July 21, 200223 yr Hi all.If hand-coding TMF water for BGLC compilation, or using FSRegen to create the code, all water is flattened.I was asked if Christian's TMFmacros.inc could be used to create mesh-clinging water... Yes, it can: include TMFmacros.inc; NZRC - Ryans Creek aerodrome; Mesh-Clinging Waterdata_base label word; DATABASE HEADER dw 1 ; world set number dd LAT32_S46:50:00 ; North Bound dd LAT32_S47:00:00 ; South Bound dd LON32_E168:10:00 ; East Bound dd LON32_E168:00:00 ; West Bound dd 0 ; VOR data dw 0 ; lowest VOR freq dw 0 ; highest VOR freq dd 0 ; seeds level 8 data dd 0 ; seeds level 9 data dd 0 ; seeds level 10 data dd 0 ; seeds level 11 data dd 0 ; seeds level 12 data dd 0 ; traffic data dd 0 ; minimum safe altitude data dd terrain_data - data_base; terrain mesh data dd 0 ; object data dd 0 ; library data dd 0 ; facilities data dd 0 ; anchor point data dd 0 ; ATIS data dd 0 ; NDB data dd 0 ; dynamic object paths data dd 0h,0h ; minimum library id dd 0h,0h ; maximum library id dd 0 ; miscellaneous data dd 0 ; title and description data dd 0 ; magnetic variation data dd 0 ; exception and exclusion data dd 87654321h ; magic number dd 0 ; compression switch dw 0 ; spare dd 0h,0h,0h,0h ; GUID dd 0 ; product id dd 0 ; product build number dd 0 ; new facility data pointers dd 0 ; new facility name list data dd 0 ; new facility band list data dd 0 ; new facility data; TERRAIN MESH DATABASEterrain_data label word; TERRAIN MESH HEADER dd terrain_header_end - terrain_data; end of terrain header dd 514 ; version dd 0 ; unknown entry dd 0 ; unknown entry dd 0 ; elevation header dd 0 ; land class header dd 0 ; unknown header dd 0 ; class lookup header dd 0 ; season header dd 0 ; class lookup list dd 0 ; water class header dd 0 ; elevation index dd 0 ; land cover index dd 0 ; unknown index dd flatten_header - terrain_data ; flatten polygon header dd 0 ; decal header dd 0 ; reserved dd 0 ; reserved dd 0 ; main terrain data dd 0 ; reserved dd 0 ; reserved dd 0 ; reserved dd 0 ; regions header dd 0 ; reserved dd 0 ; reservedterrain_header_end label word; TERRAIN FLATTEN POLYGON HEADERflatten_header label word FLATTEN_HEADER [b]256[/b], flatten_list, flatten_data, flatten_end; FLATTEN_HEADER [i]513[/i], flatten_list, flatten_data, flatten_end; TERRAIN FLATTEN POLYGON DATAflatten_data label worddata_start_0 label word FLATTEN_DATA 1, 4, 3, 12, 1, 1, 0 [b]DECAL_POINTS 4[/b]; [i]FLATTEN_POLYGON 4, 88, 0[/i] FLATTEN_POINT 243, 198 FLATTEN_POINT 248, 211 FLATTEN_POINT 151, 255 FLATTEN_POINT 105, 255 FLATTEN_DATA 1, 4, 3, 13, 1, 1, 0 [b]DECAL_POINTS 4[/b]; [i]FLATTEN_POLYGON 4, 88, 0[/i] FLATTEN_POINT 105, 0 FLATTEN_POINT 151, 0 FLATTEN_POINT 82, 28 FLATTEN_POINT 75, 13data_end_0 label word; TERRAIN FLATTEN POLYGON LISTflatten_list label word FLATTEN_LIST 1, flatten_groupsflatten_groups label word FLATTEN_GROUP 389, 742, flatten_data, data_start_0, data_end_0flatten_end label word This code will work in CFS2 as well as FS2002.
July 21, 200223 yr Could you maybe post the code for putting a decal over the default airport layout polygon/decal thing? I do not understand all this code, so a dumb user explanation would help. I have the Ryan's Creek scenery and have read (tried to) the design stuff, but I lack so much knowledge in hand coding that it doesn't make much sense. I would like to replace the default airport decal at KRDU with one of my own or something better.Thanks in advance!
July 22, 200223 yr Author Hi tlassiter.I noticed in another post you stated you were comfortable with GMAX, and familiar with fsregen.Your best bet is to go to George Ioannu's fsregen site ( ). georgio has done a great job with this so far. You'll need to download 0.029ctest version. His html covers the creation of water, and links to a short tutorial on creating decals. I could do no better for you. The link for [link:www.nhreas.com/fsregendocs/decals.html]Creating decals describes a process of placing a slightly larger decal under a TMF pond, in order to create a type of shoreline. ( TMF water always overlies decals... that's how coastlines are made over the rough landclass tiles, and why LC tiles must extend into the ocean a ways ). But the decal process is the same for laying down an airport background, or altering a small section of a landclass tile, or faking a road ( with a skinny polygon ). At this point, I suggest you use George's fsregen along with Gmax, as it avoids the BGLC hand-coding. I hand code with my experiments, but I usually use George's tool to properly locate the LOD8 Group and LOD13 offsets. As far as covering an airport background goes, you can slew over the area you want to change. Use a top-down view and Shift-z to get to coordinates. Use those coordinates with Gmax and fsregen to create the decal. The Scenery library order will place the decal's BGL on top of the ABP*.bgl ( airport background polygon ). The runway ( and any TMF water or lines ) will automatically lie over the decal.
July 22, 200223 yr Author Here's what I'm taking about:First, it's Ryan's Creek, by Christian Stock.Then, it's the same scenery, but I made a new ABP decal, and placed it in it's own scenery folder structure. This new decal overrides the Ryan's Creek NZRC_ABP.bgl, as the Scenery Library places the new scenery after the Ryan's Creek default:
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