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NOLF overlay


Aginor

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Hey guys!

 

I just wondered about something:

Would it be possible to create:

a flat, transparent static object without collision detection, which has half transparent textures.

 

If yes I would ask one of our talented modders to try and create a NOLF object to overlay over an existing runway, like in my attached picture.

Might come in handy for training one day...

 

EDIT: Added another example.

whitehouseNOLF.thumb.PNG.f3eadcbd8ce121271ad5a0f88a1c1fa3.PNG

choctawNOLF.thumb.PNG.4de3908c4982abab5b25aa2090aee3b3.PNG


Edited by Aginor
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I'll apologize, as NOLF is not a concept that I'm familiar with, so perhaps I'm missing a key dynamic here...but couldn't this just be accomplished by a re-texture of the runway? I suppose what you wish to accomplish is to have an object which you can move in the editor and use as a mission object. I suppose I've answered my question...

/Gregory Smiddy

 

Programming

Heatblur Simulations

 

https://www.facebook.com/heatblur/

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I think runway textures are reused in different places, so if you change one you change all of them, or at least some. Also the same texture might be used in different places on different runways, so you would have one that looks cool and then some that look really really bad.

 

NOLFs are navy air bases (https://en.wikipedia.org/wiki/Naval_Outlying_Landing_Field ), and some of them have a carrier painted on one of their runways (like in the examples I attached above). And an OLS ("Ball") and arresting gear next to it. Like in this video at 2:57 (https://youtu.be/-LeeOuxWTMI?t=177 )

So yeah, you are right. I'd like to place it wherever I want, or not at all if I don't need it. :)

 

AND maybe somebody one day figures out how to put a OLS and arresting gear on a object, so we could add that and have some real FCLP action on those objects. :)


Edited by Aginor
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Possible.

V03bDn3.jpg

as long as the texture plane is above 0.0 in the Z coordinates.

 

This was just a very qick test.

The only way to make sense out of change is to plunge into it, move with it, and join the dance.

"Me, the 13th Duke of Wybourne, here on the ED forums at 3 'o' clock in the morning, with my reputation. Are they mad.."

https://ko-fi.com/joey45

 

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The plane has to be at least 5 cm off the deck otherwise it starts flickering..

 

Will tidy it up and release it later this weekend when I get a chance. Complete with the PSD file so you lot can edit it.

The only way to make sense out of change is to plunge into it, move with it, and join the dance.

"Me, the 13th Duke of Wybourne, here on the ED forums at 3 'o' clock in the morning, with my reputation. Are they mad.."

https://ko-fi.com/joey45

 

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Here are the dimensions I measured based on NAS Pensacola, runway 01:

 

overall length: 780 ft.

overall width: 80 ft.

 

EDIT: Those first two numbers are also important for the size of the object, I guess. (Because I think a texture can't be bigger than the object.)

 

yellow centerline:

- spacing 45 ft.

- length: 45 ft.

- width: 4 ft.

it begins about 2 ft. before the start of the other lines

 

outer white lines:

- width: 2 ft.

 

inner white lines:

- width: 4 ft.

 

spacing between inner and outer white lines: 6 ft.

spacing between inner lines: 56 ft.

spacing between white blocks: 65 ft.

length of white blocks: 10 ft.

 

width of first white line: 10 ft.

 

 

May not be very precise but should do I guess. :)

 

 

EDIT: I took another look, this time at NAS Whidbey Island, Google has a better resolution for measuring there. It looks like my numbers are not completely accurate, but ok.

The difference to Pensacola is that the spacings between the yellow stripes of the centerline are filled with white color, the whole thing is 20 ft. shorter, and it is terminated by a dotted line (five squares evenly spaced, 2 ft.).

Also that NAS has four of those markings.

pensacola.thumb.PNG.51b896060b41b8445c585dfdf269f10c.PNG


Edited by Aginor
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3TE4hPI.jpg

EBfiG5G.jpg

TTTaleL.jpg

AlPAMW7.jpg

Hows this?

 

Managed to find a way to have it a 0.0 in the z axis without it flickering.

 

The only texture is the white and yellow markings.


Edited by joey45

The only way to make sense out of change is to plunge into it, move with it, and join the dance.

"Me, the 13th Duke of Wybourne, here on the ED forums at 3 'o' clock in the morning, with my reputation. Are they mad.."

https://ko-fi.com/joey45

 

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Knock yourself out.:pilotfly::D:joystick:

 

Found under static > Structers > NOLF

 

Removed due to testing. Will upload new file and make a proper mod thread when ready.


Edited by joey45
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The only way to make sense out of change is to plunge into it, move with it, and join the dance.

"Me, the 13th Duke of Wybourne, here on the ED forums at 3 'o' clock in the morning, with my reputation. Are they mad.."

https://ko-fi.com/joey45

 

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Try it with the 33...

 

Any probs give me a shout.

 

I left the PSD file in there aswel. Plus there's no spec layer just a diffuse.

The only way to make sense out of change is to plunge into it, move with it, and join the dance.

"Me, the 13th Duke of Wybourne, here on the ED forums at 3 'o' clock in the morning, with my reputation. Are they mad.."

https://ko-fi.com/joey45

 

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Right, I'm running into a few problems with this.

 

1 - AI won't land with this on the runway, any way around this?

I've looked through the luas and can't see anything.

 

2 - how is a semi transparent texture made. Is it all or nothing?

I want the landing area with a darker semi transparent texture.

 

Any help will be great.

 

Will be adding lights to this as well.

The only way to make sense out of change is to plunge into it, move with it, and join the dance.

"Me, the 13th Duke of Wybourne, here on the ED forums at 3 'o' clock in the morning, with my reputation. Are they mad.."

https://ko-fi.com/joey45

 

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