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Using an FS9 building in FSX

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  • Moderator

I have a Ft. Lauderdale downtown scenery that was made for FS9 however it also works in FSX. The only problem is that although it does have night textures included, they dont come on at night. It looks fine in the day, but I would love to be able to view the buildings lit up at night.Are there any tools I could use to somehow manipulate the bgls that are included to call the night textures in FSX? The scenery is comprised of about 20 bgl's that are responsible for one building each. Honestly I would be happy to just get one of the building to light up at night, that one building being the Auto Nation building that is very visible at KFLL due to its purple lighting.Any help would be appreciated as well as which tools I will need. I do have ModelConverter X and bglanalyze as well as bgl2xml, however the last two I dont really understand how to use. I have used ModelConverterX in the past, but have very liimited knowledge of how to use it aside from using it to see what textures a bgl calls for.Thanks in advance.

Avsim Board of Directors | Avsim Forums Moderator

Hello Sean,Please try loading the file in ModelConverterX and see if the light map is assigned to that model. If not, you will have to then convert the object, load it in gMax, assign the light map to it, and re-compile it.Best regards.Luis

do.png Hot, humid Caribbean paradise!
  • Author
  • Moderator
Hello Sean,Please try loading the file in ModelConverterX and see if the light map is assigned to that model. If not, you will have to then convert the object, load it in gMax, assign the light map to it, and re-compile it.Best regards.Luis
Hi Luis,Thanks for the quick reply. Yes, I tried loading the file into ModelConverterX and it wouldn't load for some reason. Not sure why since most other things load in it.BTW, check your PM, I sent some additional info on the subject.Regards,Sean

Avsim Board of Directors | Avsim Forums Moderator

Very sorry, Sean, I had not seen this post. Since you cannot load that file with Arno's tool, you will have to try one of the decompilers, for example, Winfried's BGLAnalyze. It's a drag-and-drop operation, pretty simple. The result will be a scasm file for an old object such as that one. Just open the file with any text editor (Notepad) and search for the texture name to check that the night texture is also assigned.Sean, are you sure this scenery is worth all the trouble? Will you be flying there all the time? Because, while the process is not complicated, you are going to have to make a certain effort to fix this problem, and it may be too much if you rarely load that package or fly in that area.Best regards.Luis

do.png Hot, humid Caribbean paradise!
  • Author
  • Moderator

Hi Luis.Well I tried dropping the 1st bgl for building #1 into both BGLAnalyze for FS9 and for FSX, as well as his new version of BGLAnalyze that has a GUI. For some reason when I drop the bgl onto the exe all I get is a quick flash of a black box then nothing else happens. However, I tried dropping one of the execlude bgls on to the exe and it created an xml file on my desktop. Not sure if I am doing something wrong, but dropping the bgls that house the buildings, and I have tried all of them, they dont seem to create an xml file. As a test I also tried dropping an ADE bgl into it and it created an xml file as well.As far as the other question about it being worth it. Well, it is an area I fly into a lot so to some extent it would be worth it, but frankly I would be happy if I could just get the firts bgl which houses the AutoNation building to work since that is the one building which stands out from the others the most. Although since you mentioned that I might need gmax to make this work, then it would be out of the question since I dont own gmax.Anyway, thanks for the help so far. I will check back to see what you say. Sorry for the delay in the response.Regards,Sean

Avsim Board of Directors | Avsim Forums Moderator

For the older style scenery files there is BGLAnalyze, dated early 2003 which will break out the macro/scasm/whatever it may be code. Then there is BGLAnalyze9 for the MDL file format and BGLAnalyzeX for FSX. Searching for Winfried Orthmann here in the file library will bring up a long list, so make sure you get the most "current" version of each tool.

As Lance mentions, if the file is from before FS 9, then you will need an older version of BGLAnalyze that will give you a SCASM file when decompiling. If that is the case, then you won't need gMax, Sean, because it all get's a lot worse. gMax is pretty easy to use, and free for all, but with SCASM files you will basically have to hand code the objects as I don't know if there are any good object designers for that. However, in this case, all you want is to see if the night map is in fact assigned to the object, or if the author forgot to do that (or maybe didn't know) and just tossed the night texture in the folder thinking it would work like that.I can't promise anything, as I am chronically short of free time, and in general I do not look at other people's projects, since it would never end if I did. But, since you are an old-timer here at Avsim, I shall try to to take a look at your link if I can. Don't know when, please be patient. Or even faster, get an older version of BGLAnalyze and see for yourself, then report back.Best regards.Luis

do.png Hot, humid Caribbean paradise!
  • Author
  • Moderator
For the older style scenery files there is BGLAnalyze, dated early 2003 which will break out the macro/scasm/whatever it may be code. Then there is BGLAnalyze9 for the MDL file format and BGLAnalyzeX for FSX. Searching for Winfried Orthmann here in the file library will bring up a long list, so make sure you get the most "current" version of each tool.
You were right. I had an older version of BGLAnalyze that included one for FS9 and FSX, and I also have a newer version that also works for both but includes a GUI. Upon your advice I did a search and found a much older version in the Avsim file library and low and behold after I downloaded it I was able to finally decomple it into scasm code :-) I guess I just needed an older version.
As Lance mentions, if the file is from before FS 9, then you will need an older version of BGLAnalyze that will give you a SCASM file when decompiling. If that is the case, then you won't need gMax, Sean, because it all get's a lot worse. gMax is pretty easy to use, and free for all, but with SCASM files you will basically have to hand code the objects as I don't know if there are any good object designers for that. However, in this case, all you want is to see if the night map is in fact assigned to the object, or if the author forgot to do that (or maybe didn't know) and just tossed the night texture in the folder thinking it would work like that.I can't promise anything, as I am chronically short of free time, and in general I do not look at other people's projects, since it would never end if I did. But, since you are an old-timer here at Avsim, I shall try to to take a look at your link if I can. Don't know when, please be patient. Or even faster, get an older version of BGLAnalyze and see for yourself, then report back.Best regards.Luis
Thanks Luis. Yes, I have plenty of patience if you get a chance to have a look. However as I mentinoed to meshman above, I was finally able to decompile it into scasm code. Below is what it says when I decompiled it ans saved it, sorry for the long list, but none the less here is the contents:; ----------------------------------------; FtLaud1.bgl disassembled by BGLAnalyze © on Sun Apr 03 20:28:28 2011; ----------------------------------------Header( 1 N26:36:56.76 N25:36:56.78 W079:38:30.20 W080:38:30.21 )LatRange( N25:36:56.78 N26:36:56.76 ); since SCASM does not support multiple latitude ranges; the range has been set to the minimum/maximum latitude.; LatRange information in the BGL file is given as comment.; If you want to use band separation, you must edit; the source file manually.; Insert the "Set( FSVers 0x800 )" instruction at the beginning; of the file, if you want to use the FS2002 instructions; for the facilities sectionmif( [$Version < 285] ) Error( You need at least SCASM version 2.85 to compile this code )mifend; ----------------------------------------; Procedural scenery; ----------------------------------------; LatRange( N25:36:41.00 N26:36:56.73 ); ----------------------------------------; ----------------------------------------; Object # 1, offset: 0x000A size: 7372 bytes (0x1CCC) ;; Lat: 0002C48F5h Lon: 0C702A500h; ----------------------------------------Area( 5 N26:06:56.80 W080:08:30.20 35 ) PerspectiveCall( :L000022 ) ShadowCall( :L000024 ) Jump( : ):L000022 Perspective:L000024 RefPoint( rel :L001CD4 0.10 N26:06:56.79 W080:08:30.20 V1= 0 V2= 1506 ) IfVarRange3( :L000060 037E -244 244 0382 0 752 0386 -251 251 ) SetVar( 0284 14 ):L000060 Call32( :L0000D4 ) Call32( :L000222 ) Call32( :L00036E ) Call32( :L0004EE ) Call32( :L00063A ) Call32( :L0007C6 ) Call32( :L000950 ) Call32( :L000AD0 ) Call32( :L000C5A ) Call32( :L000DE4 ) Call32( :L000F8E ) Call32( :L001118 ) Call32( :L001284 ) Call32( :L00142E ) Call32( :L0015B8 ) Call32( :L001704 ) Call32( :L0018AE ) Call32( :L001A3A ) Call32( :L001B88 ) Return:L0000D4 Points( 0 -144 0 -50 ; 0 -144 72 -50 ; 1 -39 72 -50 ; 2 -39 0 -50 ; 3 -144 0 251 ; 4 -144 72 251 ; 5 -39 72 251 ; 6 -39 0 251 ; 7 ) RGBSColor( EF 121 121 121 ) Poly( m 0 -32767 0 1 0 3 7 4 ) RGBSColor( EF 121 121 121 ) LoadBitmap( 0 L1 EF 121 121 121 FtLauderdale1_3.bmp ) TexPoly( m 0 0 -32767 51 0 186 85 ; 0 1 186 140 ; 1 2 256 140 ; 2 3 256 85 ; 3 ) TexPoly( m 0 0 32767 251 7 186 85 ; 0 6 186 140 ; 1 5 256 140 ; 2 4 256 85 ; 3 ) TexPoly( m -32767 0 0 145 5 115 140 ; 0 1 183 140 ; 1 0 183 85 ; 2 4 115 85 ; 3 ) TexPoly( m 32767 0 0 -40 2 115 140 ; 0 6 184 140 ; 1 7 184 85 ; 2 3 115 85 ; 3 ) TexPoly( m 0 32767 0 72 5 90 256 ; 0 6 172 256 ; 1 2 172 238 ; 2 1 90 238 ; 3 ) Poly( m 0 -32767 0 1 0 3 7 4 ) Return:L000222 Points( 0 -39 72 185 ; 0 -39 138 185 ; 1 -105 138 185 ; 2 -105 72 185 ; 3 -39 72 23 ; 4 -39 138 23 ; 5 -105 138 23 ; 6 -105 72 23 ; 7 ) RGBSColor( EF 121 121 121 ) Poly( m 0 -32767 0 -72 0 3 7 4 ) RGBSColor( EF 121 121 121 ) LoadBitmap( 0 L1 EF 121 121 121 FtLauderdale1.bmp ) TexPoly( m 0 0 32767 185 0 0 240 ; 0 1 0 255 ; 1 2 18 255 ; 2 3 18 240 ; 3 ) TexPoly( m 0 0 -32766 -23 7 0 240 ; 0 6 0 256 ; 1 5 18 256 ; 2 4 18 240 ; 3 ) TexPoly( m 32767 0 0 -40 5 23 256 ; 0 1 72 256 ; 1 0 72 240 ; 2 4 23 240 ; 3 ) TexPoly( m -32767 0 0 106 2 23 256 ; 0 6 71 256 ; 1 7 71 241 ; 2 3 23 241 ; 3 ) TexPoly( m 0 32767 0 138 5 234 256 ; 0 6 256 256 ; 1 2 256 247 ; 2 1 234 247 ; 3 ) Poly( m 0 -32767 0 -72 0 3 7 4 ) Return:L00036E Points( 0 186 1 251 ; 0 186 139 251 ; 1 128 139 251 ; 2 128 1 251 ; 3 186 1 226 ; 4 186 139 226 ; 5 128 139 226 ; 6 128 1 226 ; 7 ) RGBSColor( EF 121 121 121 ) LoadBitmap( 0 L1 EF 121 121 121 FtLauderdale1_2.bmp ) TexPoly( m 0 0 32767 251 0 67 124 ; 0 1 67 154 ; 1 2 80 154 ; 2 3 80 124 ; 3 ) TexPoly( m 0 0 -32767 -226 7 75 157 ; 0 6 75 187 ; 1 5 88 187 ; 2 4 88 157 ; 3 ) TexPoly( m 32767 0 0 186 5 76 154 ; 0 1 82 154 ; 1 0 82 124 ; 2 4 76 124 ; 3 ) TexPoly( m -32767 0 0 -128 2 86 147 ; 0 6 92 147 ; 1 7 92 123 ; 2 3 86 123 ; 3 ) LoadBitmap( 0 L1 EF 121 121 121 FtLauderdale1.bmp ) TexPoly( m 0 32767 0 139 5 234 256 ; 0 6 256 256 ; 1 2 256 247 ; 2 1 234 247 ; 3 ) LoadBitmap( 0 L1 EF 121 121 121 FtLauderdale1_2.bmp ) TexPoly( m 0 -32767 0 -1 0 86 123 ; 0 3 86 123 ; 1 7 92 123 ; 2 4 92 123 ; 3 ) Return:L0004EE Points( 0 128 1 251 ; 0 128 688 251 ; 1 -39 688 251 ; 2 -39 1 251 ; 3 128 1 24 ; 4 128 688 24 ; 5 -39 688 24 ; 6 -39 1 24 ; 7 ) RGBSColor( EF 121 121 121 ) Poly( m 0 -32767 0 -1 0 3 7 4 ) RGBSColor( EF 121 121 121 ) LoadBitmap( 0 L1 EF 121 121 121 FtLauderdale1.bmp ) TexPoly( m 0 0 32767 251 0 63 0 ; 0 1 63 149 ; 1 2 98 149 ; 2 3 98 0 ; 3 ) TexPoly( m 0 0 -32767 -24 7 63 0 ; 0 6 63 149 ; 1 5 98 149 ; 2 4 98 0 ; 3 ) TexPoly( m 32767 0 0 128 5 0 149 ; 0 1 46 149 ; 1 0 46 0 ; 2 4 0 0 ; 3 ) TexPoly( m -32767 0 0 40 2 0 149 ; 0 6 46 149 ; 1 7 46 0 ; 2 3 0 0 ; 3 ) TexPoly( m 0 32767 0 688 5 236 256 ; 0 6 256 256 ; 1 2 256 239 ; 2 1 236 239 ; 3 ) Poly( m 0 -32767 0 -1 0 3 7 4 ) Return:L00063A Points( 0 21 721 226 ; 0 21 744 226 ; 1 128 744 226 ; 2 128 721 226 ; 3 21 721 227 ; 4 21 744 227 ; 5 128 744 227 ; 6 128 721 227 ; 7 ) RGBSColor( EF 121 121 121 ) Poly( m 0 -32767 0 -721 0 3 7 4 ) RGBSColor( EF 121 121 121 ) LoadBitmap( 0 L1 EF 121 121 121 FtLauderdale1_2.bmp ) TexPoly( m 0 0 -32767 -226 0 0 185 ; 0 1 0 200 ; 1 2 17 200 ; 2 3 17 185 ; 3 ) LoadBitmap( 0 L1 EF 121 121 121 FtLauderdale1.bmp ) TexPoly( m 0 0 32767 227 7 18 195 ; 0 6 18 214 ; 1 5 101 214 ; 2 4 101 195 ; 3 ) LoadBitmap( 0 L1 EF 121 121 121 FtLauderdale1_2.bmp ) TexPoly( m -32767 0 0 -21 5 0 180 ; 0 1 30 180 ; 1 0 30 165 ; 2 4 0 165 ; 3 ) TexPoly( m 32767 0 0 128 2 0 180 ; 0 6 30 180 ; 1 7 30 165 ; 2 3 0 165 ; 3 ) TexPoly( m 0 32767 0 744 5 231 256 ; 0 6 256 256 ; 1 2 256 229 ; 2 1 231 229 ; 3 ) Poly( m 0 -32767 0 -721 0 3 7 4 ) Return:L0007C6 Points( 0 -10 1 24 ; 0 -10 558 24 ; 1 -39 558 24 ; 2 -39 1 24 ; 3 -10 1 3 ; 4 -10 558 3 ; 5 -39 558 3 ; 6 -39 1 3 ; 7 ) RGBSColor( EF 121 121 121 ) Poly( m 0 -32767 0 -1 0 3 7 4 ) RGBSColor( EF 121 121 121 ) LoadBitmap( 0 L1 EF 121 121 121 FtLauderdale1.bmp ) TexPoly( m 0 0 32766 24 0 147 0 ; 0 1 147 121 ; 1 2 153 121 ; 2 3 153 0 ; 3 ) LoadBitmap( 0 L1 EF 121 121 121 FtLauderdale1_2.bmp ) TexPoly( m 0 0 -32767 -3 7 154 0 ; 0 6 154 121 ; 1 5 159 121 ; 2 4 159 0 ; 3 ) LoadBitmap( 0 L1 EF 121 121 121 FtLauderdale1.bmp ) TexPoly( m 32767 0 0 -11 5 147 121 ; 0 1 153 121 ; 1 0 153 0 ; 2 4 147 0 ; 3 ) TexPoly( m -32767 0 0 40 2 148 121 ; 0 6 152 121 ; 1 7 152 0 ; 2 3 148 0 ; 3 ) TexPoly( m 0 32767 0 558 5 236 256 ; 0 6 256 256 ; 1 2 256 239 ; 2 1 236 239 ; 3 ) Poly( m 0 -32767 0 -1 0 3 7 4 ) Return:L000950 Points( 0 218 1 251 ; 0 218 103 251 ; 1 186 103 251 ; 2 186 1 251 ; 3 218 1 225 ; 4 218 103 225 ; 5 186 103 225 ; 6 186 1 225 ; 7 ) RGBSColor( EF 121 121 121 ) LoadBitmap( 0 L1 EF 121 121 121 FtLauderdale1_2.bmp ) TexPoly( m 0 0 32767 251 0 65 157 ; 0 1 65 180 ; 1 2 72 180 ; 2 3 72 157 ; 3 ) TexPoly( m 0 0 -32767 -225 7 75 157 ; 0 6 75 187 ; 1 5 88 187 ; 2 4 88 157 ; 3 ) TexPoly( m 32766 0 0 218 5 85 147 ; 0 1 92 147 ; 1 0 92 124 ; 2 4 85 124 ; 3 ) TexPoly( m -32767 0 0 -186 2 86 147 ; 0 6 92 147 ; 1 7 92 123 ; 2 3 86 123 ; 3 ) LoadBitmap( 0 L1 EF 121 121 121 FtLauderdale1.bmp ) TexPoly( m 0 32767 0 103 5 234 256 ; 0 6 256 256 ; 1 2 256 247 ; 2 1 234 247 ; 3 ) LoadBitmap( 0 L1 EF 121 121 121 FtLauderdale1_2.bmp ) TexPoly( m 0 -32767 0 -1 0 86 123 ; 0 3 86 123 ; 1 7 92 123 ; 2 4 92 123 ; 3 ) Return:L000AD0 Points( 0 157 1 226 ; 0 157 752 226 ; 1 -10 752 226 ; 2 -10 1 226 ; 3 157 1 3 ; 4 157 752 3 ; 5 -10 752 3 ; 6 -10 1 3 ; 7 ) RGBSColor( EF 121 121 121 ) Poly( m 0 -32767 0 -1 0 3 7 4 ) RGBSColor( EF 121 121 121 ) LoadBitmap( 0 L1 EF 121 121 121 FtLauderdale1.bmp ) TexPoly( m 0 0 32766 226 0 169 0 ; 0 1 169 163 ; 1 2 205 163 ; 2 3 205 0 ; 3 ) TexPoly( m 0 0 -32766 -3 7 169 0 ; 0 6 169 163 ; 1 5 205 163 ; 2 4 205 0 ; 3 ) LoadBitmap( 0 L1 EF 121 121 121 FtLauderdale1_2.bmp ) TexPoly( m 32767 0 0 157 5 0 163 ; 0 1 47 163 ; 1 0 47 0 ; 2 4 0 0 ; 3 ) TexPoly( m -32767 0 0 11 2 0 163 ; 0 6 47 163 ; 1 7 47 0 ; 2 3 0 0 ; 3 ) LoadBitmap( 0 L1 EF 121 121 121 FtLauderdale1.bmp ) TexPoly( m 0 32767 0 752 5 236 256 ; 0 6 256 256 ; 1 2 256 239 ; 2 1 236 239 ; 3 ) Poly( m 0 -32767 0 -1 0 3 7 4 ) Return:L000C5A Points( 0 -10 1 3 ; 0 -10 524 3 ; 1 -39 524 3 ; 2 -39 1 3 ; 3 -10 1 -24 ; 4 -10 524 -24 ; 5 -39 524 -24 ; 6 -39 1 -24 ; 7 ) RGBSColor( EF 121 121 121 ) Poly( m 0 -32767 0 -1 0 3 7 4 ) RGBSColor( EF 121 121 121 ) LoadBitmap( 0 L1 EF 121 121 121 FtLauderdale1.bmp ) TexPoly( m 0 0 32767 3 0 147 0 ; 0 1 147 121 ; 1 2 153 121 ; 2 3 153 0 ; 3 ) LoadBitmap( 0 L1 EF 121 121 121 FtLauderdale1_2.bmp ) TexPoly( m 0 0 -32766 25 7 154 0 ; 0 6 154 121 ; 1 5 159 121 ; 2 4 159 0 ; 3 ) LoadBitmap( 0 L1 EF 121 121 121 FtLauderdale1.bmp ) TexPoly( m 32767 0 0 -11 5 147 121 ; 0 1 153 121 ; 1 0 153 0 ; 2 4 147 0 ; 3 ) TexPoly( m -32767 0 0 40 2 154 114 ; 0 6 159 114 ; 1 7 159 0 ; 2 3 154 0 ; 3 ) TexPoly( m 0 32767 0 524 5 236 256 ; 0 6 256 256 ; 1 2 256 239 ; 2 1 236 239 ; 3 ) Poly( m 0 -32767 0 -1 0 3 7 4 ) Return:L000DE4 Points( 0 186 1 226 ; 0 186 655 226 ; 1 157 655 226 ; 2 157 1 226 ; 3 186 1 200 ; 4 186 655 200 ; 5 157 655 200 ; 6 157 1 200 ; 7 ) RGBSColor( EF 121 121 121 ) Poly( m 0 -32767 0 -1 0 3 7 4 ) RGBSColor( EF 121 121 121 ) LoadBitmap( 0 L1 EF 121 121 121 FtLauderdale1_2.bmp ) TexPoly( m 0 0 32767 226 0 110 0 ; 0 1 110 142 ; 1 2 115 142 ; 2 3 115 0 ; 3 ) LoadBitmap( 0 L1 EF 121 121 121 FtLauderdale1.bmp ) TexPoly( m 0 0 -32767 -200 7 169 0 ; 0 6 169 163 ; 1 5 205 163 ; 2 4 205 0 ; 3 ) LoadBitmap( 0 L1 EF 121 121 121 FtLauderdale1_2.bmp ) TexPoly( m 32766 0 0 186 5 48 142 ; 0 1 53 142 ; 1 0 53 0 ; 2 4 48 0 ; 3 ) TexPoly( m -32767 0 0 -157 2 0 163 ; 0 6 47 163 ; 1 7 47 0 ; 2 3 0 0 ; 3 ) LoadBitmap( 0 L1 EF 121 121 121 FtLauderdale1.bmp ) TexPoly( m 0 32767 0 655 5 236 256 ; 0 6 256 256 ; 1 2 256 239 ; 2 1 236 239 ; 3 ) Poly( m 0 -32767 0 -1 0 3 7 4 ) Return:L000F8E Points( 0 -10 1 -24 ; 0 -10 494 -24 ; 1 -39 494 -24 ; 2 -39 1 -24 ; 3 -10 1 -51 ; 4 -10 494 -51 ; 5 -39 494 -51 ; 6 -39 1 -51 ; 7 ) RGBSColor( EF 121 121 121 ) Poly( m 0 -32767 0 -1 0 3 7 4 ) RGBSColor( EF 121 121 121 ) LoadBitmap( 0 L1 EF 121 121 121 FtLauderdale1.bmp ) TexPoly( m 0 0 32766 -25 0 147 0 ; 0 1 147 121 ; 1 2 153 121 ; 2 3 153 0 ; 3 ) LoadBitmap( 0 L1 EF 121 121 121 FtLauderdale1_2.bmp ) TexPoly( m 0 0 -32767 52 7 141 0 ; 0 6 141 107 ; 1 5 146 107 ; 2 4 146 0 ; 3 ) LoadBitmap( 0 L1 EF 121 121 121 FtLauderdale1.bmp ) TexPoly( m 32767 0 0 -11 5 147 121 ; 0 1 153 121 ; 1 0 153 0 ; 2 4 147 0 ; 3 ) TexPoly( m -32767 0 0 40 2 161 107 ; 0 6 166 107 ; 1 7 166 0 ; 2 3 161 0 ; 3 ) TexPoly( m 0 32767 0 494 5 236 256 ; 0 6 256 256 ; 1 2 256 239 ; 2 1 236 239 ; 3 ) Poly( m 0 -32767 0 -1 0 3 7 4 ) Return:L001118 Points( 0 20 1 3 ; 0 20 656 3 ; 1 -10 656 3 ; 2 -10 1 3 ; 3 20 1 -24 ; 4 20 656 -24 ; 5 -10 656 -24 ; 6 -10 1 -24 ; 7 ) RGBSColor( EF 121 121 121 ) Poly( m 0 -32767 0 -1 0 3 7 4 ) RGBSColor( EF 121 121 121 ) LoadBitmap( 0 L1 EF 121 121 121 FtLauderdale1_2.bmp ) TexPoly( m 0 0 32767 3 0 110 0 ; 0 1 110 142 ; 1 2 116 142 ; 2 3 116 0 ; 3 ) TexPoly( m 0 0 -32767 25 7 48 0 ; 0 6 48 142 ; 1 5 54 142 ; 2 4 54 0 ; 3 ) TexPoly( m 32767 0 0 20 5 110 142 ; 0 1 116 142 ; 1 0 116 0 ; 2 4 110 0 ; 3 ) TexPoly( m -32767 0 0 11 2 48 142 ; 0 6 54 142 ; 1 7 54 0 ; 2 3 48 0 ; 3 ) LoadBitmap( 0 L1 EF 121 121 121 FtLauderdale1.bmp ) TexPoly( m 0 32767 0 656 5 236 256 ; 0 6 256 256 ; 1 2 256 239 ; 2 1 236 239 ; 3 ) Poly( m 0 -32767 0 -1 0 3 7 4 ) Return:L001284 Points( 0 215 1 226 ; 0 215 623 226 ; 1 186 623 226 ; 2 186 1 226 ; 3 215 1 200 ; 4 215 623 200 ; 5 186 623 200 ; 6 186 1 200 ; 7 ) RGBSColor( EF 121 121 121 ) Poly( m 0 -32767 0 -1 0 3 7 4 ) RGBSColor( EF 121 121 121 ) LoadBitmap( 0 L1 EF 121 121 121 FtLauderdale1_2.bmp ) TexPoly( m 0 0 32767 226 0 104 0 ; 0 1 104 135 ; 1 2 110 135 ; 2 3 110 0 ; 3 ) LoadBitmap( 0 L1 EF 121 121 121 FtLauderdale1.bmp ) TexPoly( m 0 0 -32767 -200 7 169 0 ; 0 6 169 163 ; 1 5 205 163 ; 2 4 205 0 ; 3 ) LoadBitmap( 0 L1 EF 121 121 121 FtLauderdale1_2.bmp ) TexPoly( m 32767 0 0 215 5 54 135 ; 0 1 59 135 ; 1 0 59 0 ; 2 4 54 0 ; 3 ) TexPoly( m -32767 0 0 -186 2 0 163 ; 0 6 47 163 ; 1 7 47 0 ; 2 3 0 0 ; 3 ) LoadBitmap( 0 L1 EF 121 121 121 FtLauderdale1.bmp ) TexPoly( m 0 32767 0 623 5 236 256 ; 0 6 256 256 ; 1 2 256 239 ; 2 1 236 239 ; 3 ) Poly( m 0 -32767 0 -1 0 3 7 4 ) Return:L00142E Points( 0 20 1 -30 ; 0 20 624 -30 ; 1 -10 624 -30 ; 2 -10 1 -30 ; 3 20 1 -51 ; 4 20 624 -51 ; 5 -10 624 -51 ; 6 -10 1 -51 ; 7 ) RGBSColor( EF 121 121 121 ) Poly( m 0 -32767 0 -1 0 3 7 4 ) RGBSColor( EF 121 121 121 ) LoadBitmap( 0 L1 EF 121 121 121 FtLauderdale1.bmp ) TexPoly( m 0 0 32767 -31 0 147 0 ; 0 1 147 121 ; 1 2 153 121 ; 2 3 153 0 ; 3 ) LoadBitmap( 0 L1 EF 121 121 121 FtLauderdale1_2.bmp ) TexPoly( m 0 0 -32767 52 7 161 0 ; 0 6 161 135 ; 1 5 166 135 ; 2 4 166 0 ; 3 ) LoadBitmap( 0 L1 EF 121 121 121 FtLauderdale1.bmp ) TexPoly( m 32767 0 0 20 5 147 121 ; 0 1 153 121 ; 1 0 153 0 ; 2 4 147 0 ; 3 ) TexPoly( m -32767 0 0 11 2 141 135 ; 0 6 146 135 ; 1 7 146 0 ; 2 3 141 0 ; 3 ) TexPoly( m 0 32767 0 624 5 236 256 ; 0 6 256 256 ; 1 2 256 239 ; 2 1 236 239 ; 3 ) Poly( m 0 -32767 0 -1 0 3 7 4 ) Return:L0015B8 Points( 0 244 1 200 ; 0 244 688 200 ; 1 20 688 200 ; 2 20 1 200 ; 3 244 1 -51 ; 4 244 688 -51 ; 5 20 688 -51 ; 6 20 1 -51 ; 7 ) RGBSColor( EF 121 121 121 ) Poly( m 0 -32767 0 -1 0 3 7 4 ) RGBSColor( EF 121 121 121 ) LoadBitmap( 0 L1 EF 121 121 121 FtLauderdale1.bmp ) TexPoly( m 0 0 32766 200 0 0 0 ; 0 1 0 149 ; 1 2 46 149 ; 2 3 46 0 ; 3 ) TexPoly( m 0 0 -32767 52 7 0 0 ; 0 6 0 149 ; 1 5 46 149 ; 2 4 46 0 ; 3 ) TexPoly( m 32766 0 -73 244 5 0 149 ; 0 1 46 149 ; 1 0 46 0 ; 2 4 0 0 ; 3 ) TexPoly( m -32766 0 -43 -20 2 0 149 ; 0 6 46 149 ; 1 7 46 0 ; 2 3 0 0 ; 3 ) TexPoly( m 0 32767 0 688 5 236 256 ; 0 6 256 256 ; 1 2 256 239 ; 2 1 236 239 ; 3 ) Poly( m 0 -32767 0 -1 0 3 7 4 ) Return:L001704 Points( 0 244 1 226 ; 0 244 590 226 ; 1 215 590 226 ; 2 215 1 226 ; 3 244 1 200 ; 4 244 590 200 ; 5 215 590 200 ; 6 215 1 200 ; 7 ) RGBSColor( EF 121 121 121 ) Poly( m 0 -32767 0 -1 0 3 7 4 ) RGBSColor( EF 121 121 121 ) LoadBitmap( 0 L1 EF 121 121 121 FtLauderdale1_2.bmp ) TexPoly( m 0 0 32767 226 0 99 0 ; 0 1 99 128 ; 1 2 104 128 ; 2 3 104 0 ; 3 ) LoadBitmap( 0 L1 EF 121 121 121 FtLauderdale1.bmp ) TexPoly( m 0 0 -32767 -200 7 169 0 ; 0 6 169 163 ; 1 5 205 163 ; 2 4 205 0 ; 3 ) LoadBitmap( 0 L1 EF 121 121 121 FtLauderdale1_2.bmp ) TexPoly( m 32767 0 0 244 5 59 128 ; 0 1 65 128 ; 1 0 65 0 ; 2 4 59 0 ; 3 ) LoadBitmap( 0 L1 EF 121 121 121 FtLauderdale1.bmp ) TexPoly( m -32767 0 0 -215 2 256 239 ; 0 6 256 256 ; 1 7 256 256 ; 2 3 256 239 ; 3 ) TexPoly( m 0 32767 0 590 5 236 256 ; 0 6 256 256 ; 1 2 256 239 ; 2 1 236 239 ; 3 ) Poly( m 0 -32767 0 -1 0 3 7 4 ) Return:L0018AE Points( 0 157 721 3 ; 0 157 744 3 ; 1 50 744 3 ; 2 50 721 3 ; 3 157 721 1 ; 4 157 744 1 ; 5 50 744 1 ; 6 50 721 1 ; 7 ) RGBSColor( EF 121 121 121 ) Poly( m 0 -32767 0 -721 0 3 7 4 ) RGBSColor( EF 121 121 121 ) LoadBitmap( 0 L1 EF 121 121 121 FtLauderdale1_2.bmp ) TexPoly( m 0 0 32767 3 0 0 185 ; 0 1 0 200 ; 1 2 17 200 ; 2 3 17 185 ; 3 ) LoadBitmap( 0 L1 EF 121 121 121 FtLauderdale1.bmp ) TexPoly( m 0 0 -32767 -1 7 18 195 ; 0 6 18 214 ; 1 5 101 214 ; 2 4 101 195 ; 3 ) LoadBitmap( 0 L1 EF 121 121 121 FtLauderdale1_2.bmp ) TexPoly( m 32767 0 0 157 5 0 180 ; 0 1 30 180 ; 1 0 30 165 ; 2 4 0 165 ; 3 ) TexPoly( m -32767 0 0 -50 2 0 180 ; 0 6 30 180 ; 1 7 30 165 ; 2 3 0 165 ; 3 ) TexPoly( m 0 32767 0 744 5 231 256 ; 0 6 256 256 ; 1 2 256 229 ; 2 1 231 229 ; 3 ) Poly( m 0 -32767 0 -721 0 3 7 4 ) Return:L001A3A Points( 0 157 688 3 ; 0 157 752 3 ; 1 219 752 3 ; 2 219 688 3 ; 3 157 688 160 ; 4 157 752 160 ; 5 219 752 160 ; 6 219 688 160 ; 7 ) RGBSColor( EF 121 121 121 ) Poly( m 0 -32766 0 -688 0 3 7 4 ) RGBSColor( EF 121 121 121 ) LoadBitmap( 0 L1 EF 121 121 121 FtLauderdale1_2.bmp ) TexPoly( m 0 0 -32767 -3 0 14 182 ; 0 1 14 197 ; 1 2 25 197 ; 2 3 25 182 ; 3 ) TexPoly( m 0 0 32767 160 7 0 182 ; 0 6 0 197 ; 1 5 12 197 ; 2 4 12 182 ; 3 ) TexPoly( m -32766 0 -11 -157 5 0 180 ; 0 1 30 180 ; 1 0 30 165 ; 2 4 0 165 ; 3 ) TexPoly( m 32766 0 11 219 2 0 180 ; 0 6 30 180 ; 1 7 30 165 ; 2 3 0 165 ; 3 ) TexPoly( m 0 32767 0 752 5 231 256 ; 0 6 256 256 ; 1 2 256 229 ; 2 1 231 229 ; 3 ) Poly( m 0 -32766 0 -688 0 3 7 4 ) Return:L001B88 Points( 0 -243 0 -250 ; 0 -243 72 -250 ; 1 244 72 -250 ; 2 244 0 -250 ; 3 -243 0 -50 ; 4 -243 72 -50 ; 5 244 72 -50 ; 6 244 0 -50 ; 7 ) RGBSColor( EF 121 121 121 ) Poly( m 0 -32766 0 1 0 3 7 4 ) RGBSColor( EF 121 121 121 ) LoadBitmap( 0 L1 EF 121 121 121 FtLauderdale1_3.bmp ) TexPoly( m 0 0 -32767 251 0 0 29 ; 0 1 0 84 ; 1 2 186 84 ; 2 3 186 29 ; 3 ) TexPoly( m 0 0 32767 -51 7 0 29 ; 0 6 0 84 ; 1 5 186 84 ; 2 4 186 29 ; 3 ) TexPoly( m -32767 0 0 244 5 0 140 ; 0 1 113 140 ; 1 0 113 85 ; 2 4 0 85 ; 3 ) TexPoly( m 32767 0 0 244 2 0 140 ; 0 6 113 140 ; 1 7 113 85 ; 2 3 0 85 ; 3 ) TexPoly( m 0 32766 0 72 5 0 256 ; 0 6 237 256 ; 1 2 237 178 ; 2 1 0 178 ; 3 ) Poly( m 0 -32766 0 1 0 3 7 4 ):L001CD4 ReturnEndA; sorted list of objects; N26:06:56.80 W080:08:30.20 Object # 1; ----------------------------------------; end of SCASM sourceAs you can see there are referneces to the texture bmp's like FtLauderdale1_3.bmp for example. Included in the scenery are the following textures for that bgl. They are as follows:FtLauderdale1.bmpFtLauderdale1_lm.bmpFtLauderdale1_2.bmpFtLauderdale1_2_lm.bmpFtLauderdale1_3.bmpFtLauderdale1_3_lm.bmpHowever, like you mentioned prior, there is no assignment of those _lm (lightmap) textures in the scasm code above, only the day maps. So now the question, how can I assign the lightmaps and then recompile it? I can do one bgl first and see how it works.Thanks again for the help.Sean

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I see what you mean, Sean. It is a very nice building, surprising given its age and the techniques used to make it. Must have been with Louis Sinclair's FSDS, excellent program.Anyway, loaded the SCASM file into ModelConverterX (and many thanks again, Arno, our true hero of scenery design, no need to muck about in SCASM thanks to him) and this is what I got:Very, very nice. Who made this? He did really good work. By the way, all the textures, including the night versions, seem correctly assigned, don't know why it is not working. I changed the texture file names to some short DOS equivalents, since those old programs (no, I do not mean Arno's program, of course) did not appreciate anything greater than 8 characters:Maybe tonight I shall load it into gMax and export for FS X with fancy GUIDs and everything, if you wish.Best regards.Luis

do.png Hot, humid Caribbean paradise!
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Hi Luis,I had no idea you could drop that scasm file into ModelConverterX, hahaha. I would have done that instead of posting that long list. Oh well, learning as I go :-)Anyway, your right, all the lightmaps are assigned. I have no idea why its not working at night time.Heres a pic of what it looks like at night on my rig.Yet the lightmaps look like this when you open them up up with DXTBmp.From those screens I would imagine that it should be much brighter at night and the AutoNation sign which has white letters seems to not even be visible at night. This is why I though the bgl wasn't calling them.Do you think its because of the file name being greater than 8 characters?

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Hard to say what the problem is without some testing, Sean. But, now that you have that file loaded in Arno's handy program, try converting it to FS X format:This should also convert the textures to DDS and place the whole thing in your scenery folder of choice, or the Addon folder if you like.Then, remove the older version, launch FS X and see if it shows up in the daytime and at night.Hopefully, everything will be working and we won't have to do any extensive testing.Best regards.Luis

do.png Hot, humid Caribbean paradise!
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Hard to say what the problem is without some testing, Sean. But, now that you have that file loaded in Arno's handy program, try converting it to FS X format:This should also convert the textures to DDS and place the whole thing in your scenery folder of choice, or the Addon folder if you like.Then, remove the older version, launch FS X and see if it shows up in the daytime and at night.Hopefully, everything will be working and we won't have to do any extensive testing.Best regards.Luis
Will do Luis. I will give it a shot today and test it to see if it corrects the lightmap issue. Hopefully it will do the trick. I will let you know after I give it a shot.Thanks again - SeanPOST EDITI think I may need to see if there is a newer version of ModelConverterX because mine doesn't have the "Wizards" tab and I cant find that option to convert.POST EDIT 2Found the newer beta version over on the FSDev website and it has that tab :-)

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Luis, it worked :( :Party:I downloaded the other version of ModelConverterX, followed the steps, and even used that cool map function built in to better position the objects using the satellite view :( I went ahead and converted all 20 bgls to scasm, then loaded, repostitioned, and even scaled a few, then converted. Loaded into FSX and it works perfect.I also noticed that after doing some of the conversions, I opened some of the converted textures and compared to the original and noticed that after conversion a lot of them had been flipped. Maybe that was one of the reason the lightmaps weren't working at night.Anyway, a BIGthanks for taking the time to help me thru this. It ended up only taking about 30 minutes to do the whole thing. You really came thru again and I cant tell you how much I appreciate it. Here's a couple snaps showing the day and night after the conversion.

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Psst Sean, why don't you contact the original developer and see if he will let you distribute the FSX version? There may be others that want to enjoy your efforts?Me? I use to have a "safe spot" for sleeping in my truck that was just across I-95 from the airport. Learned to live with the plane noise and it served as a wake up call in the morning! :(

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Psst Sean, why don't you contact the original developer and see if he will let you distribute the FSX version? There may be others that want to enjoy your efforts?
Yes, I was thinking the same thing. I need to figure out how to contact him. I used to chat with him on MSN Messenger and he was a friend of mind on Facebook, but I think he deleted is account since I cant find him on FB anymore and when I last tried to contact him on MSN there was nothing. I will see if I can track him down though so that he may consider uploading this or letting me upload it.
Me? I use to have a "safe spot" for sleeping in my truck that was just across I-95 from the airport. Learned to live with the plane noise and it served as a wake up call in the morning! :(
That's so funny. When I vacation in Ft. Lauderdale, I usually drag my girlfriend after the day at the beach to the spotting location on the end of 9L were they have the loud speaker so you can hear ATC. She can stand it for about 45 minutes then we have to leave, haha. Better than nothing though.I saw you mention that your 60 miles east of LA? You live in the high desert? I used to live in Victorville back when I was in high school and did the majority of my PPL training at KAPV and rented from Midfield Aviation.

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