Howto:Dynamic Liveries via Canvas: Difference between revisions

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[[File:Canvas-livery-demo-using-ogle.png|left|400px|A screen shot showing the ogel aircraft whose livery is dynamically changed using the [[Canvas]] system - in this case, we're simply rendering a [[MapStructure]] map onto the face of the pilot using ~10 lines of Nasal/Canvas code.]]
[[File:Canvas-livery-demo-using-ogle.png|left|400px|A screen shot showing the ogel aircraft whose livery is dynamically changed using the [[Canvas]] system - in this case, we're simply rendering a [[MapStructure]] map onto the face of the pilot using ~10 lines of Nasal/Canvas code.]]
== Objective ==
Demonstrate how to modify/animate liveries using Nasal/Canvas.


== Example ==
== Example ==
{{Note|This assumes that you're using the ogel aircraft and that the face texture can be looked up using the name '''Head'''.}}
<syntaxhighlight lang="nasal">
<syntaxhighlight lang="nasal">
# create a new window, dimensions are 320 x 160, using the dialog decoration (i.e. titlebar)
# create a new window, dimensions are 320 x 160, using the dialog decoration (i.e. titlebar)
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</syntaxhighlight>
</syntaxhighlight>


== Objective ==
== Background ==
{{FGCquote
{{FGCquote
   |Does anyone know if it's possible for FG to work with a texture which consists of two images, and manipulate those images seperately? The application here is airframe dirt - I'm trying to find out if I can have one texture for the aircraft livery, and another for accumulated dirt, which would gradually become less transparent as the airframe hours increase. I am aware of the questionable advisability of using alpha channels excessively in FG, this is just an experiment at the moment.  
   |Does anyone know if it's possible for FG to work with a texture which consists of two images, and manipulate those images seperately? The application here is airframe dirt - I'm trying to find out if I can have one texture for the aircraft livery, and another for accumulated dirt, which would gradually become less transparent as the airframe hours increase. I am aware of the questionable advisability of using alpha channels excessively in FG, this is just an experiment at the moment.  

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