bell 222 and airwolf
LoadWave->unable to find wave: Sound\_CustomVesselsSounds\BELL222\BELL222ENGINES DX Code: E_FAIL
FAILED: FindResource DX Code: E_FAIL
FAILED: FindResource DX Code: E_FAIL
LoadWave->unable to find wave: Sound\_CustomVesselsSounds\BELL222\BELL222GEAR DX Code: E_FAIL
FAILED: FindResource DX Code: E_FAIL
FAILED: FindResource DX Code: E_FAIL
LoadWave->unable to find wave: Sound\_CustomVesselsSounds\BELL222\BELLSTART DX Code: E_FAIL
void BELL222::clbkPostCreation (void)
{
BELL222ID=ConnectToOrbiterSoundDLL(GetHandle());
RequestLoadVesselWave(BELL222ID, BELL222Engines,"Sound\\_CustomVesselsSounds\\BELL222\\BELL222ENGINES",EXTERNAL_ONLY_FADED_CLOSE);
RequestLoadVesselWave(BELL222ID, BELL222Gear,"Sound\\_CustomVesselsSounds\\BELL222\\BELL222GEAR",INTERNAL_ONLY);
RequestLoadVesselWave(BELL222ID, BELL222Start,"Sound\\_CustomVesselsSounds\\BELL222\\BELLSTART",INTERNAL_ONLY);
// RequestLoadVesselWave(MyID,MY500METERSOUND,"Sound\\OrbiterSound_SDK\\sound\\my500meter.wav",RADIO_SOUND);
SetMyDefaultWaveDirectory("Sound\\_CustomVesselsSounds\\BELL222\\");
But I have run into a sound issue. It can't find the wav.
bool AIRWOLF2::clbkLoadVC(int id)
{
VCHUDSPEC hud;
VCMFDSPEC mfd;
//Virtual cockpit elements
if((id>=0)&&(id<1)){
if(id==0){
SetCameraDefaultDirection(_V(0,0,1));
SetCameraOffset(_V(.48,-.5,4.7));
SetCameraShiftRange(_V(0,0,0.1),_V(-0.2,0,0),_V(0.2,0,0));
oapiVCSetNeighbours(-1,-1,-1,-1);
hud.nmesh=1;
hud.ngroup=116;//hud
hud.hudcnt=_V(0, 0, 0);
hud.size=.25;
oapiVCRegisterHUD(&hud);
mfd.ngroup=115;//center front
mfd.nmesh=1;
oapiVCRegisterMFD(0,&mfd);
mfd.ngroup=114;//center rear edcc
mfd.nmesh=1;
oapiVCRegisterMFD(1,&mfd);
}
}
return 1;
}
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>>> ERROR: Could not load vessel module: BELL222
>>> [Vessel::LoadModule | .\Vessel.cpp | 5442]
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By looking at this image, maybe a FLAG 1 could be added to the mesh group(s) of the rotor(s), to disable its (their) shadow?
Ideally, it would be shadow of only of the blades, but Orbiter doesn't know which part of the mesh uses transparent texture during casting shadows. It casts shadow of the mesh and not of the texture. :shrug:But wouldn't you see the shadow?