I can bake some maps. Both for the hangars and a preliminary shuttle-a mkix texturing. I can dm you the models +textures if u want. I export the textures from substance painter as pbr roughness/metallicThe shading model is a cut-down version of the Disney BRDF which can handle metalness. Currently I've only added support for normal and spec, but I want to add more map types. Do you know of some orbiter assets with other map types I can test with?
Hmm yeah I tried it and hit the same issue. Apparently there's a dependency on the debug version of the library which is not a part of the runtime. The dll comes with Visual Studio 2015. There are unofficial sites where the dll is available to download, however use these sites at your own risk because Microsoft does not allow redistribution of the debug dlls, plus there is a security risk downloading it from some random site.Hm, I have 64-bit Orbiter (newest, artifact from "178 deploy highres...), but it says vcruntime40d.dll is missing, although I installed 64-bit Visual C+ 2015-2022 runtimes...
Sure, that sounds great. Normal, spec, roughness and metallic maps will be useful for testing.I can bake some maps. Both for the hangars and a preliminary shuttle-a mkix texturing. I can dm you the models +textures if u want. I export the textures from substance painter as pbr roughness/metallic
thank you for your reply. can't write there, i'm not registered. can't we do it here ?They shouldn't. Can you please raise an issue here along with your graphics card, a copy of the orbiter.log file, and another screenshot of the clouds from high altitude?
Github is better for tracking long running issues, but this thread is fine for discussing problems too.thank you for your reply. can't write there, i'm not registered. can't we do it here ?
clouds does look fine from high altitude, but can't post screenshot now, i'm at work, maybe later.
I have GeForce 1660 Super and drivers 3-4 months old.
Didn't know I had to "switch", sorry.Github is better for tracking long running issues, but this thread is fine for discussing problems too.
That screenshot looks like it's from the dx9 client. Make sure you switch over to skybolt in the orbiter UI. You can confirm which graphics client you're using by looking at the orbiter.log output.
Skybolt shouldnt be checked, because it shouldnt appear in modules tab. Check in Video tab, and select Skybolt from the dropdown Graphics EngineI'm sorry but I have to ask...
where to "switch" to skybolt client ?
and I can't see anything in read me file
== How to Install ==
* Copy OrbiterSkyboltClient.dll and OrbiterSkyboltClient folder to your <orbiter>/Modules/Plugins folder.
well I did that
skybolt checked
d3d9 also checked
when I uncheked it - game won't start
any help ?
Could you try with this build : https://mega.nz/file/xvY3ESgK#UwqJiXZn2pjYJyIYLA27v2yKELvPxO-6DjSqmSNd6fsHm, I have 64-bit Orbiter (newest, artifact from "178 deploy highres...), but it says vcruntime40d.dll is missing, although I installed 64-bit Visual C+ 2015-2022 runtimes...
Seems that it works! Loaded default Atlantis.Interesting that modules tab lacked skybolt.dll choice. Choice was in another (video) menu (dropbox).Could you try with this build : https://mega.nz/file/xvY3ESgK#UwqJiXZn2pjYJyIYLA27v2yKELvPxO-6DjSqmSNd6fs
Copy paste Textures and Textures2 from your existing Orbiter2016 installation
This was built as "release" instead of "debug", so I think it should work without the debug dlls too?
There is your problem: Skybolt isn't for Orbiter 2016, but "Open Orbiter", which is the open source follow up.using Orbiter 2016.
Supersonic yesterday gave a link which should work.finally, some real infowish I new that earlier
but really, didn't see it was mentioned somewhere.
thanksSupersonic yesterday gave a link which should work.
This is in a very early stage. Animations (landing gear up for example) wont work and most gauges and some mfds are bugged. And only earth, moon and mars (if youre willing to put up with OpenOrbiter bugginess with that planet) are available last ive seen. So Skybolt isnt at a stage where you can mod it and play it yet. Just testing to help Matt hunt down all the bugsthanks
yeah I saw it
but I'm not fond of having another Orbiter installation just for Skybolt testing purpose.
cause I can't imagine I migrate ALL my mods into that new version. not to mention that many probably wouldn't work
also getting pretty low with hard drive too![]()