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Creating a .bgl

oldwheat

Charter Member
O.K, What hoops do I have to jump to get my scenery to show up in the game? Here's what I'm doing= Creating an object in FSDS, saving it as a scenery .bgl, naming a matching DP file, placing the .bgl in INF/scenery & the .dp in Objects_DP. Load up the game & get "cannot find yadda-yadda in the library".. I'm deleting the filelist after installation.. Is it a naming issue, do I have to do something with scasm (like WEP .bgl's)? Got me stymied & yes. I know that it's something simple that I am missing (as usual ;) ).
 
if it was that simple, it would be great. you need scasm Scasm editor and the "ms dos" window
first open your project with FSDS2, then make sure you chose CFS2 in the main setting's. save the model as SCA file with the final model name. open the sca file with scasm editor get a new "ObjId" object ID save the file with the new object ID. open up the sca file with notepad, delete everything above the " textureList" entry without the object ID and past the header listed below on top of your Object ID.
below the object ID is the LibObj ; after the entry 0x0 you must past your model name without space. the DP file for this model must have the same name. with the example below
model name =my_model_name
DP file=my_model_name
example for the header
HEADER( 1 N94:21:19.15 S94:21:19.18 W000:00:00.00 W000:00:00.00 )
LatRANGE( S94:21:19.18 N94:21:19.15 )
ObjId( 04AECE15 0082B089 0049A978 00B200D5 )
LibObj( PWR 0 SIZE 100 SCALE 0.1 TYPE 0x0 my_model_name )

TextureList( 0
6 FF 255 255 255 0 50.000000 "inf_large_building_1_d.bmp"
6 FF 255 255 255 0 50.000000 "inf_damage_grd_bamboo_lg.bmp"
)
if you havn't done a damage model you can go to end

8 9 10
8 10 11
12 13 14
12 14 15
16 17 18
16 18 19
)
TransformEnd
Return
:Exit
Endobj

you have to change the last file into "Endobj"
save the file.
if you have installed scasm in your main windows folder you can use the listing below.
open the "dos" window
then write : cd/ (enter)
cd scasm (enter)
then you will see
C:/scasm>
then write
scasm my_model_name.sca my_model_name.bgl LB 9000000 (enter)
normaly scasm converted your model in a CFS2 useable bgl.
for a destroyable model it's a bit more difficult
wolfi
or if you have problem's send your scasm file to me
 
that works all the same way the only different is, the weapons BGL goes into the weapons folder, the scenery bgl into the inf folder.

wolfi
 
I guess that I knew how to do it all along :redface:... Somehow I had thought that there were differences in compiling..
 
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