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About treeman

  • Birthday July 3

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  1. Lots of good work in such a short amount of time, very well done
  2. No need to detach, they can be part of the same group or in a different group. FSX handles multi-materials very well
  3. FSX models can call from multiple texture sheets. Just select the faces you want to use your original texture sheet, make a new material calling that sheet, and apply it to the faces you have selected. This is called multi-materials and is an excellent way to make efficient use of your textures.
  4. Colors look superb, that is a fine blend
  5. For your blendmask you'll get a much more natural blend if you use a harder feather and cut along natural boundaries i.e. fences, roads, forests, streams. The soft gradient really stands out as it slowly transitions between two different images. Also your PR could probably stand to lose some magenta, add some red, and maybe desaturate a touch.
  6. Convert both bitmaps to a TIFF, also remove the NullValue and Gaussian sampling from the day and night textures. That'll be the first step to making the INF cleaner so you can troubleshoot it.
  7. OZx Scenery :: OZx 1OR4 North Plains

    Hi Brian, There was a support query about this some time back and I posted a fix but it's long since been bumped off the first few pages. Here is a link to the download http://aussiex.org/forum/index.php?app=core&module=attach&section=attach&attach_id=2819 Drop that in your OZx NA scenery folder I believe. I've forgotten the file structure but that seems right. Regards, Alex
  8. ORBX down again?

    Scheduled maintenance

    Good to see it worked! Yeah as long as you're in pure black and white it'll create a proper gradient. Also if you haven't seen yet you can download Gimp 2.7.6 64-bit here: http://www.partha.com/ And Gimp 2.8 RC1 here: http://www.gimpusers...8-0-rc1-windows I've stuck with 2.7.6 personally, I see you're working with big images so you might want to try 2.8 RC1. It's a bit buggy but you can enable GPU acceleration which really does help out. Even 2.7.6 is more efficient than 2.6, it offloads filters onto cores better. The Gimp 2.8 full release is coming soon which will be a nice solid, stable program

    If you have a pure black/white blendmask what you can do is use the select by colour tool and set it to feather. Select either black or white, then fill the area again. That will create a 'soft' gradient edge. Or you could also use blur or Gaussian blur, that'll give a soft edge
  11. Gable markers

    Try Whisplacer for a free alternative. It's not as user friendly and it doesn't play nice with FS9 models but it does the job
  12. SourceDir = '.' is a valid input so long as all the files are in the same folder as the .inf and resampler. Same goes for DestDir = '.' it will put all the files in the same folder as the resampler. The error from that resampler output is that it looks like it's stumbling on your blendmask. If it's the same as the .inf you posted above it should be ok though
  13. Which program?

    For making your own custom buildings you'll need 3D modelling software and a paint program. The typical tool of the trade for 3D modelling in FSX is gMax although if you have $3.5K on hand you can use 3ds Max. For paint programs there's Photoshop CS5 (payware), Gimp 2.6 (freeware), and Paint.net (freeware). gMax is a beast to learn and once you've made your models you can compile them into a library for use in Instant Scenery 2 using Library Creator XML which is available at fsdeveloper.com. Speaking of FSDeveloper it's a great site full of guys with tons of tricks to help you out. Best of luck in your scenery creating endeavours, if you're patient and persistent it made lead you quite far!
  14. I'll have to thoroughly comb this in a bit but right off the bat, your Channel_Blendmask should be 6.0, not 2.0 since your blendmask is in the sixth slot. Also get rid of the NullValue since you have a blendmask. One more thing, add a line between each source. Sometimes it's finicky that way.