@dema Hey thanks - this will help tremendously.
Cheers!
Best posts made by .boomer.
-
RE: 4.36 Texture Templates
-
RE: TE Editor - Package Priority
So I says to myself, “Self, what does the original Falcon 4.0 manual say about this?”
Sure enough, the old girl gave her secrets, as least as far as what the purpose is:
(I assume it’s not used for TE’s since there’s typically only 1 “main” package anyway)Now that MicroProse has the license again, maybe these old docs should be re-included again in the install?
This one was dug out of the legacy 4.33 “Falcon 4 Legacy Manuals” Docs. -
RE: Bezel compensation request
@Obi1 Check out this post, same situation and may help:
https://forum.falcon-bms.com/post/362605Although, not sure how long this will be supported (legacy UI).
-
RE: 4.36 Texture Templates
@Badger This looks like the alpha channel is off your fuse artwork. This is what Dema alluded to with “define the alpha”.
If I recall, the new templates moved all the spine art to the respective fuse skin texture file (eg: 2972.dds). So, the alpha channel will be completely “unmasked” on the tail template.
It looks like you “masked” the entire area, so it shows up shiny.What you want to do is “unmask” only the area/pixels that are used on the artwork you are adding. So, say you make a new layer, add your art to the transparency section of the template, now you need to modify the alpha channel to unmask only those pixels.
The easiest way I found to do that (In photoshop) is to first make sure the ‘Channels’ > ‘Alpha’ Layer is all black in the transparency section for the eg: the fuse, (may need to use the brush etc to color it all black), then go back to normal channels by selecting ‘Channels’ > ‘RGB’ to show the regular colors again, and finally back to ‘Layers’ section,
You need to select all the pixel on the new art layer to mask them on the alpha, so hold CRTL and Left-click the layer with the art, then go to the ‘Channels’ > ‘Alpha’ layer, and you should see the ‘selection’ outlined in the black area. Hit delete (or brush with white) to unmask it.
Keep in mind, the new 4.36 fuse texture may already have artwork in the same area, embedded into the texture in another file, so keep that in mind and adjust the base fuselage texture file as necessary.
Feel free to send me the file in a PM if it’s still fighting you.
Cheers. -
RE: BMS 4.37 DX button changes
Thanks, this helped me track down my issue as well!
While not as many and/or as complex, the buttons were still not mapped correctly after WinMerge-ing my DX keyfile back in (even after enabling the BMS Alt Launcher “setup override”).
It appears that the global “Falcon BMS.cfg” did change the defaults to 128 ButtonsPerDevice, even though the documentation says it will remain at 32 devices for backward compatibility (page 164 of Tech Manual).
I added the following to “Falcon BMS User.cfg” to restore the 4.36 values:
set g_nHotasPinkyShiftMagnitude 256 set g_nButtonsPerDevice 32
-
RE: BMS Middle screen overlapping size of physical screen
Add this to your “Falcon BMS User.cfg” located in “\Falcon BMS 4.37\User\Config”:
set g_fScaleUIFactor 0.8 // 1.0 fit to screen. a lower value will decrease UI size.
You may have to play with the value to get it all on one display.