Hi. I'm just finishing up a set of general-purpose "runway length
remaining" signs, along with a python script that will insert them into
appropriate .stg files as desired. I used the FAA Advisory Circulars
150/5340-18C (Standards for Airport Sign Systems) and 150/5345-44
(Specification for Taxiway and Runway Signs) for the physical size of
the signs, the physical size of the numerals upon them, and for the
script's placement of the signs (including checking taxiways and other
runways in runways.dat to avoid conflicting placements, adjusting +/-
50 feet as necessary). This is part of an effort overall to do up
KDCA and KSDF, but the signs and accompanying script should be
generically applicable, at least in the U.S.
That would be great. I definitely like to see this added to terragear: http://www.terragear.org
I've run into two issues with which I'm hoping folks here can help me. One's a Blender/ac3d materials + texturing problem. The other deals with the relationship between the parameters in the .stg file, and the actual placement of the object.
1. When I first tried to make these guys, I applied a black material to the entire sign; then, I took the appropriate white-numeral-on-black texture and UV-mapped it to one face, rotated so that it looks correct from Blender's "front" view. Everything looked great in Blender, both in the 3D windows (with "textured view" on), and in the rendering window. Once exported to ac3d and brought into fgfs, though, what I got was a black square. After lots of tinkering around with the shading numbers for the material by editing the .ac file directly, I found that the only way I could get the numeral to show was by assigning emissivity to the material. Does this make sense to you? It sure doesn't to me.
Yo have to apply a _white_ (or nearly white) material to the object because that color is the maximum color applied to an object (including the texture).
Erik
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