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Help editing scasm files - please !

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Hi. I wonder if someone would kindly help me. I have installed a large batch of airport sceneries from AVSIM, but the author (whose hard work I am certainly not knocking!) has left most of them with problems, at least IMHO. He has added an apron texture, but at all the airports it is too high and aircraft disappear up to their knees, so to speak:ApronThe only way I have been able to cure this is very long-winded (given that I have literally hundreds of airports to amend). I decompile the airport bgl and find the bitmaps responsible, cut them out and recompile with scasm. I then have to add new aprons manually to the AFCAD file.Though the apron textures included are a bit blurred from close up, I am IK with leaving them, if I can get them down to ground level. I have tried flatten bgls but the aprons are immune, they stay where they are. (I know the flatten is working otherwise as any buildings which were too high come down to ground level just fine. The airport/runway altitudes in the AFCAD files are correct too). Ideally I'd want to alter the decompiled bgl (.sca) file manually - that would be by far the quickets solution, but although I have some (a little!) knowledge of the code, I have no idea how the altitude of these apron bitmaps are defined in the bgl/sca file. For a runway, there is an "alt=" line, but I'd be most grateful if someone could tell me how to change the altitude of these apron bitmaps by altering/adding to the text. An example is below.Many thanks,Martin; ----------------------------------------; Object # 14, offset: 0x3C894 size: 272 bytes (0x0110) ;; Lat: 0003F04A8h Lon: 0FC02D119h; ----------------------------------------Area( 5 N37:09:47.29 W005:36:34.30 22 ) IfVarRange( : 0346 0 4 ) PerspectiveCall( :L03C8B6 ) ShadowCall( :L03C8B8 ) Jump( : ):L03C8B6 Perspective:L03C8B8 RefPoint( rel :L03C8E4 1.00 N37:09:47.32 W005:36:34.30 V1= 30000 V2= 250 ) RotatedCall( :L03C8E6 0 0 110 ) Return:L03C8E4 Return:L03C8E6 Points( 0 400 0 -315 ; 0 -400 0 -315 ; 1 -400 0 315 ; 2 400 0 315 ; 3 400 1 -315 ; 4 -400 1 -315 ; 5 -400 1 315 ; 6 400 1 315 ; 7 ) Specular( 0 ) ; in FS2000 reserved? LoadBitmap( 0 L6 EF 128 128 128 apron1.bmp ) TexPoly( m 0 0 -32767 315 1 100 105 ; 0 5 100 155 ; 1 4 150 155 ; 2 ) TexPoly( m 0 0 -32767 315 1 100 105 ; 0 4 150 155 ; 1 0 150 105 ; 2 ) TexPoly( m 0 32767 0 1 4 255 1 ; 0 5 4 5 ; 1 6 1 248 ; 2 7 254 245 ; 3 ) ReturnEndA; ----------------------------------------

Martin Stebbing, EGLF (UK)

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OK - done it! I hadn't changed the value RefPoint( rel to RefPoint( 2 With this done you can change the value of E= to something below ground level and the texture disappears from view.But maybe someone knows a more 'elegant' solution ...Martin

Martin Stebbing, EGLF (UK)

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