FSX | FSX-SE Scenery Design Forum - How To
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8363 topics in this forum
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Hey all,I'm having trouble creating buildings with the BGLComp. Could anyone post an example code for me to work from? A simple rectangular building would be fine.CheersDavid
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Near the completeion of a Scenery (Hangar) GMAX, out of the blue, popped an Assertion Error - - In File::'....maxsdkincludetab.h' Line 117 error. Ahhhh! Exactly why we back-up the files.... Backup is showing exactly the same thing. When a merge is attempted, it throws the same error and jumps out of GMAX program. I'll concede that the job is gone from everything I have read, but, my question is 'what happened ?'Therein comes the second blast of GMAX for the day.... The GMAX Support Forum is down as well. Hope somebody can shed some light on this grom here.....ThanksAl
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Gday AllI have an XML file for a cross RWY's setup with everything showing that compiles fine however regardless of the wind direction, i can only start on 11 or 29 when i select the active. All RWY starts are showing and working OK but when the wind is at 36 i still cant start on the Active reciprocal.Does anyone have an example of a working code they would be prepared to share so i can see where my error is as there is obviously a mistake somewhere tha i cant see.thks & rgds Jeff
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I will preface this with an apology for saturating the forum with this topic. I'm just desperate. I need someone (or as many as are willing)to examine my scenery to see if they can find what's causing the texture blurring. One fella I sent it to had no problems at all with blurring - he had a very good video card.. Another guy has the same problems as I. I am requesting the gracious help of knowledgeable designers to receive my Gmax file and/or .bgl and textures to look over the scenery and see what I'm doing wrong.I'll do whatever it takes to get this scenery working properly so I can release it to the community - when it's done naturally.So, I'm begging for help! :-zhe…
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Greetings everyone.I need to get rid of a tower at my local airport. I wondered if anyone 'in the know' would be kind enough to code the following coordinates into 'header/exlude' lines, so that I may simply copy them into a notepad file...for subsequent use in Scasm.NE corner: S 51'41.13' - W 57'46.72'SE corner: S 51'41.15' - W 57'46.72'SW corner: S 51'41.15' - W 57'46.75'NW corner: S 51'41.13' - W 57'46.74'Having read some other posts regarding exluding items of default scenery, I gather that the area to be exluded needs to be quite a bit bigger than the object which I'm trying to get rid of. With this in mind I realise that the above coordinates are very close togeth…
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Hi,I have been adding some buildings to home airpark and have all the textures in the SDK printed as pictures (maps) with their reference numbers. I get to the textures OK but having a time with textureIndex (s). I thought they specified the end of the map. Most are 128x128. For example I thought 127,127 would be the SE corner of the map. However the SDK examples go way out of the 128x128 range but they don't blow up. I have some luck moving the x,z to some point within the maps but also with 0,0 255,255, etc. How about the y reference used in the window texture maps (xyz there but not in roof, top, etc.)? I anyone out there can explain how these textureIndex (s) really …
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Hi all.The new format for Objects in FS9 is based on the MDL format and is a RIFF structure.BGLXML 0.30, by Alessandro G. Antonini can be used to extract the MDLs of the various object BGLs.For example, in the asiascenery folder, there is a small bgl named "Beijing.bgl"This BGL contains the ModelData for the Forbidden City, the MDL code, and a placement code. If I want to place the Forbidden City in Delavan Wisconsin, this code format won't allow me to place it there, as the Library GUID is "hidden" in the BGL... "Beijing.bgl" is not an object library, even though it contains the ModelData. Object Libraries must contain ONLY ModelData code ( and the MDLs )... no placement…
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Well, I do need a refresher!!. Transparencies produced for FS2K and 2K2 using BMP2000 don't seam to work in COF.I have this file 128 x 512 x 256, a texture applied to a white background. Treaded with BMP2000 to produce the extended BMP format, it works fine in 2k2 and 2k but, when used in COF, the white background shows. So, no transparency here.I tried filling the white backgound with pure green (0,255,0) and applied alpha to it, using DTXBmp, and saved it first as a DTX1+alpha but this would not work. As a DTX3+alpha file, it works to some degree but there is a definite green blur to the resulting image that gets worst as one moves further away. Could someone guide me o…
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I am trying to place a number of trees using a single Scasm macro covering a section of hilly terrain.Is there a way to make the trees "Terrain hugging" in the same way as Autogen.Any help would be appreciated.Regards,Tosh
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I have lived a lot of places in the US and several other countries. I think my very favorite was the year and a half I lived in the Grand Coulee Dam Area in Washington State. I left there almost 22 years ago but I would still be there now if the mine I worked for had not shut down.No flight sim has ever done justice to the area but with Eddie Denney's Real Scene 2004 the surrounding area looks really good. But MS did a bad enough job of the immediate area around the dam itself that it still comes out bad. Mind you the model of the actual dam is very good... but it is just plunked down on the scenery and not fit into the scenery as is the Boulder Dam in Nevada.I would like…
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I''ve been playing around with default KBUF airport. Using ExBuilder I removed default tower then with SceneGenX added new one - no problem with that.But it seems like Exbuilder is not able to remove autogen buildings. I expanded rwy 32 (as its being expanded in reality) and taxiways are covered by autogrn buidlings. How can I remove them?Also - is objects list limited to what is in SceneGenX? No jetways???Are we able to add more objects to the list?thanks
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Hi all. I have pretty much figured out LWM for what I am trying to do, but I am stuck on one thing. I have made a poly of new trees, and they show up very nicely. The problem I am having now is that when you go to winter season, the ground around the trees turns to snow, but the new tree poly doesn't. Is there anything I can do to the ASM file before feeding it to the BGLC to make the new groundwork turn to snow? Here is the VTP for the forest if it helps. Thanks for any assistance. :)Don; Eagle1 By: Moser; ; FS Coordinates: Lat: 61 31.56 Long: -145 57.01; VTP Method2 Polygon; The next two files MUST be included within the same directory as; BGLC.exe when thi…
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Hi,I have a simple building in Gmax per tutorial. I am now at the export step. I have MakMdl.exe in the Gmax plugins folder. The tutorial says export as a bgl. (mdl?). Gmax only allows type plasma (.P3D). What do I have to do to get a BGL for FS2004?Larry Costa
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I recall seeing a thread that contained a list of FS texture file formats and their corresponding file sizes. I think it was on this forum, but not sure and cannot find. Can anyone point me in the right direction. I have been playing with some macro textures in PSP and dont know what format to save them in.TIABryan
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I had worked on a scenery a while back in fs 2002 last year before I went to fs9 and have been using FS Genesis US landclass since it came out. The landclass enhancement is really good for the most part but I think i have stumbled into something a bit weird and cant come up with an explanation so i thought I would run it by the "gurus" here. I use Airport for Windows latest version and a few other design programs for macros etc so Im pretty familair with scenery design but not quite as well versed as some of you obviously are. What is happening is that whn I use the FSG landclass bgl I seem to lose some or all of the nice new grassy polygon the default airports sit on. I …
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What would be the "cleanest" way of doing this asm?I'm already using two LOD varitions of the visible model with IFSIZEV, now I want to add a even simpler shadow model. Tried adding a BGL_JUMP_32 in the model_shadow section, but this doesn't seem to work.
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Can I ask one of you a big favor.. to download one portion of my ramp lights, in .gmax format and see if you can get them to shut off during the day? I dunno if I'm sure I've just done something wrong here, but I dont know what it is.Here's a link:http://home.comcast.net/~svtcobra281/ktcmlights.gmaxHeres my export options:http://home.comcast.net/~svtcobra281/exportopts.jpgAnd then I'm trying to add:"IFIN1 nolight, 00000028ch, 2, 4"and"nolight label word"to the _0.asm file
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I'm attempting a scenery of Winnipeg International Airport (CYWG). I would like to use the existing scenery and afcad for the time being and just remove/replace buildings as I make them. Is it possible to modify an FS .bgl file? I'd rather not just place the buildings overtop of the existing ones for obvious performance issues. I do plan to make an entirely new scenery but that's in the distant future as my progress is slow. :-shy I would appreciate any advice/constructive criticism from scenery designers or otherwise. If your even remotely interested in what I've done, check out the SS Forum under CYWG Terminal.Thanks, Adam
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Hello everyone.No doubt there is a specific forum more suited to this question, but if nobody can answer my question in here, then hopefully they can point me in the direction where answers might be availabe!I would like to know what program (if any) is available for changing elevation/landmass/landform data within flight sim? By this I mean that some areas are far from realistic with regard to terrain features such as ridges, valleys, mountains etc. Whilst this is understandable, given that Microsoft have modelled the entire world within FS, they could hardly be expected to have everything totally realistic, but I would like to change a small area for myself. So is th…
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I've been dickin' around with this for a few hours now and have read every post I can find on it. I have the exe in the same folder as BGLComp.exe. I have MSXML4 (3 of them already on my computer). I set the 'settings' path correctly to find BGLComp.exe. I've tried Northwest/Southeast and vvsa. I can get an xml with no error codes, but not a hint of a .bgl.Anyone see anything I'm missing?Thanks, Adam
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Sorry if I'm being bothersome.. I swear, once I learn how to do EVERYTHING, I wont ask anymore questions :)Ok so heres the deal this time. I'm making a C-17 for static scenery only at this point. Heres what it looks like in GMAX:http://home.comcast.net/~svtcobra281/c17g.jpgAnd the way it is showing up in FS.. the left gear pod is transparent:http://home.comcast.net/~svtcobra281/c17l.jpgAnd the whole wing and part of the engine cowlings on the right side:http://home.comcast.net/~svtcobra281/c17r.jpgI tried putting a "blanket" texture on it and it was still the same way. Is there like a point where the conversion process just dumps polys or something? I keep running int…
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Hi ! After long time making my apis with simple text editor I decided now to buy a "professional" tool for making 3d scenery objects. What is your experience with FSDS 2.x or gmax. Is the new FSDS only a fresh repaint of an outdated FS2000 tool ? Is it worth to study gmax for weeks to make something working ? I need a tool with a long duration of life span I don`t want to buy a new one every time MS releases a new FS version. And I would like to keep working with scasm. Any comments ? Thank you, Marijo
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Hi all!Here my question:Can I place autogen trees with annotator tool on a custom photoaerial texture generated by Photo Scenery Maker?THANK YOU!Bye!Aqui
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Greetings...I need some advice on how to Gmax texture a curved roadway.I created a semi-scale, curved bridge, with varying heights, which crosses the Columbia river here in Portland, Oregon starting at 60' then rising to 100' then back down to 60' across Government Island then climbing to 175' where it joins the Washington side of the Columbia river.I created and extruded this model in AutoCad2002 in about 10 minutes, exported it via the 3DSOUT command into Gmax and textured the Bridge and Footings with concrete and the Light poles in a flat white color using no textures. The resulting bgl inserts perfectly into FS9 and being Gmax has literally no perceptible hit in Frame…