On January 6, 2005 04:49 pm, Vivian Meazza wrote: > > Yes, they do need fixing - I can see terrain through the furthest hangar > > where you're looking through the mesh of the door runners. Anyone know > > how to fix this? Is it just an object ordering problem? > > Probably. I've sent you a modified version off-list with separate objects > for the door gantries. You can try reordering them. > > Regards, > > Vivian The furthest hangar probably isn't fully opaque. Try setting its opaqcity to 100% and remove any alpha from the the texture.
On January 6, 2005 05:56 pm, Roy Vegard Ovesen wrote: > Also, if it is supposed to be able to taxi inside the hangar then the roof > should be double sided and the back of the doors should be properly > textured. If not then the walls don't need to be double sided and there is > no need for a floor. If you want to model the inside, you need the inside to have a diffuse value of 0% and an ambience value of 100% so that the lighting condition inside the hangar is uniform. In other words, you need the inside to be a seperated object; not using double sided polygons. Ampere _______________________________________________ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d