I know, old post.
Dave, back in the day we did an A26 with nose art capabilities.
The FS2004 SDK Makemdl.doc, bottom of pages, describes teh use of teh DECAL material.
The way it is used for art is to simply add a poly over the nose art area andmap it to a material/texture whose name sarts with DECAL.
Similarly, for the ATC-Id, a poly mapped to DECAL_NNumber as described below.
When that is used, the actual text is taken from the aircraft.cfg as noted above
atc_id= XXXX , and displayed inside the DECAL map.
So, you would add a poly(s) to the aircraft where you want the atc-id displayed, map it and assign teh DECAL_NNumber texture/material,
Ensure you have atc-id in the aircraft.cfg, and you should be good to go.
If that gauge solution works for you, even better.
[h=2]Texture Names[/h]MakeMDL makes the following assumptions about texture names:
- No matter what the texture extension is in the .x file, the output file references a texture with a .bmp extension. If you model with .tga files, the output file references a .bmp file.
- If the texture name starts with “DECAL_” a z-bias is added automatically to all polygons drawn with this texture.
- If the texture name is “DECAL_NNUMBER” then the texture is used for the NNumber of the aircraft.
- If the texture name ends with “_T” then the texture is the undamaged version of the texture (the damaged version ends with “_D”).
- If the texture name starts with “$” or “_panel_” then the texture is assumed to be a virtual cockpit (VC) gauge texture.