</type>
        <shader>chrome</shader>
        <texture>chrome.png</texture>
        <object-name>RHwing.heater</object-name>
        <object-name>LHwing.heater</object-name>
        <object-name>REngine.heater</object-name>
        <object-name>LEngine.heater</object-name>
        <object-name>Door.handle</object-name>
        <object-name>RH.Ureverser</object-name>
        <object-name>LH.Ureverser</object-name>
        <object-name>RH.Lreverser</object-name>
        <object-name>LH.Lreverser</object-name>
    </animation>

    <animation>
        <type>rotate</type>
        <object-name>Rudder</object-name>
        <object-name>beacon.003</object-name>
        <object-name>beacon</object-name>
        <object-name>beacon.001</object-name>
        <object-name>beacon.002</object-name>
        <property>controls/flight/rudder</property>
        <factor>-15</factor>
        <axis>
            <x1-m>13.901</x1-m>
            <y1-m>0</y1-m>
            <z1-m>3.115</z1-m>
            <x2-m>13.074</x2-m>
            <y2-m>0</y2-m>
            <z2-m>1.254</z2-m>
        </axis>
    </animation>

    <animation>
        <type>rotate</type>
        <object-name>LHelevator</object-name>
        <property>surface-positions/elevator-pos-norm</property>
        <factor>20</factor>
        <axis>
            <x1-m>13.040</x1-m>
            <y1-m>-2.553</y1-m>
            <z1-m>1.783</z1-m>
            <x2-m>12.933</x2-m>
            <y2-m>-0.046</y2-m>
            <z2-m>1.345</z2-m>
        </axis>
    </animation>

    <animation>
        <type>rotate</type>
        <object-name>RHelevator</object-name>
        <property>surface-positions/elevator-pos-norm</property>
        <factor>20</factor>
        <axis>
            <x1-m>12.933</x1-m>
            <y1-m>0.046</y1-m>
            <z1-m>1.345</z1-m>
            <x2-m>13.040</x2-m>
            <y2-m>2.553</y2-m>
            <z2-m>1.783</z2-m>
        </axis>
    </animation>

    <animation>
        <type>rotate</type>
        <object-name>LHflap</object-name>
        <property>surface-positions/flap-pos-norm</property>
        <factor>35</factor>
        <axis>
            <x1-m>7.739</x1-m>
            <y1-m>-4.449</y1-m>
            <z1-m>0.061</z1-m>
            <x2-m>8.034</x2-m>
            <y2-m>-1.581</y2-m>
            <z2-m>-0.183</z2-m>
        </axis>
    </animation>

    <animation>
        <type>rotate</type>
        <object-name>RHflap</object-name>
        <property>surface-positions/flap-pos-norm</property>
        <factor>35</factor>
        <axis>
            <x1-m>8.034</x1-m>
            <y1-m>1.581</y1-m>
            <z1-m>-0.183</z1-m>
            <x2-m>7.739</x2-m>
            <y2-m>4.449</y2-m>
            <z2-m>0.061</z2-m>
        </axis>
    </animation>

    <animation>
        <type>rotate</type>
        <object-name>LHaileron</object-name>
        <property>surface-positions/left-aileron-pos-norm</property>
        <factor>15</factor>
        <axis>
            <x1-m>7.477</x1-m>
            <y1-m>-6.975</y1-m>
            <z1-m>0.295</z1-m>
            <x2-m>7.739</x2-m>
            <y2-m>-4.449</y2-m>
            <z2-m>0.061</z2-m>
        </axis>
    </animation>

    <animation>
        <type>rotate</type>
        <object-name>RHaileron</object-name>
        <property>surface-positions/right-aileron-pos-norm</property>
        <factor>15</factor>
        <axis>
            <x1-m>7.739</x1-m>
            <y1-m>4.449</y1-m>
            <z1-m>0.061</z1-m>
            <x2-m>7.477</x2-m>
            <y2-m>6.975</y2-m>
            <z2-m>0.295</z2-m>
        </axis>
    </animation>

    <animation>
        <type>rotate</type>
        <object-name>Cabin.door</object-name>
        <object-name>Door.handle</object-name>
        <object-name>Door.glass</object-name>
        <property>sim/multiplay/generic/float</property>
        <factor>120</factor>
        <axis>
            <x1-m>4.071</x1-m>
            <y1-m>-0.768</y1-m>
            <z1-m>0.617</z1-m>
            <x2-m>4.071</x2-m>
            <y2-m>-0.769</y2-m>
            <z2-m>0.397</z2-m>
        </axis>
    </animation>
   
    <animation>
        <type>rotate</type>
        <object-name>RH.Ureverser</object-name>
        <object-name>LH.Ureverser</object-name>
        <property>surface-positions/reverser-norm</property>
        <factor>60</factor>
        <center>
            <x-m>10.251</x-m>
            <y-m>0.0</y-m>
            <z-m>0.753</z-m>
        </center>
        <axis>
            <x>0.0</x>
            <y>1.0</y>
            <z>0.0</z>
        </axis>
    </animation>

    <animation>
        <type>rotate</type>
        <object-name>RH.Lreverser</object-name>
        <object-name>LH.Lreverser</object-name>
        <property>surface-positions/reverser-norm</property>
        <factor>60</factor>
        <center>
            <x-m>10.251</x-m>
            <y-m>0.0</y-m>
            <z-m>0.793</z-m>
        </center>
        <axis>
            <x>0.0</x>
            <y>-1.0</y>
            <z>0.0</z>
        </axis>
    </animation>

    <animation>
        <type>rotate</type>
        <object-name>LHU.spdbrake</object-name>
        <property>surface-positions/speedbrake-pos-norm</property>
        <factor>-45</factor>
        <axis>
            <x1-m>7.605</x1-m>
            <y1-m>-3.907</y1-m>
            <z1-m>0.164</z1-m>
            <x2-m>7.652</x2-m>
            <y2-m>-3.306</y2-m>
            <z2-m>0.125</z2-m>
        </axis>
    </animation>

    <animation>
        <type>rotate</type>
        <object-name>RHU.spdbrake</object-name>
        <property>surface-positions/speedbrake-pos-norm</property>
        <factor>-45</factor>
        <axis>
            <x1-m>7.651</x1-m>
            <y1-m>3.305</y1-m>
            <z1-m>0.124</z1-m>
            <x2-m>7.605</x2-m>
            <y2-m>3.906</y2-m>
            <z2-m>0.163</z2-m>
        </axis>
    </animation>

<!--    Nose Gear  -->

    <animation>
        <type>rotate</type>
        <object-name>FrtStrut</object-name>
        <object-name>FrtWheel</object-name>
          <object-name>FLdamper</object-name>
          <object-name>FUdamper</object-name>
        <property>controls/flight/rudder</property>
        <factor>35</factor>
        <condition>
            <equals>
                <property>gear/gear[0]/position-norm</property>
                <value>1.000</value>
            </equals>
        </condition>
        <center>
            <x-m>1.759</x-m>
            <y-m>-0.0</y-m>
            <z-m>-0.123</z-m>
        </center>
        <axis>
            <x>0</x>
            <y>0</y>
            <z>-1</z>
        </axis>
    </animation>

    <animation>
        <type>rotate</type>
        <object-name>FrtStrut</object-name>
        <object-name>FrtWheel</object-name>
          <object-name>FLdamper</object-name>
          <object-name>FUdamper</object-name>
        <property>gear/gear[0]/position-norm</property>
        <interpolation>
            <entry><ind>0.0</ind><dep>110.0</dep></entry>
            <entry><ind>0.25</ind><dep>110.0</dep></entry>
            <entry><ind>0.75</ind><dep>0.0</dep></entry>
            <entry><ind>1.0</ind><dep>0.0</dep></entry>
        </interpolation>
        <center>
            <x-m>1.759</x-m>
            <y-m>-0.0</y-m>
            <z-m>-0.123</z-m>
        </center>
        <axis>
            <x>0</x>
            <y>1</y>
            <z>0</z>
        </axis>
    </animation>

    <animation>
        <type>rotate</type>
        <object-name>FrDoor</object-name>
        <property>gear/gear[0]/position-norm</property>
        <interpolation>
            <entry><ind>0.0</ind><dep>0</dep></entry>
            <entry><ind>0.25</ind><dep>0</dep></entry>
            <entry><ind>0.75</ind><dep>125.0</dep></entry>
            <entry><ind>1.0</ind><dep>125.0</dep></entry>
        </interpolation>
        <center>
            <x-m>1.983</x-m>
            <y-m>0.0</y-m>
            <z-m>-0.307</z-m>
        </center>
        <axis>
            <x>0</x>
            <y>-1</y>
            <z>0</z>
        </axis>
    </animation>

    <animation>
        <type>rotate</type>
        <object-name>FrRHdoor</object-name>
        <property>gear/gear[0]/position-norm</property>
        <interpolation>
            <entry><ind>0.0</ind><dep>0.0</dep></entry>
            <entry><ind>0.25</ind><dep>90.0</dep></entry>
            <entry><ind>0.75</ind><dep>90.0</dep></entry>
            <entry><ind>1.0</ind><dep>0.0</dep></entry>
        </interpolation>
        <axis>
            <x1-m>0.793</x1-m>
            <y1-m>0.146</y1-m>
            <z1-m>-0.197</z1-m>
            <x2-m>1.502</x2-m>
            <y2-m>0.187</y2-m>
            <z2-m>-0.271</z2-m>
        </axis>
    </animation>

    <animation>
        <type>rotate</type>
        <object-name>FrLHdoor</object-name>
        <property>gear/gear[0]/position-norm</property>
        <interpolation>
            <entry><ind>0.0</ind><dep>0.0</dep></entry>
            <entry><ind>0.25</ind><dep>90.0</dep></entry>
            <entry><ind>0.75</ind><dep>90.0</dep></entry>
            <entry><ind>1.0</ind><dep>0.0</dep></entry>
        </interpolation>
        <axis>
            <x1-m>1.502</x1-m>
            <y1-m>-0.187</y1-m>
            <z1-m>-0.271</z1-m>
            <x2-m>0.793</x2-m>
            <y2-m>-0.146</y2-m>
            <z2-m>-0.197</z2-m>
        </axis>
    </animation>

    <animation>
        <type>translate</type>
        <object-name>FrtStrut</object-name>
        <object-name>FrtWheel</object-name>
        <property>gear/gear[0]/compression-m</property>
        <axis>
            <x>0</x>
            <y>0</y>
            <z>1</z>
        </axis>
    </animation>

    <animation>
        <type>rotate</type>
        <object-name>FLdamper</object-name>
        <property>gear/gear[0]/compression-norm</property>
        <factor>90</factor>
        <axis>
            <x>0</x>
            <y>1</y>
            <z>0</z>
        </axis>
        <center>
            <x-m>1.666</x-m>
            <y-m>0</y-m>
            <z-m>-0.424</z-m>
        </center>
    </animation>

    <animation>
        <type>rotate</type>
        <object-name>FUdamper</object-name>
        <property>gear/gear[0]/compression-norm</property>
        <factor>180</factor>
        <axis>
            <x>0</x>
            <y>-1</y>
            <z>0</z>
        </axis>
        <center>
            <x-m>1.798</x-m>
            <y-m>0</y-m>
            <z-m>-0.293</z-m>
        </center>
    </animation>

<!-- Left Main-->

    <animation>
        <type>rotate</type>
        <object-name>LHgear</object-name>
        <object-name>LHstrut</object-name>
        <object-name>LHwheel</object-name>
        <object-name>LUdamper</object-name>
        <object-name>LLdamper</object-name>
        <object-name>LHram</object-name>
        <property>gear/gear[1]/position-norm</property>
        <interpolation>
            <entry><ind>0.0</ind><dep>87.0</dep></entry>
            <entry><ind>1.0</ind><dep>0.0</dep></entry>
        </interpolation>
        <center>
            <x-m>7.192</x-m>
            <y-m>-2.748</y-m>
            <z-m>0.056</z-m>
        </center>
        <axis>
            <x>1</x>
            <y>0</y>
            <z>0</z>
        </axis>
    </animation>

    <animation>
        <type>rotate</type>
        <object-name>LHmain.door</object-name>
        <property>gear/gear[1]/position-norm</property>
        <interpolation>
            <entry><ind>0.0</ind><dep>0.0</dep></entry>
            <entry><ind>1.0</ind><dep>-130.0</dep></entry>
        </interpolation>
        <axis>
            <x1-m>6.982</x1-m>
            <y1-m>-2.777</y1-m>
            <z1-m>-0.082</z1-m>
            <x2-m>7.566</x2-m>
            <y2-m>-2.777</y2-m>
            <z2-m>-0.084</z2-m>
        </axis>
    </animation>

    <animation>
        <type>rotate</type>
        <object-name>LHram</object-name>
        <property>gear/gear[1]/position-norm</property>
        <interpolation>
            <entry><ind>0.0</ind><dep>130.0</dep></entry>
            <entry><ind>0.2</ind><dep>100.0</dep></entry>
            <entry><ind>1.0</ind><dep>0.0</dep></entry>
        </interpolation>
        <center>
            <x-m>7.109</x-m>
            <y-m>-2.708</y-m>
            <z-m>-0.335</z-m>
        </center>
        <axis>
            <x>-1</x>
            <y>0</y>
            <z>0</z>
        </axis>
    </animation>

    <animation>
        <type>translate</type>
        <object-name>LHstrut</object-name>
        <object-name>LHwheel</object-name>
        <property>gear/gear[1]/compression-m</property>
        <axis>
            <x>0</x>
            <y>0</y>
            <z>1</z>
        </axis>
    </animation>

    <animation>
        <type>rotate</type>
        <object-name>LUdamper</object-name>
        <property>gear/gear[1]/compression-norm</property>
        <factor>100</factor>
        <axis>
            <x>0</x>
            <y>-1</y>
            <z>0</z>
        </axis>
        <center>
            <x-m>7.064</x-m>
            <y-m>-2.721</y-m>
            <z-m>-0.493</z-m>
        </center>
    </animation>

    <animation>
        <type>rotate</type>
        <object-name>LLdamper</object-name>
        <property>gear/gear[1]/compression-norm</property>
        <factor>50</factor>
        <axis>
            <x>0</x>
            <y>1</y>
            <z>0</z>
        </axis>
        <center>
            <x-m>7.243</x-m>
            <y-m>-2.730</y-m>
            <z-m>-0.670</z-m>
        </center>
    </animation>

<!-- Right Main -->
    <animation>
        <type>rotate</type>
        <object-name>RHgear</object-name>
        <object-name>RHstrut</object-name>
        <object-name>RHwheel</object-name>
        <object-name>RUdamper</object-name>
        <object-name>RLdamper</object-name>
        <object-name>RHram</object-name>
        <property>gear/gear[2]/position-norm</property>
        <interpolation>
            <entry><ind>0.0</ind><dep>-87.0</dep></entry>
            <entry><ind>1.0</ind><dep>0.0</dep></entry>
        </interpolation>
        <center>
            <x-m>7.192</x-m>
            <y-m>2.748</y-m>
            <z-m>0.056</z-m>
        </center>
        <axis>
            <x>1</x>
            <y>0</y>
            <z>0</z>
        </axis>
    </animation>

    <animation>
        <type>rotate</type>
        <object-name>RHmain.door</object-name>
        <property>gear/gear[2]/position-norm</property>
                <interpolation>
            <entry><ind>0.0</ind><dep>0.0</dep></entry>
            <entry><ind>1.0</ind><dep>130.0</dep></entry>
        </interpolation>
        <axis>
            <x1-m>6.982</x1-m>
            <y1-m>2.777</y1-m>
            <z1-m>-0.082</z1-m>
            <x2-m>7.566</x2-m>
            <y2-m>2.777</y2-m>
            <z2-m>-0.084</z2-m>
        </axis>
    </animation>

    <animation>
        <type>rotate</type>
        <object-name>RHram</object-name>
        <property>gear/gear[2]/position-norm</property>
        <interpolation>
            <entry><ind>0.0</ind><dep>130.0</dep></entry>
            <entry><ind>0.2</ind><dep>100.0</dep></entry>
            <entry><ind>1.0</ind><dep>0.0</dep></entry>
        </interpolation>
        <center>
            <x-m>7.109</x-m>
            <y-m>2.708</y-m>
            <z-m>-0.335</z-m>
        </center>
        <axis>
            <x>1</x>
            <y>0</y>
            <z>0</z>
        </axis>
    </animation>

    <animation>
        <type>translate</type>
        <object-name>RHstrut</object-name>
          <object-name>RHwheel</object-name>
        <property>gear/gear[2]/compression-m</property>
        <axis>
            <x>0</x>
            <y>0</y>
            <z>1</z>
        </axis>
    </animation>

    <animation>
        <type>rotate</type>
        <object-name>RUdamper</object-name>
        <property>gear/gear[2]/compression-norm</property>
        <factor>100</factor>
        <axis>
            <x>0</x>
            <y>-1</y>
            <z>0</z>
        </axis>
        <center>
            <x-m>7.064</x-m>
            <y-m>2.721</y-m>
            <z-m>-0.493</z-m>
        </center>
    </animation>

    <animation>
        <type>rotate</type>
        <object-name>RLdamper</object-name>
        <property>gear/gear[2]/compression-norm</property>
        <factor>50</factor>
        <axis>
            <x>0</x>
            <y>1</y>
            <z>0</z>
        </axis>
        <center>
            <x-m>7.243</x-m>
            <y-m>2.730</y-m>
            <z-m>-0.670</z-m>
        </center>
    </animation>

<!-- Lights -->

<!--                        Lights                               -->

    <animation>
        <type>select</type>
        <object-name>rednav</object-name>
        <object-name>greennav</object-name>
        <object-name>whitenav</object-name>
        <condition>
            <greater-than>
                <property>sim/multiplay/generic/int[2]</property>
                <value>5</value>
            </greater-than>
        </condition>
    </animation>

    <animation>
        <type>select</type>
        <object-name>beacon</object-name>
        <object-name>beacon.001</object-name>
        <object-name>beacon.002</object-name>
        <object-name>beacon.003</object-name>
        <condition>
            <greater-than>
                <property>sim/multiplay/generic/int[1]</property>
                <value>5</value>
            </greater-than>
        </condition>
    </animation>

    <animation>
        <type>select</type>
        <object-name>Flash01</object-name>
        <condition>
            <property>sim/multiplay/generic/int</property>
        </condition>
    </animation>

    <animation>
        <type>translate</type>
        <object-name>Flash01</object-name>
        <offset-m>10.591</offset-m>
        <axis>
            <x>0.663</x>
            <y>-0.746</y>
            <z>0.047</z>
        </axis>
    </animation>

    <animation>
        <type>billboard</type>
        <object-name>Flash01</object-name>
    </animation>

    <animation>
        <type>dist-scale</type>
        <object-name>Flash01</object-name>
        <factor>0.01</factor>
        <offset>1.0</offset>
        <min>1.0</min>
        <max>500.0</max>
    </animation>

    <animation>
        <type>select</type>
        <object-name>Flash02</object-name>
        <condition>
            <property>sim/multiplay/generic/int</property>
        </condition>
    </animation>

    <animation>
        <type>translate</type>
        <object-name>Flash02</object-name>
        <offset-m>10.591</offset-m>
        <axis>
            <x>0.663</x>
            <y>0.746</y>
            <z>0.047</z>
        </axis>
    </animation>

    <animation>
        <type>billboard</type>
        <object-name>Flash02</object-name>
    </animation>

    <animation>
        <type>dist-scale</type>
        <object-name>Flash02</object-name>
        <factor>0.01</factor>
        <offset>1.0</offset>
        <min>1.0</min>
        <max>500.0</max>
    </animation>

    <animation>
        <type>select</type>
        <object-name>Recog.flash1</object-name>
        <object-name>Recog.flash2</object-name>
        <condition>
            <greater-than>
            <property>sim/multiplay/generic/int[5]</property>
            <value>5</value>
            </greater-than>
        </condition>
    </animation>

    <animation>
        <type>select</type>
        <object-name>RHland.light</object-name>
        <condition>
            <property>sim/multiplay/generic/int[4]</property>
        </condition>
    </animation>

    <animation>
        <type>select</type>
        <object-name>LHland.light</object-name>
        <condition>
            <property>sim/multiplay/generic/int[3]</property>
        </condition>
    </animation>

</PropertyList>
Don't hesitate to let me know if I'm incorrect or just annoying! As long as you do it gently! :)
Debian testing 64bit - Athlon II 2x2.6GHz - 8GB RAM - GeForce GTS 450
Citation II
User avatar
chris_blues
 
Posts: 1533
Joined: Mon May 03, 2010 1:30 pm
Location: claws of real life
Callsign: chris_blues
Version: GIT
OS: Debian 8 64

Re: Glossy effect for Citation II livery?

Postby i4dnf » Wed Jan 05, 2011 2:58 pm

chris_blues wrote:I don't know, what that greymap has to be like. Just a png-file with some pixels of grey??? Or a gradiation from grey to darker grey or wth????

It should be a greyscale variant of your original livery. You can get started just by using a copy of that and going to Colors-> desaturate in GIMP (I suppose that's what you're using). Save this as Citation/Models/Effects/greymap.png
Afterwards you can enhance it, by ading lighter patches where you want more of the reflection (the window frames would be a candidate for that), and darker ones where you want the reflection to be more subtle.
i4dnf
Retired
 
Posts: 745
Joined: Wed Sep 09, 2009 7:17 am
Location: LRBS
Callsign: YR-I4D
Version: GIT
OS: Gentoo Linux ~amd64

Re: Glossy effect for Citation II livery?

Postby chris_blues » Wed Jan 05, 2011 3:01 pm

i4dnf wrote:It should be a greyscale variant of your original livery.

It's all black...
And yes, I'm using GIMP.

Edit again... :(
And I seem to have lost the chrome-effect on the engines...
Don't hesitate to let me know if I'm incorrect or just annoying! As long as you do it gently! :)
Debian testing 64bit - Athlon II 2x2.6GHz - 8GB RAM - GeForce GTS 450
Citation II
User avatar
chris_blues
 
Posts: 1533
Joined: Mon May 03, 2010 1:30 pm
Location: claws of real life
Callsign: chris_blues
Version: GIT
OS: Debian 8 64

Re: Glossy effect for Citation II livery?

Postby chris_blues » Wed Jan 05, 2011 3:09 pm

It gets worse... I seem to have mixed sth very badly together...
This is what it looks like on the inside: The cockpit it messed up too. :(
Image

edit...
and it's still golden on the outside

Here's the /models/effects/greymap.png:
Image
Last edited by chris_blues on Wed Jan 05, 2011 3:13 pm, edited 2 times in total.
Don't hesitate to let me know if I'm incorrect or just annoying! As long as you do it gently! :)
Debian testing 64bit - Athlon II 2x2.6GHz - 8GB RAM - GeForce GTS 450
Citation II
User avatar
chris_blues
 
Posts: 1533
Joined: Mon May 03, 2010 1:30 pm
Location: claws of real life
Callsign: chris_blues
Version: GIT
OS: Debian 8 64

Re: Glossy effect for Citation II livery?

Postby i4dnf » Wed Jan 05, 2011 3:11 pm

I see. Well then, use one of the existing liveries as a template and make everything that isn't black a uniform mid grey (maybe #A0A0A0) (select all the black parts, invert the selection then bucket-fill it).
You might want to make the top left corner black too as to not have reflecting tires ;).

L.E. hmm, that's strange as the livery shoouldn't be affecting the interior model...
i4dnf
Retired
 
Posts: 745
Joined: Wed Sep 09, 2009 7:17 am
Location: LRBS
Callsign: YR-I4D
Version: GIT
OS: Gentoo Linux ~amd64

Re: Glossy effect for Citation II livery?

Postby chris_blues » Wed Jan 05, 2011 3:17 pm

You mean like this? This hasn't changed anything...
Image
Don't hesitate to let me know if I'm incorrect or just annoying! As long as you do it gently! :)
Debian testing 64bit - Athlon II 2x2.6GHz - 8GB RAM - GeForce GTS 450
Citation II
User avatar
chris_blues
 
Posts: 1533
Joined: Mon May 03, 2010 1:30 pm
Location: claws of real life
Callsign: chris_blues
Version: GIT
OS: Debian 8 64

Re: Glossy effect for Citation II livery?

Postby chris_blues » Wed Jan 05, 2011 3:34 pm

Just to make sure I understand you right!
i4dnf wrote:make everything that isn't black a uniform mid grey

I use different layers here.
  • 1. The "mask" with the cut out outlines. All black, what doesn't go on the plane. Opaque what's actually on the plane. Oh and the construction lines. (doors, maintenance panels etc)
  • 2. The Logos and fonts
  • 3. The background. The overall color of the plane. Black too.
Which should I paint grey?
Don't hesitate to let me know if I'm incorrect or just annoying! As long as you do it gently! :)
Debian testing 64bit - Athlon II 2x2.6GHz - 8GB RAM - GeForce GTS 450
Citation II
User avatar
chris_blues
 
Posts: 1533
Joined: Mon May 03, 2010 1:30 pm
Location: claws of real life
Callsign: chris_blues
Version: GIT
OS: Debian 8 64

Next

Return to Liveries

Who is online

Users browsing this forum: No registered users and 2 guests