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Tail Number (Read 342 times)
May 19
th
, 2009 at 2:46pm
BrandonF
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How can one add a tail number to an aircraft being modeled in GMax.
Now, I am not talking about repainting. I mean the small black numbering on the sides of default aircraft and some add-on aircraft.
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May 19
th
, 2009 at 3:20pm
Travis
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Cannot find REALITY.SYS.
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I've never added this to one of my own aircraft, since tail numbers come in all sorts of colors and sizes, sometimes on different areas of the aircraft.
But from what I remember, you need to create a small plane on the outer hull, and give it a specific name. That will then become the "tail number" and whatever is in the "atc_id=" slot in the aircraft.cfg will be what is printed on the side.
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May 19
th
, 2009 at 3:38pm
BrandonF
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How does FS know to use that plane for the tail number?
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May 19
th
, 2009 at 3:45pm
Travis
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Because the part is specifically named. Very similar to how "R_Aileron" lets the model converter know that the part should move when the right aileron is supposed to move. Although I'm fairly sure that the tail number plane must be preceded by "$", just like the parts for the VC.
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May 19
th
, 2009 at 4:23pm
BrandonF
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Ok, and one other thing I discovered is that Björn Büchner's Hughes 500D (a great helo for FS2004) has a texture named 'decal_nnumber.bmp. I take it this is for the part that contains the tail number.
Here is what it looks like:
Thanks,
Brandon
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May 19
th
, 2009 at 4:28pm
Travis
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Cannot find REALITY.SYS.
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Dripping Springs, TX
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BrandonF wrote
on May 19
th
, 2009 at 4:23pm:
Ok, and one other thing I discovered is that Björn Büchner's Hughes 500D (a great helo for FS2004) has a texture named 'decal_nnumber.bmp. I take it this is for the part that contains the tail number.
Here is what it looks like:
[img]
Thanks,
Brandon
You are correct, sir. And I'm now thinking that you don't have to name the PART, but the texture for the part must be named as you mentioned above. I'm not really sure, it's been so long since I even thought about it. Try checking the MakeMDL SDK . . .
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