My biggest sadness

the gear proplem is due to the fact that there is no keyframe 0 for the gear, first one is 20. This is not a problem in FS9 as it uses the lowest keyframe as reference, unfortunately CFS2 will read 20 and calculate where 0 wouldbe, hence the gear continues to rotate past the retracted position...

Jamie, have you tried re-numbering the keyframes to a zero-based sequence in scasm format, beginning with changing 20 to 0 and numbering up from there?
 
Jamie, have you tried re-numbering the keyframes to a zero-based sequence in scasm format, beginning with changing 20 to 0 and numbering up from there?

BC,

no I haven't, I think I'll stick with the FSDS sources and work from there. Been a loooooong time since I messed with SCASM, think I'll let it be even longer, lol. The start at 20 is there so the gear doors open far enough before the gear itself starts moving, renumbering to 0 may cause them to cross paths? Adding a 0 keyframe would be relatively simple, and if I can't get this beastie to compile from FSDS I may resort to this.

Good to hear from you my friend,
Jamie
 
DV, are you saying this thing will not recompile from SCASM? As if so, neither will it compile from FSDS2.4 I removed the VC and shadow models, still no go, only after removing the entire interior of the main model did it recompile.

I think the problem lies in the model complexity, it has about 3 times the poly count that Ted Cooks Hampden has, that's after me adding ladders, guns, etc. None of the parts of the Reaper seemto have obvious problems that would cause this. So I'm plumping on the poly count. For example even the wings have 3 times more polys than the Hampden, may be more.

I also tried compiling an FS9 version from the sources, that didn't work. I'm presuming this was created in FSDS3 which uses the GMAX compiler which probably has a higher poly allowance. I don't have V3, nor do I plan to, It doesn't do CFS2 models anyways.

Prognosis at this stage, if it doesn't compile from SCASM or FSDS, were pretty much jiggered. Would require a complete rebuild from source, probably easier to build from scratch? Does anyone know the poly limit for CFS2/FSDS2? This model sits at about 45K, the Hampden at a smidge over 15K and the Master at about 8.5K

I'll puddle along and see how much I can do, not very hopeful though I have to say. Sorry Pepe.

Jamie
 
DV, are you saying this thing will not recompile from SCASM? As if so, neither will it compile from FSDS2.4 I removed the VC and shadow models, still no go, only after removing the entire interior of the main model did it recompile.

I think the problem lies in the model complexity, it has about 3 times the poly count that Ted Cooks Hampden has, that's after me adding ladders, guns, etc. None of the parts of the Reaper seemto have obvious problems that would cause this. So I'm plumping on the poly count. For example even the wings have 3 times more polys than the Hampden, may be more.

I also tried compiling an FS9 version from the sources, that didn't work. I'm presuming this was created in FSDS3 which uses the GMAX compiler which probably has a higher poly allowance. I don't have V3, nor do I plan to, It doesn't do CFS2 models anyways.

Prognosis at this stage, if it doesn't compile from SCASM or FSDS, were pretty much jiggered. Would require a complete rebuild from source, probably easier to build from scratch? Does anyone know the poly limit for CFS2/FSDS2? This model sits at about 45K, the Hampden at a smidge over 15K and the Master at about 8.5K

I'll puddle along and see how much I can do, not very hopeful though I have to say. Sorry Pepe.

Jamie

I have, also, a no VC version. Do you want to try that one?

Cheers

Pepe
 
DV, are you saying this thing will not recompile from SCASM?
Jamie
That's correct JD. When I had the .mdl opened in SCASM, directly below the dict section, the "Set( LINBUF 8960 )" was increased to "Set( LINBUF 20000 )" .

It made it a bit farther in the compilation but still halted before completion.

Dave
 
I have, also, a no VC version. Do you want to try that one?

Cheers

Pepe

I already removed the VC in the version I have, was meant to be temporarily as a test. I'll keep trying for you, I may be able to simplify some parts and remove some cockpit detail from the exterior model. If I can get that going, I'll start on putting the VC back. At the moment it's fingers crossed time. I'll do what I can.

Jamie
 
I already removed the VC in the version I have, was meant to be temporarily as a test. I'll keep trying for you, I may be able to simplify some parts and remove some cockpit detail from the exterior model. If I can get that going, I'll start on putting the VC back. At the moment it's fingers crossed time. I'll do what I can.

Jamie

Thank you a lot. No hurry! I'll ask the authorization to upload the Merlin Reaper...
 
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