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FSRail compiling error

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.

John and Allen,

I have found this before but have never used FSregen

http://www.fsdeveloper.com/wiki/index.php?title=API_macro_creation_using_FsRegen_for_a_GMax_object

You wizards my already use this ?

Dave
 
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

Dave, i've already tried this method , but the mapping points seem to to be equally misplaced, perhaps the pat files have a different mapping system than bmps, so, in my opinion, there are two ways:
1)scasm editing the api file and modify them correspondly...
2) convert the api with Model converterx and modify mapping in Gmax
Moreover, i don't know if flipping the textures can work...
 
So how do I do the bgl? The same way?

Oh that was for Gius.

John,
please take a look to my last post...

More: perhaps the FSRail apis are written for FS95, so MCX isn't able to read them; i'm studying Scasm to correct the problem, i'm interested particularly in the mapping command (Texpoly)...
Cheers,
Gius
 
Here is the first railway station, to be converted to GSL object:

attachment.php
 

Attachments

  • pancras.jpg
    pancras.jpg
    46.4 KB · Views: 0
Ok I've got the api open. It doesn't say ":Begin" anywhere.

here is the top of the text...

Area( 5 %1 %2 22 )
IfVarRange( : 346 %12 4 )
PerspectiveCall( :t3485d_pc01 )
Jump( : )
:t3485d_pc01
Perspective
RefPoint( 7 :t3485d_SubEnd %4 %1 %2 v1= %10 )
RotatedCall( :t3485d_b1 0 0 %5 )
:t3485d_SubEnd
Return
:t3485d_b1
ShadowCall( :t3485d_b2 )
:t3485d_b2
VectorJump( :t3485d_West 32767 0 0 0 )
VectorJump( :t3485d_SouthEast 0 0 32767 0 )
:t3485d_NorthEast
Call( :t3485d_module01 ) ;
Return
:t3485d_SouthEast
Call( :t3485d_module01 ) ;
Return
:t3485d_West
VectorJump( :t3485d_SouthWest 0 0 32767 0 )
:t3485d_NorthWest
Call( :t3485d_module01 ) ;
Return
:t3485d_SouthWest
Call( :t3485d_module01 ) ;
Return
;
; Module description:
;
:t3485d_module01
Call ( :structure_t34s )
Return


Any ideas?
 
Ok I've got the api open. It doesn't say ":Begin" anywhere.

here is the top of the text...

Area( 5 %1 %2 22 )
IfVarRange( : 346 %12 4 )
PerspectiveCall( :t3485d_pc01 )
Jump( : )
:t3485d_pc01
Perspective
RefPoint( 7 :t3485d_SubEnd %4 %1 %2 v1= %10 )
RotatedCall( :t3485d_b1 0 0 %5 )
:t3485d_SubEnd
Return
:t3485d_b1
ShadowCall( :t3485d_b2 )
:t3485d_b2
VectorJump( :t3485d_West 32767 0 0 0 )
VectorJump( :t3485d_SouthEast 0 0 32767 0 )
:t3485d_NorthEast
Call( :t3485d_module01 ) ;
Return
:t3485d_SouthEast
Call( :t3485d_module01 ) ;
Return
:t3485d_West
VectorJump( :t3485d_SouthWest 0 0 32767 0 )
:t3485d_NorthWest
Call( :t3485d_module01 ) ;
Return
:t3485d_SouthWest
Call( :t3485d_module01 ) ;
Return
;
; Module description:
;
:t3485d_module01
Call ( :structure_t34s )
Return


Any ideas?


Sincerely i don't know, i'm a beginner in Scasm, but you can find the :Begin label only in EOD-made apis...
probably i can't be a great help, but can you send me the entire macro?
 
OK guys,
I am know totally confused,
Gius Are you making a moving train scenery for CFS2 or making a moving train GSL scenery.

Many years back I had a great track running in my Corsica and Italy scenery for CFS1, But the
original Free Flight Site only could store 10 megs, so The great guys here, before it was the SOH
hosted the larger downloads.......but all was lost in the attack on the site.

Oddly enough my computer crashed at the same time, I was able to put back the major part of
the scenery, but the train was lost forever, unless someone out there still has it.

The reason I ask is because, FS rail was designed to be installed within Airport v210 and not
really a stand alone product.

Time for another beer,

Dave
 
OK guys,
I am know totally confused,
Gius Are you making a moving train scenery for CFS2 or making a moving train GSL scenery.

Many years back I had a great track running in my Corsica and Italy scenery for CFS1, But the
original Free Flight Site only could store 10 megs, so The great guys here, before it was the SOH
hosted the larger downloads.......but all was lost in the attack on the site.

Oddly enough my computer crashed at the same time, I was able to put back the major part of
the scenery, but the train was lost forever, unless someone out there still has it.

The reason I ask is because, FS rail was designed to be installed within Airport v210 and not
really a stand alone product.

Time for another beer,

Dave


Dave,
i'm making an api based railway scenery for Cfs2, plus some stations and villages as complementary GSL scenery...
I've repainted some FSRail textures, but the major issue here is that the texture mappintg results wrong.
 
Gius,

Let me review his instructions again and if need be maybe I can contact Burkhard
and see if he may have any input.......??

Otherwise I am very interested in what you are doing and I hope to jump in and help
out. I am working out a small problem with FSFlatten and Cellgrid at the moment,
when I activate cellgrid, my flatten goes away....I have added over 70 LZ's and
multiple landing strips the the Vietnam scenery without problem until now.

Please feel free to contact me direct:

dea14u@aol.com,

Dave
 
Sincerely i don't know, i'm a beginner in Scasm, but you can find the :Begin label only in EOD-made apis...
probably i can't be a great help, but can you send me the entire macro?

Yea thats the problem with this one.

here is the api.

View attachment efapi2.zip

I want the T 34-85 for use in Vietnam. I have the texture made.

Tom Sanford (Tango_Romeo) has made these into scenery for CFS2 already. But, I want to do the damage model as well. Tom has been busy with family matters. So I don't want to bother him with asking perms. Last time I did he was at the hospital. Hence why I'm trying to do my own.

Well thats where I'm at with it all.

Let me know if you can atleast get in as a bgl. I can work with it from there.
 
No Dice
Seen the fsdeveloper page and use something like that for my first version of CFS1 to CFS2 runways. That is a way to use CFS2 library objects as non destroyable API's in FSDS, Airport and Groundmaker (what I uses). Once your program of choice converts the API or APIs to BGL you will have one of more objects from the CFS2 library as non destroyable objects.

Gius
Textures can be both fliped and mirrored. I saw this with some old FS98/CFS1 add-on aircraft that used non-BMP textures. I think they used the R8 textures.

My guessing is that R8 uses a flip and mirror setting and when I change the texture and I saved them as a 256 BMP with the right file extension (0af to 8af). The aircraft texture was flip and mirror. I had to re-edit the textures to fix the flip and mirror prob.
 
Double posting like a straight up code master.

Blood_Hawk23

I got the T-34 out. What I did was import the T34.api into GroundMaker, placed it on the ground like a object and exported it as a BGL. (no other objects where placed of any kind)

Took that BGL and had BGL Analyze convert it to a SCA. Now in the SCA. I replaced

Area( 5 S00:00:00.00 E000:00:00.06 22 )
IfVarRange( : 0346 2 4 )
PerspectiveCall( :L000028 )


with

ObjID( 429FAB60 11D4721F 5000DF91 4A44D104 )
LibObj(
PWR 0
SIZE 1
SCALE 1.000
TYPE 0
NAME "name" )


Now Model Converter X can import the edited SCA. The objects scaling is lost but with gMax you can fix that.

Attaching BGL from GroundMaker. SCA conversion of the BGL from GroundMaker and edited SCA that can be imported in to Model Converter X.

View attachment 31347
 
Gius,

Let me review his instructions again and if need be maybe I can contact Burkhard
and see if he may have any input.......??

Otherwise I am very interested in what you are doing and I hope to jump in and help
out. I am working out a small problem with FSFlatten and Cellgrid at the moment,
when I activate cellgrid, my flatten goes away....I have added over 70 LZ's and
multiple landing strips the the Vietnam scenery without problem until now.

Please feel free to contact me direct:

dea14u@aol.com,

Dave


Dave, thanks for the support.
Now i'm trying the flipping and mirroring suggested by Allen... i'll let you know.

To Allen: does your method work also with the enlarged bmps? (i've resized the textures to 1024x1024 and 512x512)
Many thanks and Regards,
Giuseppe
 
Dave, thanks for the support.
Now i'm trying the flipping and mirroring suggested by Allen... i'll let you know.

To Allen: does your method work also with the enlarged bmps? (i've resized the textures to 1024x1024 and 512x512)
Many thanks and Regards,
Giuseppe

Gius,

I think the textures will have to be remapped. It will go from 1024 to 512 without issue. But not the other way around. If you open it in Gmax you can unwrap the uvmap. From there you can edit it. Unless Allen knows another way.
 
gius
CFS1 only supported up 512x512 but I don't know why any object in CFS2 wouldn't work with a 1024x1024 texture. Doing a flipped and mirrored of the texture may fix your odd texture mapping. If all else fail it can be ported into gMax and than the current texture mapping can be seen.

Blood_Hawk23
Texture mapping shouldn't care what size the bmp is as long it is 32x32 64x64 128x128 256x256 512x512 or 1024x1024. The only prob is the smaller the texture is the less detail the object will have.
 
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