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Aircraft shadow problem

PJMack

Charter Member
To all,

I have converted an excellent aircraft and scasmed out the weapons (bombs) in the bomb bay in order to add useable ones. The problem is that the ground shadows now show empty traces of the removed bombs. Any help is appreciated.

Thank you in advance,
 
To all,

I have converted an excellent aircraft and scasmed out the weapons (bombs) in the bomb bay in order to add useable ones. The problem is that the ground shadows now show empty traces of the removed bombs. Any help is appreciated.

Thank you in advance,

PJmack,

That is somewhat strange to me also....I usually eliminate a part or parts by finding the correct call32 (located under the VertexList) for the part and make the call32 a remark statement in the scasm by placing a semi-colon in front of it, and usually that works out okay for the parts shadow also. There may be another call to a shadow drawlist that is causing the shadow problem as OW stated above.

PS. All in all, it's vert time consuming work. But the results are neat.
 
Dirtman,

I like your point of view about that scasm stuff.:icon_lol: I wish I had posted some of the weird stuff I encountered with the FDG P-61 scasm. It would have been a good laugh also.

PJMack,

With the method I mentioned, it is time consuming going through the call32 list. I usually semi-colon out maybe the first 10 or 20 and then compile and load into CFS2 to see what parts I removed. If the parts I wanted were not removed then I remove the semi-colons and go to the next 10 or 20 until I find the part gone. Then it is a matter of narrowing down inside those 10 or 20. You can add part labels to the end of the call32 with the semi-colon also.

Here is a sample part of a call32 list I've been working on lately:

;Call32( :L0ED6C4 );Bomb
;Call32( :L0EDA48 );Bomb
;Call32( :L0EDDCC );Bomb
;Call32( :L0EE150 );Bomb
;Call32( :L0EE4D4 );Lights
;Call32( :L0EE544 );Lights
;Call32( :L0EE5B4 );Lights
Call32( :L0EE624 );L.landing_light_glass
Call32( :L0EE6B0 );R.landing_light_glass
Call32( :L0EE73C )
Call32( :L0EE7C8 )
Call32( :L0EE854 )
Call32( :L0EE8A4 )
Call32( :L0EE8F4 )
Call32( :L0EE986 )
Call32( :L0EEDE2 )
Call32( :L0EF33E )
Call32( :L0EF3BE );Canopy
Call32( :L0EF5A6 );R.top_canopy
Call32( :L0EF708 );L.top_canopy
Call32( :L0EFB2A )

In this sample the bombs were located at the end of the call32s, so maybe it is near the end of the Lancaster's too. So to save time maybe start at the end of the call32 list rather than at the beginning with the Lancaster. I wish I knew of quicker way, but this is the best way that I know of.
 
Thanks Oglivie,

I will try the call 32 method. The time it takes is worth it to me. This is fun.:ernae:
 
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