People with multiple scenes should be especially on the look out for problems. Since this is new updater code, however, it had to be put in an alpha. Simply put this means a safer to use XPlane2Blender (but still make backups). #471 The updater now synchronizes its last version across every scene and new updater functions will not use data cleaning to protect against accidental or purposeful updater re-runs. Until then I hope it isn’t too many OBJs to change. People who use Cockpit Regions will have to manually change “Panel Mode” from Default to Regions to see the UI and have regions export again. This changes the meaning of “Part of Cockpit Panel” for the whole OBJ. Setting it to “Emissive Panel Texture Only” mode activates the feature. This is the perfect feature for computer displays.įor Aircraft or Cockpit export types, look in the Cockpit section for “Panel Mode”. #595 Also known as ATTR_cockpit_lit_only, this directive has actually been in X-Plane since 11.10, but now is accessible in XPlane2Blender! It makes a panel only use the emissive “Lit” texture – a great speed boost if that is all you need. Emissive Panel Texture Only and Panel Mode Selector These new settings can be found under the Textures section of the OBJ Settings. If you have to manually correct more than 3 of your OBJ settings, please tell me. The updater tries its best to guess if you wanted Normal Metalness, Blend Glass, or Global Tint, however it isn’t perfect. This new version contains one of the most requested fixes ( #357, #599) for XPlane2Blender: Normal Metalness, Blend Glass, and Global Tint have been moved out of the Material Properties Tab and into OBJ Settings! The annoying “All Materials in an obj must have the same Normal Metalness/Blend Glass Value” error is gone! Make backups before using! Global Material Settings -> OBJ Settings This alpha contains changes to the updater. Posted in Aircraft, Aircraft & Modeling, Cockpits, Modeling, Panels, Scenery, Toolsĭownload this from GitHub! XPlane2Blender v4.1.0-alpha.1 ![]() Thanks to everyone who downloaded alpha.1! I’m glad that this series has been so successful and I can wait to see what you make with the new light features! As always make backups! Light Level can now be used multiple times in the same.They’re intended as “work lights” and will never ever show up in the OBJ! Simply set the X-Plane Light Type to “Non-Exporting” and use freely. Thanks #548) Non-Exporting Lights are back in. ![]() ( #426) Shadow Blend’s Blend Ratio can finally be set. The updater should adjust the setting for you if you were using regions. On the material Properties tab use the “Cockpit Features” to find “Cockpit Regions” and “Cockpit Device”. ![]() Given the changes and additions to our Cockpit Features, the UI has been changed slightly. The Cessna’s cockpit provides 2 great examples of using cockpit devices. You’ll get a fully functional GPS device just like that! You can have multiple devices in the same OBJ, as well as use of the panel texture. Pick the device, at least 1 electrical bus (matching Plane Maker), the lighting channel, and if the screen’s brightness should auto-adjust. Thanks to ( #481) using one is as simple as making a mesh, and giving it a material with a Cockpit Device set. X-Plane has pre-made high quality GPS devices that are easily accessible to the artist. In this photo the green light is a Custom Spill, where sim/graphics/animation/lights/traffic_light changes the color between green, yellow, and red! The white lights have different widths, all made without doing any math by hand. Relevant properties are: PropertyĬustom Spill lights can make dataref driven custom omni-directional billboards and directional spot lights.Īs with Automatic Lights, the goal is What You See Is What You Get. This is a beta so make backups of your work before using! New features! Custom Spill LightsĬustom Spill Lights are now implemented ( #312)! To use, make a light datablock with the XPlane2Blender light type as Custom Spill. Download from GitHub! XPlane2Blender v4.1.0-beta.1
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