Is there a way to write the info that XP uses when it shows you what the regenerated weather looks like? I think this would be a great representation of the isolated, but rather large cumulus clouds that I see around my area mid afternoon, that later start building up and become larger, perhaps ending as thunderstorms. Ideally, what I'd like to achieve is where there are nice looking large clouds, but they are spaced randomly, perhaps in small groups, fairly far apart, with lots of blue sky in-between. So, is there a method to making a very sparse or occasional cloud coverage, while keeping the nice clouds produced via using scattered? It also seems to produce these flat-ish not-so-nice looking clouds. This led me to realize that I'd really like to have less overall cloud coverage then 'Scattered Cumulus' allows for, while keeping the nice tall fluffy clouds.īut choosing 'Few Cumulus' seems to force a 2000' cloud height, no matter what I set via dataref. However, my experimenting with datarefs also led me to playing with setting up the clouds manually via datarefs - a sort of 'make my own theme' kind of thing, that I can choose with a FlyWithLua macro. But normally I'm following the idea of using a very tall layer of scattered cumulus. I'd yet to see as nice of looking weather as that yet in my sim. In fact, there was one post by Murmur quite along time ago that suggested using random weather patterns with system size set to max - my gosh, it was absolutely amazing to see. I'm really happy with my progress, and plan on sharing some screenshots. So, the past few nights have seen me playing around with settings and testing things out.
#X plane 10 clouds manual
Before I re-installed SMP, I wanted to test out some of the manual dataref settings that I've seen people play around with, along with custom clouds and custom skycolors. png's are missing and will put them again in the "clouds" folder).A recent battle with determining some issues in XP had led me to remove all third party enhancements, one of which being SkyMaxx. png's textures from the "clouds" folder (and you have to re-do that every time you run the updater, since it will notice those. So you have to actually delete or move the. But be careful: if inside the "clouds" folder you have both types of files (.png and. png textures (for example, using a program like DXTBmp). This produces better looking clouds and higher FPS.įinally, you can use. This way, the border between the different layers is less noticeable and clouds should look better.īe advised that if you use my LUA script, X-Plane does not use the first 2 png's (cloud_puff0 and cloud_puff1). My advice is to use the same textures for all of them (so you have 6 duplicates cloud_puff png's). In other words, the farthest clouds you see are draw using "cloud_puff5.png". "cloud_puff1.png" to "cloud_puff5.png" are used to draw the progressively more distant layers. "cloud_puff0.png" is used to draw the cloud puffs closest to the camera The fourth column is used to draw "overcast" and "stratus" clouds. The third column is used to draw "broken cumulus" clouds The second column is used to draw "scattered cumulus" clouds The first column (4 textures) is used to draw "cirrus" and "few cumulus" clouds It's very simple (I also explained it in a previous post): Guys, if we unite forces we can make beautiful clouds and sky. I find the correct textures combination for good visual appeal. can you help me? How it works x-plane matrix clouds? Yes and no, these are FS2004 clouds 1024 pixel adapted on x-plane. X-plane, FS9, FSX, etc, use too small textures to represent the sky dome.Ħ40 x 160 pixels (ie 128 x 32 multiplied by 4) would be preferred to represent the sky dome without graphical artifacts. The X-plane sky is very similar to the microsoft FS sky. is to make more "smooth color stripes" possible. With 32 vertical pixels are generated 32 individual horizontal stripes on the texture, this graphic artifact is inevitable. "Is this a limitation from X-Plane?" Yes Sir!Įach X-plane sky texture is 128 horizontal pixels x 32 vertical pixels. If the color is not uniform they see small horizontal stripes.
The weird horizontal layering in the blue color for the sky depends on texture "gradient color uniformity." Looks like FS in the 90's at 16bits color. For example, I think the weird horizontal layering in the blue color for the sky is not looking good.