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Guest JCRL

GMax MakeMDL export problem

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Guest JCRL

Hello everyoneI have a problem with the FS2002 gamepack (gmax, makemdl and mdlcommander) when compiled the .bgl file (using the BGLC_9) didn't show up in FS9, I checked the coordinates and they're the same I used when exported it with the FS2004 gamepack, back then it worked fine in FS and the scenery become visible, but with the FS2002 gamepack the scenery file isn't visibleHere is the code (already tweaked) of the *.asm file

;compile with BGLC /BGL G:\gmax\gamepacks\fs2002\Escenarios\SVSA\SVSA_Ground1.asmheader label word dw 0001 ; 00 World set number dd 0000D4F45H ; 02 North bound dd 0000D4545H ; 06 South bound dd 0CC7CC5DDH ; 10 East bound dd 0CC7CC5DBH ; 14 West bound dw 20 dup(0) dd (offset OBJECT_DATA) - (offset header) dw 33 dup(0) OBJECT_DATA label word db 21 ;;LATBAND_REL dw 006A2h ;;lat min (inclusive) 512M units dw 006A8h ;;lat max (exclusive) dd (offset OBJECT_0) - (offset OBJECT_DATA) db 0 ;;EOL OBJECT_0 label BGLCODE db 12 ; NEAR_FAR_HUGE_OBJECT_HEADER dd 0000D4A45h,0CC7CC5DCh ; latitude,longitude db 100 ; image power dd (offset OBJECT_0_END) - (offset OBJECT_0) OBJECT_0_START label word IFIN1 OBJECT_0_FAIL, image_complex, 1, 32767 ADDCAT OBJECT_0_SCALE, 8OBJECT_0_FAIL label BGLCODE BGL_JUMP_32 OBJECT_0_END OBJECT_0_SCALE label BGLCODE SCALE_AGL OBJECT_0_RETURN, 30000, 1280, 131072, 0000D4A45h, 02C3Eh, 0CC7CC5DCh, 0A6EEh, 0, 0 BGL_CALL OBJECT_0_BEGINOBJECT_0_RETURN label word BGL_RETURNOBJECT_0_BEGIN label wordmodel_outside label BGLCODEmodel_shadow label BGLCODELOD_0 label BGLCODE BGL_JUMP_32 LOD_0Lmodel_inside label BGLCODE BGL_RETURNLOD_0L label BGLCODE include G:\gmax\gamepacks\fs2002\Escenarios\SVSA\SVSA_Ground1_0.asmOBJECT_0_END label wordEOF
And the tweaked code of the *_0.asm file
;--------- WARNING - WARNING - WARNING - WARNING - WARNING - WARNING ---------;; This file was automatically generated from G:\gmax\gamepacks\fs2002\Escenarios\SVSA\SVSA_Ground1; using the MakeMDL tool. Do not edit by hand, re-run the; tool instead.;; generated on 03/19/11 22:03:12;;--------- WARNING - WARNING - WARNING - WARNING - WARNING - WARNING ---------; BGL model for G:\gmax\gamepacks\fs2002\Escenarios\SVSA\SVSA_Ground1;; $Header:$;;----------------------------------------------------------------------------;; Final Status: 58 polys; Alpha Status: 0 polys; Light Status: 0 polys; Library Status: 0 polys;; Start Time: 03/19/11 22:03:12; Stop Time : 03/19/11 22:03:12;; Modeling units = 2.0000; Radius = 1279.9733; Radius in meters = 1279.9733; Radius in modeling units = 2560;SVSA_Ground1_top label BGLCODE BGL_BEGIN 0800h ; version = 8.00 TEXTURE_LIST_BEGIN TEXTURE_DEF TEXTURE_BUILDING , <255,255,255,255>, 12.658565, "CESPED.BMP" ; 0 TEXTURE_DEF TEXTURE_BUILDING , <255,255,255,255>, 12.727922, "TIERRA1.BMP" ; 1 TEXTURE_DEF TEXTURE_BUILDING , <255,255,255,255>, 10.604011, "TIERRA2.BMP" ; 2 TEXTURE_LIST_END MATERIAL_LIST_BEGIN MATERIAL_DEF 1.000000,1.000000,1.000000,1.000000, 0.392157,0.392157,0.392157, 0.000000,0.000000,0.000000, 0.000000,0.000000,0.000000, 0.000000 ; 0 MATERIAL_LIST_END VERTEX_LIST_BEGIN VERTEX_DEF -232.128021, 0.016000, 467.440033, 0.000000, 1.000000, 0.000000, 3.852932,1.057143 ; 0 part= 1 prim=0 VERTEX_DEF -193.912018, 0.016000, 478.112030, 0.000000, 1.000000, 0.000000, 3.852932,-0.057145 ; 1 part= 1 prim=0 VERTEX_DEF -167.208008, 0.016000, 234.920013, 0.000000, 1.000000, 0.000000, -2.852932,1.057145 ; 2 part= 1 prim=0 VERTEX_DEF -128.992004, 0.016000, 245.592010, 0.000000, 1.000000, 0.000000, -2.852932,-0.057143 ; 3 part= 1 prim=0 VERTEX_DEF -585.488037, 0.016000, 2485.760254, 0.000000, 1.000000, 0.000000, 51.674599,-0.202072 ; 4 part= 1 prim=2 VERTEX_DEF -487.696045, 0.016000, 2513.064209, 0.000000, 1.000000, 0.000000, 51.674599,-3.022405 ; 5 part= 1 prim=2 VERTEX_DEF -191.560013, 0.016000, 543.080017, 0.000000, 1.000000, 0.000000, -3.243311,3.770441 ; 6 part= 1 prim=2 VERTEX_DEF -161.440002, 0.016000, 435.200012, 0.000000, 1.000000, 0.000000, -6.354631,3.770442 ; 7 part= 1 prim=2 VERTEX_DEF -127.584007, 0.016000, 280.200012, 0.000000, 1.000000, 0.000000, -10.754520,4.022405 ; 8 part= 1 prim=2 VERTEX_DEF -122.480011, 0.016000, 446.080017, 0.000000, 1.000000, 0.000000, -6.354631,2.646775 ; 9 part= 1 prim=2 VERTEX_DEF -116.256004, 0.016000, 239.648010, 0.000000, 1.000000, 0.000000, -11.924131,4.022405 ; 10 part= 1 prim=2 VERTEX_DEF -81.240005, 0.024000, 573.816040, 0.000000, 1.000000, 0.000000, -3.245243,0.589274 ; 11 part= 1 prim=2 VERTEX_DEF -81.032005, 0.016000, 284.368011, 0.000000, 1.000000, 0.000000, -10.990687,2.745834 ; 12 part= 1 prim=2 VERTEX_DEF -79.880005, 0.016000, 293.520020, 0.000000, 1.000000, 0.000000, -10.754520,2.646775 ; 13 part= 1 prim=2 VERTEX_DEF -79.352005, 0.024000, 575.088013, 0.000000, 1.000000, 0.000000, -3.225226,0.529339 ; 14 part= 1 prim=2 VERTEX_DEF -77.472008, 0.024000, 576.472046, 0.000000, 1.000000, 0.000000, -3.202188,0.468651 ; 15 part= 1 prim=2 VERTEX_DEF -75.632004, 0.024000, 577.960022, 0.000000, 1.000000, 0.000000, -3.176132,0.408168 ; 16 part= 1 prim=2 VERTEX_DEF -73.856003, 0.024000, 579.544006, 0.000000, 1.000000, 0.000000, -3.147058,0.348845 ; 17 part= 1 prim=2 VERTEX_DEF -72.184006, 0.024000, 581.216064, 0.000000, 1.000000, 0.000000, -3.114967,0.291640 ; 18 part= 1 prim=2 VERTEX_DEF -71.992004, 0.016000, 252.008011, 0.000000, 1.000000, 0.000000, -11.924132,2.745834 ; 19 part= 1 prim=2 VERTEX_DEF -70.640007, 0.024000, 582.952026, 0.000000, 1.000000, 0.000000, -3.079861,0.237509 ; 20 part= 1 prim=2 VERTEX_DEF -69.272003, 0.024000, 584.760010, 0.000000, 1.000000, 0.000000, -3.041740,0.187408 ; 21 part= 1 prim=2 VERTEX_DEF -68.056007, 0.024000, 586.632019, 0.000000, 1.000000, 0.000000, -3.000853,0.140830 ; 22 part= 1 prim=2 VERTEX_DEF -66.944008, 0.024000, 588.560059, 0.000000, 1.000000, 0.000000, -2.957518,0.096687 ; 23 part= 1 prim=2 VERTEX_DEF -65.944000, 0.024000, 590.544006, 0.000000, 1.000000, 0.000000, -2.911848,0.055070 ; 24 part= 1 prim=2 VERTEX_DEF -65.056007, 0.024000, 592.584045, 0.000000, 1.000000, 0.000000, -2.863952,0.016070 ; 25 part= 1 prim=2 VERTEX_DEF -64.280006, 0.024000, 594.672058, 0.000000, 1.000000, 0.000000, -2.813946,-0.020222 ; 26 part= 1 prim=2 VERTEX_DEF -63.624004, 0.024000, 596.800049, 0.000000, 1.000000, 0.000000, -2.761939,-0.053715 ; 27 part= 1 prim=2 VERTEX_DEF -63.144005, 0.016000, 614.952026, 0.000000, 1.000000, 0.000000, -2.279813,-0.202059 ; 28 part= 1 prim=2 VERTEX_DEF -63.080006, 0.024000, 598.960022, 0.000000, 1.000000, 0.000000, -2.708042,-0.084318 ; 29 part= 1 prim=2 VERTEX_DEF -62.800003, 0.016000, 612.712036, 0.000000, 1.000000, 0.000000, -2.342199,-0.194606 ; 30 part= 1 prim=2 VERTEX_DEF -62.688004, 0.024000, 601.184021, 0.000000, 1.000000, 0.000000, -2.651620,-0.111491 ; 31 part= 1 prim=2 VERTEX_DEF -62.544003, 0.016000, 610.424011, 0.000000, 1.000000, 0.000000, -2.405363,-0.184359 ; 32 part= 1 prim=2 VERTEX_DEF -62.448006, 0.024000, 603.464050, 0.000000, 1.000000, 0.000000, -2.592431,-0.134884 ; 33 part= 1 prim=2 VERTEX_DEF -62.392002, 0.016000, 608.104065, 0.000000, 1.000000, 0.000000, -2.468594,-0.171122 ; 34 part= 1 prim=2 VERTEX_DEF -62.352005, 0.024000, 605.776062, 0.000000, 1.000000, 0.000000, -2.531188,-0.154695 ; 35 part= 1 prim=2 VERTEX_DEF -6.256001, 0.016000, 305.248016, 0.000000, 1.000000, 0.000000, -10.990687,0.589276 ; 36 part= 1 prim=2 VERTEX_DEF -3.984000, 0.016000, 305.136017, 0.000000, 1.000000, 0.000000, -11.010747,0.529341 ; 37 part= 1 prim=2 VERTEX_DEF -1.656000, 0.016000, 304.920013, 0.000000, 1.000000, 0.000000, -11.033893,0.468653 ; 38 part= 1 prim=2 VERTEX_DEF 0.696000, 0.016000, 304.600006, 0.000000, 1.000000, 0.000000, -11.060098,0.408169 ; 39 part= 1 prim=2 VERTEX_DEF 3.040000, 0.016000, 304.160004, 0.000000, 1.000000, 0.000000, -11.089334,0.348847 ; 40 part= 1 prim=2 VERTEX_DEF 5.336000, 0.016000, 303.592010, 0.000000, 1.000000, 0.000000, -11.121573,0.291641 ; 41 part= 1 prim=2 VERTEX_DEF 7.552001, 0.016000, 302.896027, 0.000000, 1.000000, 0.000000, -11.156788,0.237510 ; 42 part= 1 prim=2 VERTEX_DEF 9.656000, 0.016000, 302.056030, 0.000000, 1.000000, 0.000000, -11.194950,0.187410 ; 43 part= 1 prim=2 VERTEX_DEF 11.672001, 0.016000, 301.088013, 0.000000, 1.000000, 0.000000, -11.235838,0.140832 ; 44 part= 1 prim=2 VERTEX_DEF 13.616001, 0.016000, 300.016022, 0.000000, 1.000000, 0.000000, -11.279173,0.096689 ; 45 part= 1 prim=2 VERTEX_DEF 15.504001, 0.016000, 298.832031, 0.000000, 1.000000, 0.000000, -11.324843,0.055072 ; 46 part= 1 prim=2 VERTEX_DEF 17.320002, 0.016000, 297.552032, 0.000000, 1.000000, 0.000000, -11.372738,0.016072 ; 47 part= 1 prim=2 VERTEX_DEF 19.064001, 0.016000, 296.168030, 0.000000, 1.000000, 0.000000, -11.422746,-0.020220 ; 48 part= 1 prim=2 VERTEX_DEF 20.728001, 0.016000, 294.688019, 0.000000, 1.000000, 0.000000, -11.474752,-0.053713 ; 49 part= 1 prim=2 VERTEX_DEF 22.312002, 0.016000, 293.120026, 0.000000, 1.000000, 0.000000, -11.528649,-0.084316 ; 50 part= 1 prim=2 VERTEX_DEF 23.792002, 0.016000, 291.440033, 0.000000, 1.000000, 0.000000, -11.584632,-0.111488 ; 51 part= 1 prim=2 VERTEX_DEF 25.168001, 0.016000, 289.656006, 0.000000, 1.000000, 0.000000, -11.642688,-0.134882 ; 52 part= 1 prim=2 VERTEX_DEF 26.432001, 0.016000, 287.776031, 0.000000, 1.000000, 0.000000, -11.702384,-0.154693 ; 53 part= 1 prim=2 VERTEX_DEF 27.592001, 0.016000, 285.824005, 0.000000, 1.000000, 0.000000, -11.763289,-0.171119 ; 54 part= 1 prim=2 VERTEX_DEF 28.648003, 0.016000, 283.808014, 0.000000, 1.000000, 0.000000, -11.824973,-0.184357 ; 55 part= 1 prim=2 VERTEX_DEF 29.600002, 0.016000, 281.760010, 0.000000, 1.000000, 0.000000, -11.887005,-0.194604 ; 56 part= 1 prim=2 VERTEX_DEF 30.464003, 0.016000, 279.680023, -0.000001, 1.000000, 0.000000, -11.948951,-0.202056 ; 57 part= 1 prim=2 VERTEX_DEF 405.368011, 0.016000,-1063.080078, 0.000000, 1.000000, 0.000000, -50.674599,-0.202048 ; 58 part= 1 prim=2 VERTEX_DEF 503.160034, 0.016000,-1035.776123, 0.000000, 1.000000, 0.000000, -50.674599,-3.022381 ; 59 part= 1 prim=2 VERTEX_DEF -180.448013, 0.016000, 429.896027, 0.000000, 1.000000, 0.000000, 3.249643,1.225107 ; 60 part= 1 prim=4 VERTEX_DEF -137.856003, 0.016000, 277.336029, 0.000000, 1.000000, 0.000000, -2.257101,1.225108 ; 61 part= 1 prim=4 VERTEX_DEF -122.480011, 0.016000, 446.080017, 0.000000, 1.000000, 0.000000, 3.249643,-0.699505 ; 62 part= 1 prim=4 VERTEX_DEF -79.880005, 0.016000, 293.520020, 0.000000, 1.000000, 0.000000, -2.257102,-0.699504 ; 63 part= 1 prim=4 VERTEX_LIST_END; NonAlphaSVSA_Ground1_NonAlpha label BGLCODE MATERIAL 0,0 ; <255,255,255,255> CESPED.BMP;;; DRAW_TRI_BEGIN 0, 4 DRAW_TRI 2, 3, 0 ; poly=57 part=1 DRAW_TRI 1, 0, 3 ; poly=58 part=1 DRAW_TRI_END MATERIAL 0,1 ; <255,255,255,255> TIERRA1.BMP;;; DRAW_TRI_BEGIN 4, 56 DRAW_TRI 52, 53, 12 ; poly=29 part=1 DRAW_TRI 4, 6, 8 ; poly=4 part=1 DRAW_TRI 9, 4, 8 ; poly=5 part=1 DRAW_TRI 9, 8, 32 ; poly=6 part=1 DRAW_TRI 1, 0, 24 ; poly=7 part=1 DRAW_TRI 55, 1, 24 ; poly=8 part=1 DRAW_TRI 55, 24, 26 ; poly=9 part=1 DRAW_TRI 55, 26, 28 ; poly=10 part=1 DRAW_TRI 55, 28, 30 ; poly=11 part=1 DRAW_TRI 55, 30, 31 ; poly=12 part=1 DRAW_TRI 55, 31, 29 ; poly=13 part=1 DRAW_TRI 55, 29, 27 ; poly=14 part=1 DRAW_TRI 55, 27, 25 ; poly=15 part=1 DRAW_TRI 55, 25, 23 ; poly=16 part=1 DRAW_TRI 55, 23, 22 ; poly=17 part=1 DRAW_TRI 55, 22, 21 ; poly=18 part=1 DRAW_TRI 55, 21, 20 ; poly=19 part=1 DRAW_TRI 55, 20, 19 ; poly=20 part=1 DRAW_TRI 55, 19, 18 ; poly=21 part=1 DRAW_TRI 55, 18, 17 ; poly=22 part=1 DRAW_TRI 55, 17, 16 ; poly=23 part=1 DRAW_TRI 55, 16, 14 ; poly=24 part=1 DRAW_TRI 55, 14, 13 ; poly=25 part=1 DRAW_TRI 55, 13, 12 ; poly=26 part=1 DRAW_TRI 53, 54, 55 ; poly=27 part=1 DRAW_TRI 7, 3, 5 ; poly=2 part=1 DRAW_TRI 6, 15, 8 ; poly=3 part=1 DRAW_TRI 7, 2, 3 ; poly=1 part=1 DRAW_TRI 50, 51, 12 ; poly=31 part=1 DRAW_TRI 49, 50, 12 ; poly=32 part=1 DRAW_TRI 48, 49, 12 ; poly=33 part=1 DRAW_TRI 47, 48, 12 ; poly=34 part=1 DRAW_TRI 46, 47, 12 ; poly=35 part=1 DRAW_TRI 45, 46, 12 ; poly=36 part=1 DRAW_TRI 44, 45, 12 ; poly=37 part=1 DRAW_TRI 43, 44, 12 ; poly=38 part=1 DRAW_TRI 42, 43, 12 ; poly=39 part=1 DRAW_TRI 41, 42, 12 ; poly=40 part=1 DRAW_TRI 40, 41, 12 ; poly=41 part=1 DRAW_TRI 39, 40, 12 ; poly=42 part=1 DRAW_TRI 38, 39, 12 ; poly=43 part=1 DRAW_TRI 37, 38, 12 ; poly=44 part=1 DRAW_TRI 36, 37, 12 ; poly=45 part=1 DRAW_TRI 35, 36, 12 ; poly=46 part=1 DRAW_TRI 34, 35, 12 ; poly=47 part=1 DRAW_TRI 34, 12, 11 ; poly=48 part=1 DRAW_TRI 33, 34, 11 ; poly=49 part=1 DRAW_TRI 33, 11, 10 ; poly=50 part=1 DRAW_TRI 32, 33, 10 ; poly=51 part=1 DRAW_TRI 32, 10, 7 ; poly=52 part=1 DRAW_TRI 32, 7, 5 ; poly=53 part=1 DRAW_TRI 32, 5, 9 ; poly=54 part=1 DRAW_TRI 53, 55, 12 ; poly=28 part=1 DRAW_TRI 51, 52, 12 ; poly=30 part=1 DRAW_TRI_END MATERIAL 0,2 ; <255,255,255,255> TIERRA2.BMP;;; DRAW_TRI_BEGIN 60, 4 DRAW_TRI 2, 0, 1 ; poly=55 part=1 DRAW_TRI 3, 2, 1 ; poly=56 part=1 DRAW_TRI_END BGL_END BGL_RETURN;--------- WARNING - WARNING - WARNING - WARNING - WARNING - WARNING ---------;; This file was automatically generated from G:\gmax\gamepacks\fs2002\Escenarios\SVSA\SVSA_Ground1; using the MakeMDL tool. Do not edit by hand, re-run the; tool instead.;; generated on 03/19/11 22:03:12;;--------- WARNING - WARNING - WARNING - WARNING - WARNING - WARNING ---------
Please help, what I'm doing wrong?

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I compiled your code and made some dummy .bmps and here's what i see in my sim (FS9):svsa.jpgIt doesn't overlay the stock airport, but maybe that was intentional. Also looks like it needs a "flatten" under it, but maybe you've got that taken care of as well. Anyway I don't think there's anything wrong with the output from MakeMDL or the .asm tweaks, must be something else.Jim

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If you are wanting to create a multi-layered set of polygons (a la Bill Womack's technique), Arno has developed a tool that will allow you to create everything in GMax as a single model, then use his tool to assign layer numbers to to each set of polygons.http://msmvps.com/blogs/arnogerretsen/archive/2011/02/06/ground-polygon-wizard-available.aspx


Fr. Bill    

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Guest JCRL
I compiled your code and made some dummy .bmps and here's what i see in my sim (FS9):svsa.jpgIt doesn't overlay the stock airport, but maybe that was intentional. Also looks like it needs a "flatten" under it, but maybe you've got that taken care of as well. Anyway I don't think there's anything wrong with the output from MakeMDL or the .asm tweaks, must be something else.Jim
Hi Jim, looks like you can see the sceneryI don't understand why it happens to me :blink:I made a flatten area with SBuilder with 385 meters over all the airport area, but, is there a way to see the altitude in the .asm files????

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Guest JCRL
If you are wanting to create a multi-layered set of polygons (a la Bill Womack's technique), Arno has developed a tool that will allow you to create everything in GMax as a single model, then use his tool to assign layer numbers to to each set of polygons.http://msmvps.com/bl...-available.aspx
Thanks Bill, I'll download it

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I would imagine the altitude is a hex value buried amongst the jibberish there somewhere but I wouldn't know which it is or how to interpret it. Arno would be the one to ask. I can tell you that the surface of your polygon in my sim is 387.716m though, so if your flatten is 385m maybe you need to slew upwards a few meters so that you're looking down on it rather than at the bottom of it? I'm sure you've tried slewing every direction imaginable though, so that can't possibly be the problem. Your .bmps are "powers of two"? No all-black alpha channels making them transparent?Jim

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Guest JCRL

Hi JimAlready solved it, the problem was because I had an ground polygon made with the FS2004 gamepack, removed it and fixed :biggrin:Thank you :(

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If I had a dime for every hour I've spent pulling my hair out over something like that... Well, I'd have a lot of dimes :smile:Jim

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