FSDreamTeam forum
Products Support => Los Angeles support FSX/P3D => Topic started by: A51Rene on September 18, 2014, 04:19:26 pm
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Hi all,
I just installed & activated my copy of KLAX in FSX SP2 and I was walking around the TBIT with Ezdok admiring the beautiful modeling, when I found this bug:
http://puu.sh/bE1x2/bc67303c8b.png (http://puu.sh/bE1x2/bc67303c8b.png)
It is located at 110, at the transition between the larger center section and the smaller section to the right. The window on the other side (at gate 112 is fine).
Also, the specular layer on the TBIT textures has not been set to diffuse, creating this weird glow effect:
http://puu.sh/bE1Ui/bf212fd01a.png (http://puu.sh/bE1Ui/bf212fd01a.png)
Could this be fixed?
Thanks in advance. ;)
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It is located at 110, at the transition between the larger center section and the smaller section to the right. The window on the other side (at gate 112 is fine.
We'll have a look at this.
Also, the specular layer on the TBIT textures has not been set to diffuse, creating this weird glow effect:
http://puu.sh/bE1Ui/bf212fd01a.png (http://puu.sh/bE1Ui/bf212fd01a.png)
Could this be fixed?
What makes you think that was an error ? That roof is made of metal, so the glow is intentional.
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Wow, thanks for the amazingly fast response Umberto.
Is this the first time 'the hole' was reported? kind of funny that these things surface even 3 years after the initial release.
I always find the specular effect to be 'overdone' due to the limitations of FSX, especially on surfaces that are only a little bit reflective.
Good to know that it was intentional due to the materials used.
However, this effect is also present on the lower roof of the secondary tower (next to the colored columns) and this is a regular roof with diffuse materials:
http://puu.sh/bE52T/aa3948d66c.png
Also, this environmental cube map doesn't quite match the actual situation (and actually shows a default Orbit aircraft on one side):
http://puu.sh/bE59s/1828a3ddd6.png
And this doesn't look quite realistic as well (Gate 45&47A)
http://puu.sh/bE5xx/f84da0e315.png
Something else I found is this line between 2 groundpoly tiles which runs across the field, causing all the groundpoly lines have an offset.
http://puu.sh/bE5k4/02ffb38612.png
And the underpass trick used here causes some messed up terrain (Mesh res. is at 1m, Complexity at 80):
http://puu.sh/bE5HT/1c77939bb3.png
I am impressed with KLAX, is has the best goundpoly that FSDT has created and the whole atmosphere is spectacular. I just didn't expect that FSDT would skim over the details in this manner... :)
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However, this effect is also present on the lower roof of the secondary tower (next to the colored columns) and this is a regular roof with diffuse materials
http://puu.sh/bE52T/aa3948d66c.png
That's the only thing that might be lowered down a bit. And I mean "lowered down", not turned off, because even concrete and asphalt DO have a bit of reaction to the sun.
Also, this environmental cube map doesn't quite match the actual situation (and actually shows a default Orbit aircraft on one side):
http://puu.sh/bE59s/1828a3ddd6.png
FSX is NOT a real-time ray-tracing engine, you just can't expect that environmental maps would always "match the situation" or would even display the actual AI airplane as they are!
You should, instead, be grateful that we have gone the extra mile, and actually MADE a custom environment map that IS taken from OUR KLAX rendition, which is obviously far better than getting the default pacific-northwest-styled forest default global env map that many use, or just not use any, as we were in 2003 running on FS9...
And this doesn't look quite realistic as well (Gate 45&47A)
http://puu.sh/bE5xx/f84da0e315.png
Can't see anything wrong there.
Something else I found is this line between 2 groundpoly tiles which runs across the field, causing all the groundpoly lines have an offset. http://puu.sh/bE5k4/02ffb38612.png
Already discussed and answered too many times already: the scenery IS made in tiles, in order to allow native FSX materials and get the fps advantage of them, and it's basically impossible to have them match 100% seamlessly at all places.
And the underpass trick used here causes some messed up terrain (Mesh res. is at 1m, Complexity at 80): http://puu.sh/bE5HT/1c77939bb3.png
As the manual says, you must set Mesh resolution at 5, not less, not more.
I am impressed with KLAX, is has the best goundpoly that FSDT has created and the whole atmosphere is spectacular. I just didn't expect that FSDT would skim over the details in this manner... :)
Nobody as "skimmed" anything, everything is done that way for a reason, I could only agree about toning down a bit specular in some places, but everything else is not a bug, is correct, and it's been made intentionally.