We’re on release candidate three of WorldEditor 1.2.1.  RC3 fixed export of 970 airport files to include frequencies and fixed a bug where you could end up with a two-point hole in a polygon (which would then cause the airport to fail validation).

Hopefully this is the last RC and we can call WED 1.2.1 done shortly.

About Ben Supnik

Ben is a software engineer who works on X-Plane; he spends most of his days drinking coffee and swearing at the computer -- sometimes at the same time.

2 comments on “WorldEditor 1.2.1 Release Candidate 3

  1. Many runways have a patch of concrete in the beginning and end and asphalt down the middle.

    Would it be possible to implement this into Wed with this kind of texture and have it working the same way as “displaced threshold and blastpad”.

    “A way to split up the asphalt texture and combine it with concrete”

    Sorry if i posted this in the wrong place.

    1. It is not possible to implement in WED because X-Plane cannot do varied pavement types. I don’t know if/when X-plane will do this; my thinking is that in the long term we need to provide lego bricks to the runways. (Right now you can get access to all of the pavement and lines as DSF art types as well as OBJs, you can ‘model your own’ if you have to. You can make your own runways out of .pol files, perf will be as good as X-Plane but you have to make all of your own textures.)

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