Developer's Backdoor > GSX Backdoor
allocating vehicles to an airport
Hnla:
Well I apologize for my comment. It just makes me "upset" when people complain over and over again on the forum and don't take the time to read it.
virtuali:
--- Quote from: juxair on November 08, 2013, 03:58:12 pm ---now if i want to use another marshaller should i just change his texture ?
--- End quote ---
Nowhere the PaintKit documentation says you can change a marshaller, nor you asked for it. You asked only how to assign a new operator and this, as clearly explained on the PaintKit documentation, is made with JUST adding its LOGO.
--- Quote ---now if i make a new logo in ... user.ELLX do i put ALL i want to call in the texture file ?
--- End quote ---
The PaintKit documentation clearly explained everything you had to do. I'm sorry, but you NEED to read AND UNDERSTAND ALL the explanations there, if it was possible to explain this in a few lines on a forum post, the PaintKit documentation wouldn't be 9 pages long. You must read it entirely, without skipping any steps, and it contains all you need to know to do what you are asking.
As I've said, there's a step-by-step example about creating an FSDT livery, and the result is even INCLUDED in the PaintKit, because that's the livery of the samples. I really don't see how else you would need.
The PaintKit is meant for users that knows how to edit files and have a basic knowledge of the FSX SDK about Simobjects folder structures. It's not meant to teach you what you can also learn in the FSX SDK about how objects folders work and textures Fallback works, it's assumed you know that already and if you don't, it's discussed in the FSX SDK so, no point to repeat it in the PaintKit either.
If you can't figure it out with the PaintKit documentation, than just ask for new operators, and we'll add them. It really took less time for me to add Luxair than it took to reply to this post.
juxair:
first of all ty for adding luxair
they nicely show up in aerosoft ellx
though i did not only want to add a logo but also repaint the vehicles
i ll keep on testing and keep you informed
regards
awe
juxair:
hello umberto
i created new textures for catering and replaced your original files
unfortunalety i can t get rid of LOGOS that aren t needed as the logo is on the main textures
i tried to call your new luxair logo but it s not showing up ....
[fltsim]
fallback.1=..\..\FSDT_Catering\texture
fallback.2=..\..\FSDT_Marshaller\texture.green
fallback.3=..\..\FSDT_Marshaller\texture.01
fallback.4=..\..\FSDT_Baggage_Loader\texture.01
fallback.5=..\..\FSDT_Catering\texture.LUX
what s going wrong here
ty
regards
awe
virtuali:
--- Quote from: juxair on November 10, 2013, 07:20:18 pm ---unfortunalety i can t get rid of LOGOS that aren t needed as the logo is on the main textures
--- End quote ---
No, it's not. As you can clearly see by opening the Catering main texture folder ( FSDT_Catering\texture.01 ), the textures do not contain any logo, there's just a blank vehicle.
Assuming you want to use the LUX texture added in the last update, that configuration you made won't work because you still haven't read the PaintKit with enough attention. From Page 5 of the PaintKit Documentation:
--- Quote ---The 5th Fallback is likely the most important to understand properly. We are finally referencing the folder containing the actual Logo user texture.
This is the folder that contains the GSX_Logo_4x1.DDS you can create for your Logo but, why it’s under the FSDT_Staircase folder ?
It’s just a convention, we need to choose only ONE Simobject folder that will act as a “Storage” for the actual logo textures, with the others just referencing through Fall- backs. We chose to use the Staircase for this purpose, it could have been any other object but, since the rest of the set provided with the PaintKit uses this convention, it’s best if you stick to it, otherwise you would need to modify all the other texture.cfg of the PaintKit, with no particular benefit.
--- End quote ---
I don't see how this could have been explained any clearer. Just check some of the OTHER TEXTURE.CFG files for Catering vehicles that comes with GSX which have a texture that ALREADY EXISTS (meaning, it's not Catering-specific) as an operator for other vehicles. For example, the one for Air China, in the FSDT\Catering\texture.CA folder, look like this:
[fltsim]
fallback.1=..\texture
fallback.2=..\..\FSDT_Marshaller\texture.red
fallback.3=..\..\FSDT_Marshaller\texture.01
fallback.4=..\..\FSDT_Baggage_Loader\texture.01
fallback.5=..\..\FSDT_Staircase\texture.CA
This because Air China is already an operator for all other vehicles types so, as explained in the PainKit, its "master" objects that contains its actual Logo textures is the FSDT_Staircase folder so, the same is valid for LUXAIR: since we HAVE it as an operator for all the other vehicles, its logo is under the FSDT_Staircase\texture.LUX, so that's what you'll have to put inside your texture.cfg.
And, of course, you must have a custom texture folder+texture.cfg for all different variations of the Catering vehicle, and the according [fltsim.xxx] sections, each one with the proper ICAO codes.
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