Airport Grass Texture
Posted: Tue Sep 01, 2020 8:07 pm
I apologize if this is covered elsewhere, but after reading every guide I can find I can't find an answer for this.
My Flying field has a large turf landing area used solely for glider recoveries, and the standard grass texture does a poor job of approximating the actual surface, which we have found to be important for new students.
I was able to create a ~5cm tall object in the xxO.c3d file that enabled me to texture the entire landing surface with a 1800x8192px texture, but as soon as a wingtip touched the surface it broke the wing of the aircraft, which is unacceptable for obvious reasons.
I think I finally figured out how to reference the correct grass_muck file, and removed the ~5cm object mentioned previously, but it appears that muck can only be grayscale and not a proper image? and as such I just get the standard grass texture overlaid on the landing area with colors slightly darkened or lightened by the muck image.
Is there a way to get around a wing breaking with the xxO.c3d or can the xxG.c3d file be mapped to render an actual image instead of just the standard grass and muck combination? Is there a better way to do this? I already have the airport sitting on a 16384dds tile and that isn't really enough for my club's needs.
Again, I apologize if this is covered somewhere else.
Thanks
-Sam
My Flying field has a large turf landing area used solely for glider recoveries, and the standard grass texture does a poor job of approximating the actual surface, which we have found to be important for new students.
I was able to create a ~5cm tall object in the xxO.c3d file that enabled me to texture the entire landing surface with a 1800x8192px texture, but as soon as a wingtip touched the surface it broke the wing of the aircraft, which is unacceptable for obvious reasons.
I think I finally figured out how to reference the correct grass_muck file, and removed the ~5cm object mentioned previously, but it appears that muck can only be grayscale and not a proper image? and as such I just get the standard grass texture overlaid on the landing area with colors slightly darkened or lightened by the muck image.
Is there a way to get around a wing breaking with the xxO.c3d or can the xxG.c3d file be mapped to render an actual image instead of just the standard grass and muck combination? Is there a better way to do this? I already have the airport sitting on a 16384dds tile and that isn't really enough for my club's needs.
Again, I apologize if this is covered somewhere else.
Thanks
-Sam