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FSRail compiling error

gius

Charter Member
Hi to all,
attempting to make some scenery in FSRail by Burkard Renk, i've received the following Scasm error message in compiling the source. This has occurred with an Api macro made by me in Eod.
attachment.php

It's strange to notice that occurs when trying to place more than one Airport macro, not a single one....
I've attached the api file

View attachment EOD_Api.zip
 

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  • FSRail_error1.jpg
    FSRail_error1.jpg
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Gius,
Sorry, can't help a huge amount as have never used FSRail.

So have you successfully compiled a simple single API with FSRail/EOD?

Could it be that the scenery/API is too complex and that you will have to do it with several simple ones?

Will the complex API's compile in another compiling programme?

Shessi
 
Hi Shessi,
thanks for the help: the other design progs successfully compile the complex Api, but this problem, in FSRail, occurs also with, for example more than one sigle tree apis, that is a simplest object: it seems i cannot use more than one Airport macro in a single scenery...
 
Hi Shessi,
thanks for the help: the other design progs successfully compile the complex Api, but this problem, in FSRail, occurs also with, for example more than one sigle tree apis, that is a simplest object: it seems i cannot use more than one Airport macro in a single scenery...


I've only played with this a little bit. double check your scasm location. Have you tried other macro?

I was considering using FSSC at one point. all of the macros from FSRail will work with it.

which version of scasm are you using. if its the newer one then try an older version. thats about all I have, sorry.
 
Only a doubt: is the scasm error message referred to the Airport user variables or too many commands included into the Api code?? because the single tree api causes the same error...:banghead::banghead:
 
I am only Guessing, But when I worked with it in the CFS1 days, I made the rail scenery first and added a second bgl file later...........
Plus changed the texture files to make the tracks more cfs1 style.

Just my 2 cents.

Ps, I was using Airport 2.10 not Airport for Windows......

Dave
 
Last edited:
Problem solved!!!!

Finally i've solved this issue:
1) i've increased the amonut of memory available for the macro block, with the SCASM command Set ( Areamx 64 ) which sets the limit to 64 Kb...
2) i've noticed that i must leave a blank before every user parameter into the FSRail dialog box otherwise you will get an error message...
Hope this helps someone...
Now i'm able to compile also an huge amount of apis with FSRail and to make custom trains and stations too!!:jump::jump:
 
Finally i've solved this issue:
1) i've increased the amonut of memory available for the macro block, with the SCASM command Set ( Areamx 64 ) which sets the limit to 64 Kb...
2) i've noticed that i must leave a blank before every user parameter into the FSRail dialog box otherwise you will get an error message...
Hope this helps someone...
Now i'm able to compile also an huge amount of apis with FSRail and to make custom trains and stations too!!:jump::jump:

Awesome!!

If you want, Leave out the stations, we can use GSL buildings. also we can take rail sections and make them destroyable and place them on top at key areas.

I'm going to try to get apis to become bgls. I think I can do it. That way we can do up some destroyble building to match the macro set.
 
OK MCX can open some APIs. It looks like the newer ones will open just fine. Older APIs like those in FSRails will not open as of yet. I'm going to try and convert them to Scasm. Then see if I can load them. I'll let you know how it goes.
 
All of this is way above my head, BUT...........

Gius,
When you are done I would love to post it on the Free Flight Site.

I have been trying to make time to add a moving train to the Vietnam scenery.

Great for you.

Dave

Sorry John,

Did not see your post......I have every single macro made by Al, if you are interested
in writing me a tutorial on how to convert them.
 
Dave,

send me what you have. Textures too. I'll convert one and let you know how it goes.

You may end up having to use Gmax at some point. Unless Allen has an idea. Now that I think of it. If you have a few flat poly ground textures made up you could just add them for the damage effect. At which point you could use Allen bat file to compile the two models.
 
Hi guys,
i apologize for the late reply.
To Dave: surely i'll post my next sceneries on your site, thanks for the offer...
To BH: i can post a brief tutorial on how to convert an api to a Cfs2 library object in scasm code, but i presume you'll already know this way...

P.S. I'm encountering some problems with the texture mapping ( Texpoly command )because i've converted the pat texture files to High-def bmp, can you help me?
 
Hi guys,
i apologize for the late reply.
To Dave: surely i'll post my next sceneries on your site, thanks for the offer...
To BH: i can post a brief tutorial on how to convert an api to a Cfs2 library object in scasm code, but i presume you'll already know this way...

P.S. I'm encountering some problems with the texture mapping ( Texpoly command )because i've converted the pat texture files to High-def bmp, can you help me?


The texture mapping may have to go to someone that knows Scasm. My explorations into it haven't been very successful.

I haven't tried to make the APIs into library objects.
 
Hi Blood Hawk,
here is a short tutorial on how to convert an EOD api to a BGL...
Hope this helps
Gius
attachment.php
 

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  • api_to_bgl tut.jpg
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Hi guys,
i apologize for the late reply.
To Dave: surely i'll post my next sceneries on your site, thanks for the offer...
To BH: i can post a brief tutorial on how to convert an api to a Cfs2 library object in scasm code, but i presume you'll already know this way...

P.S. I'm encountering some problems with the texture mapping ( Texpoly command )because i've converted the pat texture files to High-def bmp, can you help me?

Gius,

Please do not send people to my house to shoot me, but would it be easier to convert the .pat to .bmp and the just open up the .api and change the .pat to.bmp ?

Just thinking,

Dave
 
Yes Sir,

Double click on the .API, open in notepad, change the texture .pat or whatever to your new .bmp and save as the original .api

Understanding that you have to use the same layout as the original .pat. Meaning you can update the colors ect. but
not relocate them.....ie: texture remapping. You can change the size up to 256 x 256 ..512x 512 may lead to problems.

Hope that made sense,

Dave
 
Yes Sir,

Double click on the .API, open in notepad, change the texture .pat or whatever to your new .bmp and save as the original .api

Understanding that you have to use the same layout as the original .pat. Meaning you can update the colors ect. but
not relocate them.....ie: texture remapping. You can change the size up to 256 x 256 ..512x 512 may lead to problems.

Hope that made sense,

Dave

So how do I do the bgl? The same way?

Oh that was for Gius.
 
I haven't been following this but if the object dosn't change color when the texture is edited than the object is colored by material setting.

I also haven't done much with APIs but if they are more or less .sca and can be made into a CFS2 library object than they should be able to be ported into Model Converter X than gMax to they can be rebuild.
 
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