CD_KD_Netherlands airfield package

What pack/bgl is the tree from?

Also Browncoat would you also be willing to try out dgVoodoo 2 and see if that fixes the problem as well?
 
I appreciate the help KD, but the tree1.bmp didn't work.

I also can't find a bgl with the name of 'tree1' in my inf folder.
 

Attachments

  • Screenshot (23).png
    Screenshot (23).png
    438.9 KB · Views: 7
The tree1.bmp came with the original Cees Donker FS2004 De Vlijt scenery package. There isn't a dedicated GSL scenery object called tree1.bgl.

John also tried the following formats, all to no avail:

256bmp with transparency (set in BMP2000)
FS70 256bmp with transparency (set in BMP2000)
256bmp using MWrights FSEXT
256bmp using MWrights BMP2CFS

If it's a modern video card problem, wouldn't the black squares be showing up in a multitude of CFS2 scenery? Strange . . . :unsure:
 
Well it isn't the texture. It something about the trees them self. Looking at the raw SCASM and here http://www.scasm.de/doc/sca_cmd5.htm

SCASM code doc.
LoadBitmap( x type a r g b name_of_a_BMP_file )

Loads a bitmap in uncompressed BMP format. These bitmaps usually have formats:
256x256, 128x128, 64x64, 32x32 and uses a 256 color palette.
If the bitmap is smaller than 256x256 it seem to be expanded. You have to take this into account when dealing with bitmap coordinates.
Do not use the old BitmapMode() instruction with this command.

x unknown, always set it to 0
argb color code, used if texture not found or disabled. see RGBSColor()
name Filename of the .BMP file. Long filenames allowed. Use quotation marks if containing spaces.
type type/classification and flag bits for this texture. This classification is used in the Option/Setup menus (does not work in FS2K) -> textured ground ON/OFF selection.
0 none
1 aircraft
2 map
3 water
4 sky
5 ground
6 building
7 effect (FS2002)
8 damage (FS2002)

Optional flag bits (FS2K). These flag bits enables the search and conditional load of replacement bitmaps with the following name template:
L <name>_LM.BMP (night) light map
W <name>_WI.BMP winter bitmap
H <name>_HW.BMP hard winter bitmap
F <name>_FA.BMP fall/autum bitmap
S <name>_SP.BMP spring bitmap


If needed use these flags as a prefix to the type number without spaces. Example: L6 for a building with aditional night bitmap or WSF5 for a ground texture with aditional seasonal replacements. It seems that not all flags work with all texture types.

Tree SCASM code.
LoadBitmap( 0 WFS6 EF 0 0 0 tree1.bmp )

As you can see all of the trees in in the De Vlijt.BGL are trying to load seasonal textures and there are no seasonal textures for the trees so no texture is being loaded!

I'll attach copies of the tree1.bmp as seasonal textures. This seem to fix the trees but FF has no way to set a month so I can't test every season.

Also the De Vlijt.BGL can be disassembled (IIRC disassembled with BGLAnalyze save the .sca as FS2000/FS2002 .bgl file) and the WFS can be removed from the LoadBitmap so all of the trees won't use seasonal textures than reassembled the De Vlijt.sca with scasm.exe.
 

Attachments

  • CD_KD_Netherlands_Tree_Fix.zip
    146.2 KB · Views: 6
Last edited:
@Browncoat Where did you put all of the .bgls from the CD_KD_Netherlands?

Putting the textures into INF texture folder won't work if the De Vlijt.BGL isn't in the INF scenery folder.
 
Last edited:
Cracking detective work Allen :monkies::redfire:

Removing the seasonal bitmap references from the bgl & recompiling it worked like a charm!


1000000940.jpg

I've attached the recompiled bgl so others can confirm it works.
 

Attachments

  • De_Vlijt_bgl_patch.zip
    239.5 KB · Views: 8
@Allen .

...yeah that would have been the smart thing for me to do...sometime it takes me a few times to do the smart thing...

But thanks to you, the black boxes are now working!


...now does any one have any idea what that alert message is trying to tell me?
 

Attachments

  • Screenshot (24).png
    Screenshot (24).png
    244.8 KB · Views: 8
  • Screenshot (17).png
    Screenshot (17).png
    295.1 KB · Views: 7
99% sure that is a object GUID number. No idea what the object is. Going to try and make a dummy object with that GUID number.

It is a object GUID number. Took a smoke stake object and gave it the 11111979 20180505 AD52556C 34328A27 GUID number. No idea what the missing object is but I can clear see where they should be now.

1742770475397.png

@UncleTgt Updated .bgl works fine and also removes the missing objects so no more missing object errors.

@hertzie and @Browncoat The updated De_Vlijt_bgl_patch.zip posted by UncleTgt should fix the tree textures and Missing Object error.
 
Last edited:
Well done Allen! Thanks Allen and John for the recompiled BGL files.

Perhaps the reason I was not getting a black square was because I had all the seasonal textures of tree1.bmp in my TEXTURE folder. It appears I was getting the spring texture.

I've never received any missing object messages. Here is my version of the southern side of the airfield. Nothing is showing up in place of the chimneys. I'll try to find what that GUID is referring to.

Texel.jpg
 
Allen, where in the SCA file is that GUID? I decompiled the De Vlijt.bgl but could not find any reference to a library object with a GUID.

I also looked at the Texel searchlights but they're well away from the airfield and aren't library objects.
 
Thanks Allen, I didn't realise John had got rid of the offending objects which are trees. It's just a matter of finding their BGL file.

I reinstated the original De Vlijt.bgl and here they are.

De Vlijt.jpg
 
Thanks Allen, I didn't realise John had got rid of the offending objects which are trees. It's just a matter of finding their BGL file.

I reinstated the original De Vlijt.bgl and here they are.

View attachment 163423
Kev,

The trees are still there, I just followed Allen's instructions to remove the seasonal texture calls.

"Also the De Vlijt.BGL can be disassembled (IIRC disassembled with BGLAnalyze save the .sca as FS2000/FS2002 .bgl file) and the WFS can be removed from the LoadBitmap so all of the trees won't use seasonal textures than reassembled the De Vlijt.sca with scasm.exe."

It's the seasonal texture calls within the bgl that were causing the display issues, and the missing object pop-ups that Browncoat posted about.
 
Back
Top