textures

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Re: textures

Postby Hagar » Sat May 17, 2008 2:53 pm

Think I found the problem with the Howard Cargo repaint. As usual it's a very simple error.

This is the author's example CFG entry. Spot the deliberate mistake.

[font=Courier][fltsim.XX]                                                  [glow=yellow,2,300]<-------------------change to next number [/glow]
title = Howard 500 Cargo N4022X
sim = hw500m4
model = cargo
panel = vc
sound =
texture = cargoN4022X
panel_alias =
sound_alias =
kb_checklists = HW500_CHECK
kb_reference = Howard_500_ref
atc_id = N4022X
atc_id_color = 0xffffffff
atc_parking_types = RAMP
atc_parking_code = 1
ui_manufacturer = Howard Aero, Inc.
ui_type = Howard 500 Cargo
ui_variation = Cargo N4022X
description = Howard 500 by Milton Shupe, Scott Thomas, Jo
Last edited by Hagar on Sat May 17, 2008 3:06 pm, edited 1 time in total.
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Re: textures

Postby dave3cu » Sat May 17, 2008 3:06 pm

Do you have 3 working variations in the Howard? (Civilian, Civilian Bare Metal and Cargo)
Last edited by dave3cu on Sat May 17, 2008 3:10 pm, edited 1 time in total.
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Re: textures

Postby Hagar » Sat May 17, 2008 3:13 pm

The files MUST be installed in the correct order.

1) The original Howard 500. (hw5vc4.zip)
2) The Howard 500 Upgrade (with Virtual Cockpit) - (hw5c4.zip) This gives you an extra Cargo version of the aircraft.
3) The Cargo repaint N4022X (Howard500Cargo.zip)
Last edited by Hagar on Sat May 17, 2008 3:19 pm, edited 1 time in total.
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Re: textures

Postby Zaphod » Sat May 17, 2008 3:19 pm

This may be a long shot but I've just checked my Howard Aircraft.cfg file and all of the textures (I have 7, including the Cargo repaint N4022X ) have single digit texture numbers. [fltsim.X] not [fltsim.XX].
Comes under the heading of "Grasping at straws." ;D

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Re: textures

Postby Hagar » Sat May 17, 2008 3:26 pm

This may be a long shot but I've just checked my Howard Aircraft.cfg file and all of the textures (I have 7, including the Cargo repaint N4022X ) have single digit texture numbers. [fltsim.X] not [fltsim.XX].
Comes under the heading of "Grasping at straws." ;D

Zaphod.

Shouldn't matter how many variations you have providing the entries are in numerical order starting with [fltsim.0]. I've simply added the upgrade & Cargo repaint which gives me four different variations. See my Aircraft.cfg below. The cargo variants cannot display unless you have a model.cargo folder.

[font=Courier]
[fltsim.0]

// by Milton Shupe using Jerry Beckwith's 1% Spreadsheet as a basis


title = Howard 500 - N500HP
sim = hw500m4
model = vc
panel = vc
sound =
texture =
panel_alias =
sound_alias =
kb_checklists = HW500_CHECK
kb_reference = Howard_500_ref
atc_id = N500HP
atc_id_color = 0xffffffff
atc_parking_types = RAMP
atc_parking_code = 1
ui_manufacturer = Howard Aero, Inc.
ui_type = Howard 500 - 105
ui_variation = Civilian
description = Howard 500 by Milton Shupe, Scott Thomas, Jo
Last edited by Hagar on Sat May 17, 2008 3:39 pm, edited 1 time in total.
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Re: textures

Postby Zaphod » Sat May 17, 2008 3:57 pm

Shouldn't matter how many variations you have providing the entries are in numerical order starting with [fltsim.0]. I've simply added the upgrade & Cargo repaint which gives me four different variations. See my Aircraft.cfg below. The cargo variants cannot display unless you have a model.cargo folder.


I was just wondering if our man was using a mixture of X and XX entries which would prevent some textures from displaying.

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Re: textures

Postby Hagar » Sat May 17, 2008 4:00 pm

I was just wondering if our man was using a mixture of X and XX entries which would prevent some textures from displaying.

Zaphod

Can't see how that's possible as you're supposed to replace the X's with the next number in sequence.
Last edited by Hagar on Sat May 17, 2008 4:01 pm, edited 1 time in total.
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Re: textures

Postby Zaphod » Sat May 17, 2008 4:04 pm

I was just wondering if our man was using a mixture of X and XX entries which would prevent some textures from displaying.

Zaphod

Can't see how that's possible as you're supposed to replace the X's with the next number in sequence.


Trust me Hagar. When it's getting late and you've had one or two too many Sherry's it's more than possible. It's a given.
Been there, done it. (in fact I might be doing it now ;D ;D)

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Re: textures

Postby Hagar » Sat May 17, 2008 4:11 pm

Well, we've all made stupid mistakes Zaphod (me more than most) but I must confess that I can't see quite what you mean. :P ;)
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Re: textures

Postby Boikat » Sat May 17, 2008 5:47 pm

The files MUST be installed in the correct order.

1) The original Howard 500. (hw5vc4.zip)
2) The Howard 500 Upgrade (with Virtual Cockpit) - (hw5c4.zip) This gives you an extra Cargo version of the aircraft.
3) The Cargo repaint N4022X (Howard500Cargo.zip)


I believe that's what I did, but since I haven't had a Red Bull today, I'll reload again, but make sure it's done in that order.

(BTW, Thanks for all your time!)
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Re: textures

Postby dave3cu » Sat May 17, 2008 5:51 pm

Hagar,

I think what Zaph is pointing to is the use of a leading zero, replacing [fltsim.xx] with [fltsim.03] instead of [fltsim.3]. It does indead cause the
Last edited by dave3cu on Sat May 17, 2008 6:18 pm, edited 1 time in total.
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Re: textures

Postby Boikat » Sat May 17, 2008 6:42 pm

The files MUST be installed in the correct order.

1) The original Howard 500. (hw5vc4.zip)
2) The Howard 500 Upgrade (with Virtual Cockpit) - (hw5c4.zip) This gives you an extra Cargo version of the aircraft.
3) The Cargo repaint N4022X (Howard500Cargo.zip)


Reloaded.  Actually, the order given above is the only way to load it, since without the hw5vc4 being loaded first, there would be nothing to copy the updates into.

The base Howard works just fine, but even after loading the textures and editing the cfg, no cargo, no N4022X repaint.  The folders are in the aircraft hw500vc folder, and the cfg is identical to the portion you posted:

[color=#0000ff][fltsim.0]

// by Milton Shupe using Jerry Beckwith's 1% Spreadsheet as a basis


title = Howard 500 - N500HP
sim = hw500m4
model = vc
panel = vc
sound =
texture =
panel_alias =
sound_alias =
kb_checklists = HW500_CHECK
kb_reference = Howard_500_ref
atc_id = N500HP
atc_id_color = 0xffffffff
atc_parking_types = RAMP
atc_parking_code = 1
ui_manufacturer = Howard Aero, Inc.
ui_type = Howard 500 - 105
ui_variation = Civilian
description = Howard 500 by Milton Shupe, Scott Thomas, Jo
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Re: textures

Postby Boikat » Sat May 17, 2008 6:47 pm

[quote]Hagar,

I think what Zaph is pointing to is the use of a leading zero, replacing [fltsim.xx] with [fltsim.03] instead of [fltsim.3]. It does indead cause the
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Re: textures

Postby dave3cu » Sat May 17, 2008 7:46 pm

I don't see anything wrong with your .cfg text....

Are all the necessary folders installed properly?

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Another thought.....you say you use Vista. I don't, but from what I read you have to jump through some hoops to edit .cfg files, i.e-copy to desktop, edit, move back to the sim....or some such...

Is the .cfg text you posted here from the aircaft.cfg in the Howard or from your desktop?
Last edited by dave3cu on Sat May 17, 2008 7:56 pm, edited 1 time in total.
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Re: textures

Postby Boikat » Sat May 17, 2008 8:43 pm

[quote]I don't see anything wrong with your .cfg text....

Are all the necessary folders installed properly?

Image

Another thought.....you say you use Vista. I don't, but from what I read you have to jump through some hoops to edit .cfg files, i.e-copy to desktop, edit, move back to the sim....or some such...

Is the .cfg text you posted here from the aircaft.cfg in the Howard or from your desktop?
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