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using Cfs1 scenery utilities in Cfs2

gius

Charter Member
Hi,
i'm wondering if we can use apps like Martin's CfsTmap for creating ground sceneries in Cfs2.
 
Yes. I've done it. The problem is that the CfsTmap scenery tiles become invisible beyond 8 miles, so if you use them to create blocks of scenery you have to set visibility to 8 miles to avoid wierd looking vistas off in the distance.

Another problem is that cfs2 infrastructure will not sit on the cfs1 scenery will not sit on the cfs1 scenery tiles. So you have to flatten the cfs2 ground to 1 foot below the elevation of the Tmap scenery so the infrastructure has something to sit on. Small objects will have a slightly sunken appearance. However, aircraft will sit on the cfs1 tiles, if I recall correctly.

If you create cfs1-type hills and mountains, they will show up in cfs2, but cfs2 will not otherwise detect them, other than to make them visible. bullets and bombs will fly right through them.

All in all it's a bit problematic, but it can be done.
 
Hi Ettico,
thanks for the reply. In effects i would use CfsTmap (settled at sea level, and then add Rhumbaflappy meshes) to recreate Sicily and Sardinia with the beautiful custom textures of Frank Neubauer, if you recall him and his cfs1 creations; but, if we tweak the Scasm files, will we are able to solve the visibility problem??
Bye,
Gius
 
Hi Ettico,
thanks for the reply. In effects i would use CfsTmap (settled at sea level, and then add Rhumbaflappy meshes) to recreate Sicily and Sardinia with the beautiful custom textures of Frank Neubauer, if you recall him and his cfs1 creations; but, if we tweak the Scasm files, will we are able to solve the visibility problem??
Bye,
Gius


Hi gius,
I've never gotten into scasm editing, but I have no reason to think you couldn't tweak the CfsTmap bgl's. They work in cfs2, so they can't be much different from cfs2 bgl's.

However, CfsTmap is designed to recognize only cfs1 texture tile file names. So if you want to use custom textures with CfsTmap, you will have to give the custom textures cfs1 texture tile names. That will work. I've done it. If you plan to place them at sea level, you may have to put them 1 foot above sea level to prevent flickering.
 
Hi Ettico,
thanks for the help. About the altitude of the cfs1 tiles: i have thought to use Zbias scasm instruction that commonly adjust the flickering.
GoodBye,
Gius
 
Hi Ettico,
zbias tells the computer to draw this texture first, can be added to gmax models.(another story)
or added to a placement bgl that is made when using programs like airportforwindows.

bgl decompiled with BGLAnalyze 1.0.0.2 recompiled with scasm.

eg

Area( A N51:08:30.00 E001:21:16.82 22 )
CrashIndirect( :L000055 :L000029 :L000049 0 0 )
PerspectiveCall( :L000027 )
Jump( : )
:L000027
Perspective
:L000029
RefPoint( rel :L000053 0.50 N51:08:30.00 E001:21:16.82
V1= 30000 V2= 0 )
:L000049
RotatedCall( :L000055 0 0 55 )
:L000053
Return
:L000055
ZBias( 1 )
CallLibObj( 0 B8A6A6C1 EABE4C79 8F558211 59D73E0B ) "object guild number"
ZBias( 0 )
Return
EndA

Hope this helps.
RJ
 
Thanks, Robert:salute:

Looks like it's just a matter of putting the ZBias switches in the right places.

Now the part about getting the CFS1 texture tiles to display beyond 8 miles...do you guys know any incantations for that? Something that can be done with BGLAnalyze would be nice.

If I were a betting man I'd be betting V1 and V2.
 
Ettico,
Yes draw distance is V.
The greatest distance able to set is V1= 30000 if you try and set it greater and then decompile the bgl again the distance would be less than V1= 30000.
V1= 30000 V2= 0 )

Robert.
 
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