![]() This changes the meaning of "Part of Cockpit Panel" for the whole OBJ. 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. These new settings can be found under the Textures section of the OBJ Settings.Įmissive Panel Texture Only and Panel Mode Selector 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. 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. ![]() We now have this and got the rounding correct. #474 - For a few places (Axis Detent Ranges) perfect WYSIWYG behavior precision is needed. With PBR this feature is never going to make a come back. #528 - A long useless checkbox "Composite Normal Textures" has been removed from XPlane2Blender. #613 - ATTR_manip_noop no longer has Dataref and Tooltip properties to remove ![]() #629 - Datarefs.txt and Commands.txt are now refreshed on load In the beta this is the only one I'm concerned with breaking someone's project. #648 - TEXTURE paths now resolve more cleanly and have some validations for file types and bad relative paths. ![]() #660 - To decrease the confusion of "Specular" vs "Specular (Principled BSDF Shader)" a warning label label was added if you use the wrong one If enabled, this Light Level is used instead of the Material's Property. #663 - Light Level can now be controlled via the Object's properties instead of using an existing or new material per Object. Remember to make backups! This beta is a small release with 1 new feature - Mesh Level Light Level Overrides! Mesh Level Light Level Override XPlane2Blender v4.1.0-beta.2 What's Changed ![]()
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