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OK Tom, It's time...............

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Don't you think it's time that you added a GMAX Model Library so we can start sharing some GMAX models?Some people might not be into making scenery but can contribute in creating GMAX models.We need our own library. We don't want to be searching for hours through the FS2002 Scenery Library for GMAX files.Macros are DEAD, the way of FS2002 is GMAXWhat's everyone think?I really need some GMAX static a/c.............http://members.rogers.com/jkanold/jimlogo.gifhttp://members.rogers.com/eelvish/flyurl.gif

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Guest CGTHX

Love those fences! Great work! I really have to learn how to use GMAX.

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OK, I agree in some part.How would you like to share them? Sharing the .gmax files doesn't seem very easy to me. I sometimes have the texture stored in a (for me logical) complex folder structure and that would make sharing it not very easy.Then I think you can better share a BGL object library made containing your objects. That also makes it easier for other people to use them.And that brings me to my second comment, to place these objects, you still need some simple macros. I don't think they are dead at all. A macro is still a very easy way to place a piece of code in a design project. The only thing that needs to change is that code (some commands should not be used anymore in Fs2002).Arno


Member Netherlands 2000 Scenery Team[a href=http://home.wanadoo.nl/arno.gerretsen]http://home.wanadoo.nl/arno.gerretsen/banner.jpg[/a]

Arno

If the world should blow itself up, the last audible voice would be that of an expert saying it can't be done.

FSDeveloper.com | Former Microsoft FS MVP | Blog

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A quick question guys... can Gmax scenery objects be exported (somehow) into a "Standard" API Macro so it can be used in Airport???? If so the objects would be very popular since they are so non framerate intensive.Brian

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You can use FsRegen to make a object library from your GMax models. Then these can be called using a simple API macro.If you search back in this forum you will find some discussion about this, with example macros, etc.Arno


Member Netherlands 2000 Scenery Team[a href=http://home.wanadoo.nl/arno.gerretsen]http://home.wanadoo.nl/arno.gerretsen/banner.jpg[/a]

Arno

If the world should blow itself up, the last audible voice would be that of an expert saying it can't be done.

FSDeveloper.com | Former Microsoft FS MVP | Blog

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Jim,hope in the next version of fs, Microsoft includes a scenery editor where we can drag and drop objects ;)Biberwww.LTBA.net

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No, it are not the macros. It is the way you use the code in them. GMax uses equivalent commands in its BGLC code. I am still working on other scenery projects that I started before I switched to GMax and I can also get 20+ fps with a FSDS made airport, that has some complex macros.The GMax code is better, I do not doubt about that, but if SCASM would support all those commands, we could do the same with a macro, as that is only a way of easy adding some code to an project.Arno


Member Netherlands 2000 Scenery Team[a href=http://home.wanadoo.nl/arno.gerretsen]http://home.wanadoo.nl/arno.gerretsen/banner.jpg[/a]

Arno

If the world should blow itself up, the last audible voice would be that of an expert saying it can't be done.

FSDeveloper.com | Former Microsoft FS MVP | Blog

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:-)not too long Dan,I'd also love to share the models in my inventory if we find a easy way of doing so.uploading models as gmax scenes is not that practical,isn't it?Biberwww.LTBA.net

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The main issue with the ground polygons is to make sure all the visibility distances are correct (not to large, as that costs fps). Furthermore I am doing some experiments to see if it is better to group a set of polygons in one RefPoint or that it is better to give them all there own RefPoint. I am looking at the same for the Area commands, but I have not completed this yet.Arno


Member Netherlands 2000 Scenery Team[a href=http://home.wanadoo.nl/arno.gerretsen]http://home.wanadoo.nl/arno.gerretsen/banner.jpg[/a]

Arno

If the world should blow itself up, the last audible voice would be that of an expert saying it can't be done.

FSDeveloper.com | Former Microsoft FS MVP | Blog

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There are two places:[tt]Area( 5 52:18:35.6113 04:45:47.3795 22 )[/tt]The last parameter, the 22 here, is the distance when the whole Area block will be loaded. It depends on the second, the v1 of the refpoint, if a certain object in the Area will also be drawn. So you must keep this distance as small as possible.The second one is:[tt]RefPoint( 2 :Return 0.5 52:18:35.6113 04:45:47.3795 v1= 20000 v2= 7030 )[/tt]Here the value behind v1 is the distance. It is quite large in this example because this is a aspahlt polygon from one of my sceneries. The value behind v2 is also very important for the fps, this indicated the size (radius) of the object.Most scenery design programs (Airport, GroundMaker) allow you to change these value by the way, so you don't have to do it by hand. The default ones my not always be what you need.Arno


Member Netherlands 2000 Scenery Team[a href=http://home.wanadoo.nl/arno.gerretsen]http://home.wanadoo.nl/arno.gerretsen/banner.jpg[/a]

Arno

If the world should blow itself up, the last audible voice would be that of an expert saying it can't be done.

FSDeveloper.com | Former Microsoft FS MVP | Blog

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