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  1. wehaveaproblem

    Discussion Size of mesh files and textures

    Is there any reason why you are using blocks and not just a single surface, ie one side of a block? You seem to be wasting a lot of vertices and triangles on the bottom and sides of the road. (edit: slight repeat of above post) Deleting redundant decimal numbers in the mesh file will reduce...
  2. wehaveaproblem

    General Question Questions from a new developer: Blueprints, Textures, and Spacecraft3

    As to blueprints, I don't use them at all, I sketch in 3D after thinking up the basic idea/concept. Then go through a process of refinement to get to what I want to the required tolerances. But I should probably caveat that with the fact most of my orbiter 3D work has been ground-based...
  3. wehaveaproblem

    Project WIN Ascension Ultra BETA test thread

    Cheers for the report gents, and cheers for jumping on it face. It's funny, throughout all my dev of AU so far, I don't think I've ever actually been in orbit above her... taxi, take-off, go around, final and land, ad nauseum. ;)
  4. wehaveaproblem

    News China lands jet on first aircraft carrier.

    Of course we are discussing the thread topic, as we would any other. I was getting into that discussion, not trying to kill it. I think if you read my post, you would understand that I was implying "so what China has a carrier", not "so what, who cares, shut up Notebook".
  5. wehaveaproblem

    News China lands jet on first aircraft carrier.

    I think one interesting point in this debate is... so what? The likelihood of there being a conventional, total war, between two global/super powers in the near future is miniscule as to be almost laughable imo. It simply isn't in any of their economic or political interests, despite what...
  6. wehaveaproblem

    Developer Poll: Uptake of Orbiter "Help" feature

    Never used it myself, didn't know it was there in truth, always thought that's what the docs folder was for. Plus the standard method of docu seems to the ubiquitous PDF.
  7. wehaveaproblem

    Japan has one, maybe two ninjas left

    "Japan's ninjas were all about mystery." Don't believe the propaganda, counting ninjas is like counting tigers... or something.
  8. wehaveaproblem

    Project WIN Ascension Ultra BETA test thread

    Cheers, yeah I am aware of this. They are currently not animated, when they are, those lights will only be on when the door is opening/closing(orange flashing) or fully open(green). So it won't be a problem when that is done.
  9. wehaveaproblem

    Project Wideawake International: Ascension Ultra

    Cheers for the kind words. As to capitol ship facility... I have a spot marked out, but I'm still undecided as to whether I want one or not.
  10. wehaveaproblem

    OHM Generic Billboard

    Thanks for the prompt reply. First, I may be using the term gpu load incorrectly, I did just mean general FPS performance. Plus, I did also make some other texture and mesh refinements along with the window reduction, so perhaps my observations are misguided. And yes, unfortunately AU dev has...
  11. wehaveaproblem

    OHM Generic Billboard

    Bit of a thread res here, so apologies, but only just saw martins very useful reply. Thanks Dr, I had never considered that! Although I would say that with the transparency option you may find some visual artefacts occur, as had been demonstrated well in the AU dev thread, but probably nothing...
  12. wehaveaproblem

    Problem Mesh texture not showing on a base object

    It's always worth testing the very obvious, so forgive me if your response to this is "well obviously I checked that whap!".... Is the texture called block.dds or Block.dds? Note the capitalisation. I'm pretty sure orbiter is case sensitive in this regard, so the mesh file is looking for...
  13. wehaveaproblem

    Screenshots for Orbiterwiki: Any contributions welcome!

    Feel free to take any pics from my blog, this post has a varied gallery of shots: http://wehaveaproblem.wordpress.com/2008/12/07/wideawake-international-released/ Including this night time final approach:
  14. wehaveaproblem

    Project Wideawake International: Ascension Ultra

    As face has already said, its a closed beta atm, check the beta thread for details if you're interested. RisingFury, your work/plan sounds great, hopefully face can shine some light on all that jazz, I'm just a meshmonkey.
  15. wehaveaproblem

    Project WIN Ascension Ultra BETA test thread

    Thanks mate, glad you like it. I'm looking forward to face's next package as it should hopefully involve the winged launch facility controls, which is a major milestone towards completion imho. But he's having to work through some general coding structure stuff atm, which I pretend to...
  16. wehaveaproblem

    Project Vandenberg Air Force Base development thread

    For fear of stating the obvious. If orbiter says it can't find the texture, check the path to the texture is correct in the mesh file. The last entry in the mesh file will be the texture(s) location and name. So check the file path, the texture name, and the texture file extension is correct...
  17. wehaveaproblem

    Project WIN Ascension Ultra BETA test thread

    No update today unfortunately. I'm ill with flu and face isn't running at full steam either. So we've decided to delay the next release until we have something significant and substantial to test. Cheers to testers for continued patience.
  18. wehaveaproblem

    Project XR Facility and base

    Looking nice PB... and as one procrastinating, easily destracted dev to another, I look forward to seeing this finished! :)
  19. wehaveaproblem

    Project WIN Ascension Ultra BETA test thread

    If you can replicate it, then please do share what you find, including other addons installed and etc... It's not a bug that has come up so far, so be good to know if you've found something new.
  20. wehaveaproblem

    Project WIN Ascension Ultra BETA test thread

    Yeah I have considered that option, and it's what we have done with the taxiways, roads and hangar floors, for exactly that shadow-casting purpose. So in theory I could split the docks into a baes.cfg mesh and the animated/shadow-casting parts as a vessel. The reason I avoided this so far is...
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