July 26, 200223 yr Hi all.I've finally had success with cracking CFS2-style line decals.. and they work with FS2002. This gives us shorelines, roads, and streams... actually any line-type we desire.A LOT of testing needs to be done to determine if these lines will change with the seasons properly, and if surf effects will work.What CFS2 lines actually are is a series of spline-like sections ( or cross-sectional slices ). These are the ribs that the bitmap sections will be draped upon. Here's the macros: ; -----------------------------------------;CFS2TMFmacros.inc; -----------------------------------------CFS2LINE_RIB MACRO x, y, bitmapx, bitmapy db x db y db bitmapx db bitmapy ENDM; -----------------------------------------CFS2TEXTURE_DATA MACRO name, spacer LOCAL name_start, name_endname_start LABEL BYTE DB namename_end LABEL BYTE DB spacer ENDM; -----------------------------------------CFS2WATER_POLYGON MACRO count DB count ENDM; ----------------------------------------- Not really very complicated. CFS2LINE_RIB is the x,y coordinates of the rib. The coordinates are 0,0 to 255,255... just like flattens or water... and describe a position in the LOD13 quad. bitmapx and bitmapy are one end of a polygonal slice of the texture used... some pictures attached will help explain.CFS2TEXTURE_DATA is CFS2's way of referencing the texture bitmap. Note: FS2002 will display the bitmap with either CFS2TEXTURE_DATA or the usual fs2002 decal's TEXTURE_DATA, included in Christian Stock's TMFmacros.inc( CFS2WATER_POLYGON replaces the FLATTEN_POLYGON for mesh clinging water. I include it here to complete CFS2 TMF Macros ).This macro collection works with Christian's TMFmacro.inc Here's some crude code: ; ====================================================include TMFmacros.incinclude CFS2TMFmacros.inc; Line Test; ===================================================================; DATA_BASEdata_base label word dw 1 ; world set number dd 2667133 ; North Bound dd 2444872 ; South Bound dd 310192082 ; East Bound dd 262470223 ; 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_DATAterrain_data label word 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 0 ; flatten polygon header dd decal_header - terrain_data ; 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; ===================================================================; DECAL_HEADERdecal_header label word DECAL_HEADER 256, decal_list, decal_textures, decal_end; DECAL_DATAdecal_data label word; - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - data_start_0 label word DECAL_DATA 1, 7, 2, 28, 0, 0, 0 DECAL_GEOMETRY 2, DECAL_HYDRO_LINE, 1, 0 ; 1st set of points --------------------------------- DECAL_POINTS 4 +0c0h CFS2LINE_RIB 0, 0, 127, 25 CFS2LINE_RIB 10, 0, 64, 25 CFS2LINE_RIB 0, 20, 127, 00 CFS2LINE_RIB 10, 20, 64, 00 ; 2nd set of points --------------------------------- DECAL_POINTS 4 +0c0h CFS2LINE_RIB 20, 0, 64, 00 CFS2LINE_RIB 30, 0, 127, 00 CFS2LINE_RIB 20, 20, 64, 25 CFS2LINE_RIB 30, 20, 127, 25 data_end_0 label word; - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ; ===================================================================; DECAL_ LIST decal_list label word DECAL_LIST 1, decal_groups, decal_data decal_groups label word DECAL_GROUP 189, 437, decal_data, data_start_0, data_end_0; ===================================================================; TERRAIN DECALS TEXTURESdecal_textures label word TEXTURE_HEADER 1, texture_groups, texture_data, texture_endtexture_groups label word TEXTURE_GROUP texture_data, texture_start_0, texture_end_0texture_data label wordtexture_start_0 label word TEXTURE_DATA "1080", 0, 2, 4 ; "ShoreSU.bmp" defined by 'terraintextures.cfg'texture_end_0 label wordtexture_end label word; ===================================================================; DECAL_ENDdecal_end label word; =================================================================== Two small shore lines showing how to flip the texture display.
July 27, 200223 yr Here's a test lake with shoreline: include TMFmacros.incinclude CFS2TMFmacros.inc; Line Test; ===================================================================; DATA_BASEdata_base label word dw 1 ; world set number dd 2667133 ; North Bound dd 2444872 ; South Bound dd 310192082 ; East Bound dd 262470223 ; 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_DATAterrain_data label word 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 0 ; flatten polygon header dd decal_header - terrain_data ; 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; ===================================================================; DECAL_HEADERdecal_header label word DECAL_HEADER 256, decal_list, decal_textures, decal_end; DECAL_DATAdecal_data label word; - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - data_start_0 label word DECAL_DATA 1, 7, 2, 28, 0, 0, 0 DECAL_GEOMETRY 5, DECAL_HYDRO_LINE, 1, 0 ; 1st set of points ---------------------------------------------------------------------------------------------- DECAL_POINTS 16 +0c0h CFS2LINE_RIB 128, 10, 0, 0 CFS2LINE_RIB 137, 24, 63, 0 CFS2LINE_RIB 146, 12, 0, 38 CFS2LINE_RIB 148, 26, 63, 38 CFS2LINE_RIB 159, 15, 0, 75 CFS2LINE_RIB 156, 27, 63, 75 CFS2LINE_RIB 179, 26, 0, 111 CFS2LINE_RIB 168, 35, 63, 111 CFS2LINE_RIB 191, 44, 0, 147 CFS2LINE_RIB 177, 48, 63, 147 CFS2LINE_RIB 194, 59, 0, 183 CFS2LINE_RIB 182, 58, 63, 183 CFS2LINE_RIB 199, 78, 0, 219 CFS2LINE_RIB 184, 79, 63, 219 CFS2LINE_RIB 200, 98, 0, 255 CFS2LINE_RIB 187, 95, 63, 255 ; 2nd set of points ---------------------------------------------------------------------------------------------- DECAL_POINTS 14 +0c0h CFS2LINE_RIB 200, 98, 0, 0 CFS2LINE_RIB 187, 95, 63, 0 CFS2LINE_RIB 194, 109, 0, 43 CFS2LINE_RIB 183, 103, 63, 43 CFS2LINE_RIB 190, 120, 0, 87 CFS2LINE_RIB 174, 113, 63, 87 CFS2LINE_RIB 185, 138, 0, 129 CFS2LINE_RIB 173, 128, 63, 129 CFS2LINE_RIB 170, 144, 0, 171 CFS2LINE_RIB 161, 134, 63, 171 CFS2LINE_RIB 161, 153, 0, 213 CFS2LINE_RIB 149, 138, 63, 213 CFS2LINE_RIB 137, 158, 0, 255 CFS2LINE_RIB 132, 145, 63, 255 ; 3rd set of points ---------------------------------------------------------------------------------------------- DECAL_POINTS 16 +0c0h CFS2LINE_RIB 137, 158, 0, 0 CFS2LINE_RIB 132, 145, 63, 0 CFS2LINE_RIB 113, 160, 0, 38 CFS2LINE_RIB 112, 144, 63, 38 CFS2LINE_RIB 95, 157, 0, 75 CFS2LINE_RIB 99, 143, 63, 75 CFS2LINE_RIB 83, 156, 0, 111 CFS2LINE_RIB 90, 141, 63, 111 CFS2LINE_RIB 69, 135, 0, 147 CFS2LINE_RIB 80, 129, 63, 147 CFS2LINE_RIB 58, 122, 0, 183 CFS2LINE_RIB 74, 110, 63, 183 CFS2LINE_RIB 50, 105, 0, 219 CFS2LINE_RIB 69, 101, 63, 219 CFS2LINE_RIB 49, 90, 0, 255 CFS2LINE_RIB 61, 94, 63, 255 ; 4th set of points ---------------------------------------------------------------------------------------------- DECAL_POINTS 12 +0c0h CFS2LINE_RIB 49, 90, 0, 0 CFS2LINE_RIB 61, 94, 63, 0 CFS2LINE_RIB 56, 74, 0, 51 CFS2LINE_RIB 70, 79, 63, 51 CFS2LINE_RIB 68, 56, 0, 102 CFS2LINE_RIB 79, 66, 63, 102 CFS2LINE_RIB 78, 46, 0, 153 CFS2LINE_RIB 87, 55, 63, 153 CFS2LINE_RIB 97, 38, 0, 204 CFS2LINE_RIB 99, 53, 63, 204 CFS2LINE_RIB 106, 38, 0, 255 CFS2LINE_RIB 119, 51, 63, 255 ; 5th set of points ---------------------------------------------------------------------------------------------- DECAL_POINTS 6 +0c0h CFS2LINE_RIB 106, 38, 0, 0 CFS2LINE_RIB 119, 51, 63, 0 CFS2LINE_RIB 120, 25, 0, 127 CFS2LINE_RIB 132, 34, 63, 127 CFS2LINE_RIB 128, 10, 0, 255 CFS2LINE_RIB 137, 24, 63, 255 data_end_0 label word; - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ; ===================================================================; DECAL_ LIST decal_list label word DECAL_LIST 1, decal_groups, decal_data decal_groups label word DECAL_GROUP 189, 437, decal_data, data_start_0, data_end_0; ===================================================================; TERRAIN DECALS TEXTURESdecal_textures label word TEXTURE_HEADER 1, texture_groups, texture_data, texture_endtexture_groups label word TEXTURE_GROUP texture_data, texture_start_0, texture_end_0texture_data label wordtexture_start_0 label word TEXTURE_DATA "1080", 0, 2, 4texture_end_0 label wordtexture_end label word; ===================================================================; DECAL_ENDdecal_end label word; ===================================================================
July 27, 200223 yr Commercial Member Great work!!I am going to test it ASAP, but this will really help us. Now we can at last create lines.Thanks,ArnoMember 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
July 27, 200223 yr Hi Arno.Yes. We can draw all sorts of lines. The change of type of line is dependant on the texture bitmap, of course, and also the decal type: DECAL_GEOMETRY 5, DECAL_HYDRO_LINE, 1, 0specifies the overlay order of the lines.DECAL_POLYGON EQU 4...lowest overlay level ( under a water polygon ).DECAL_HYDRO_LINE EQU 8... our beaches and shorelines ( just over water ? )DECAL_STREAM_LINE EQU 16... overlays decals, beaches, and waterDECAL_ROAD_LINE EQU 32... overlays everything ( so far ).I noticed in the Osgosh scenery, Microsoft gave the rail-line a higher number... so it could overlay roads? Probably. Think of the lines as actually being like a snake. You need to define the ribs, and then stretch a section of bitmap skin over it. Flip the skin ( bitmap ) coords around for a pair of ribs, and you'll flip the bitmap. That's how you can draw a shore around an island, rather than a lake. I even made some coord mistakes, and had chunks of shoreline sideways. :-eek Using the CFS2TEXTURE_DATA macro, instead of Christian's standard TEXTURE_DATA, allows you to use any bitmap you choose, as long as it's in the proper texture folder. You might want to try this with a local 'texture' folder, and check the effects on autogen, etc... This is very new, and there will be many 'rules' we'll discover, and of course, work-arounds for those rules.I'm hoping Christian Stock will like this, and rejoin the designer community. Nothing, regarding TMF discoveries, was possible without his primary discoveries. He spent hundreds of hours staring at a monitor, and burning out his design creativity, so we can draw simple decals, water, and lines. He did it completely alone, with very little support or help. When I expressed interest, he helped me unselfishly. I'm just passing it along.And of course, many thanks to George Ioannu, for adding Christin's Calculator to his fsregen program. I'm hoping he'll add lines as well, so those comfortable with Gmax will now be able to draw all type of lines. ( My exotic tools are: MSPaint, Notepad, and BGLC ).
July 28, 200223 yr Rhumba, this is terrific news! Many thanks for this outstanding work (and, of course, to all the others you mentioned). Hopefully we'll see new sceneries with proper FS2002-style coastlines soon. My Karakam scenery has been on virtual hold due to the coastline problem. I simply can't imagine why Microsoft has starved the community of such essential information for so long.>And of course, many thanks to George Ioannu, for adding >Christin's Calculator to his fsregen program. I'm hoping >he'll add lines as well, so those comfortable with Gmax will >now be able to draw all type of lines. ( My exotic tools >are: MSPaint, Notepad, and BGLC ). George's lakes feature was a great advance - but now I've got my fingers crossed that he'll soon incorporate this major advance into Fsregen! Best regards, Chris Wright
July 28, 200223 yr Rhumba, I've tried your lake example and it works - but only partially. The shoreline appears correctly, but the body of the lake is filled with Saharan sand i.e. there is no water! I'm using the SDK bglc version and TMFmacro.inc dated 5th May, 2002. Any ideas? Is there something else I need to do? Many thanks. Best regards, Chris
July 28, 200223 yr Hi Chris.You've got to make the lake! include TMFmacros.incinclude CFS2TMFmacros.inc; Line Test; ===================================================================; DATA_BASEdata_base label word dw 1 ; world set number dd 2667133 ; North Bound dd 2444872 ; South Bound dd 310192082 ; East Bound dd 262470223 ; 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_DATAterrain_data label word 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 513, flatten_list, flatten_data, flatten_end; TERRAIN FLATTEN POLYGON DATAflatten_data label word; - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - data_start_0 label word FLATTEN_DATA 1, 7, 2, 28, 1, 1, 1 ; 1st set of points --------------------------------- FLATTEN_POLYGON 10, 622, 0 FLATTEN_POINT 131, 16 FLATTEN_POINT 173, 29 FLATTEN_POINT 189, 62 FLATTEN_POINT 193, 96 FLATTEN_POINT 178, 133 FLATTEN_POINT 134, 152 FLATTEN_POINT 84, 151 FLATTEN_POINT 53, 95 FLATTEN_POINT 79, 49 FLATTEN_POINT 114, 43 data_end_0 label word; - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ; ===================================================================; TERRAIN FLATTEN POLYGON LIST flatten_list label word FLATTEN_LIST 1, flatten_groups flatten_groups label word FLATTEN_GROUP 189, 437, flatten_data, data_start_0, data_end_0; ===================================================================; FLATTEN_ENDflatten_end label word; =================================================================== Here's a picture of my current oasis. Note also: I added a decal to surround the lake ( because all that water in the desert will grow plants ). To my surprise, the decal grew autogen shrubs!So, TMF decals will supply their own autogen, just as if they were a landclass tile, and specific to the decal's area!
July 28, 200223 yr Rhumba, thank you very much, that worked a treat! There's a lot of stuff I still don't understand, but could I ask a couple of questions (for now!) I assume the four numbers (; North bound etc) define the world position i.e. they define the actual LOD13 square. How do I change those numbers to place the lake in a different LOD13 square? (as far as I can see those numbers don't have a direct relationship with the position of the square). As I understand it this method only works for one LOD13 square. Can it be extended? (e.g. to generate a long coastline). You can certainly see the need for a graphical tool to automate this process, as doing this by hand to generate complex coastlines would be *incredibly* tedious! Many thanks and keep up the good work! Best regards, Chris
July 28, 200223 yr Hi Chris.You need to download masm.zip and nzrc.zip fom the AVSIM file library. These are Christian Stock's original discoveries and comments about TMF coding.The 'bounds' are actually part of the BGL header that's common to all bgls. It tells the sim where and what kind of bgl it is. If the actual scenery isn't located within these bounds, the scenery won't show up. An interesting note: if you were to leave out the section described as DATA_BASE in the above example, you'd actually have a TMF file that could be given a BGL header by tmf2bgl ( included in the fs2000 scenery SDK ). But, you're better off determining your own, as that program has a bug in it that effects western hemisphere scenery.When I determine bounds, I add an extra degree each way, just to insure the sim reads it correctly. I think Bob Bernstein also follows this practice with his scenery.The actual placement of the LOD13 area is described in the FLATTEN_DATA or DECAL_DATA macros. In the above example:FLATTEN_DATA 1, 7, 2, 28, 1, 1, 1describe the LOD13 tile.FLATTEN_GROUP 189, 437, flatten_data, data_start_0, data_end_0describes the LOD8 group area.The LOD8 area is split into a 32 x 32 array... which just happens to define the position of the LOD13 tiles. Christian Stock's documentation explains this, and George Ioannu's fsregen has a very handy TMF calculator.Over the course of the next 2 weeks I promise to develop a tutorial for TMF-BGLC design. It will also show how to connect TMF structures. Basically, the structures butt each other to allow multiple LOD13 areas and also multiple LOD8 groups to exist in the same BGL. ( The BGL header, first discussed above, needs to be large enough to enclose all the LOD13 areas.) Also, with CFS2-style decal lines, totally different line types can be in the same bgl... roads, shorelines, streams... and this should work in FS2002 as well. I think Microsoft kept them separate in FS2002 to keep them better organized for the design team. For a small area, we could lump them together into one bgl. I haven't tried the SDK's tmfmerge... I'm afraid of the results!For now, both you and I probably need to practice our skills on a singular LOD13 area. If you insist, Christian's nzrc.zip does have an example of flatten code and a decal that has multiple LOD13 areas.I'll have a sophisticated examples in about 2 weeks. It will have hills, decals, roads, streams, shores, FS2002 water, CFS2 water, and anything else I can think of, in multiple areas and groups... It'll be a real mess.*:-* P.S.I wonder if Gmax has a function to create 'ribs' perpendicular to a defined line, automatically? It wouldn't surprise me, and would work well.... just draw a line, and then 'rib' it.|-|-|-|-|-|-| ?
July 29, 200223 yr Rhumba, thank you *very* much for your patience,and for the great work you're doing. I'll look at those documents. Already your reply explains quite a lot. I'm sure a lot of people, including me, will be very interested in your documentation and examples etc Great stuff! About the ribs in Gmax, nothing springs to mind but I'll give it some thought. By the way, your analogy of 'ribs' is very apt! Best regards, Chris
July 29, 200223 yr Oh my God !I missed this !!! This is GREAT news...Rhumba congarts !!!! :-)Now I have to extend my day... I haven't yet read how this is done, I hope it's something that can be easily implemented automaticaly..Will let you know soon..George
July 29, 200223 yr This is great news! Thank you thank you!>A LOT of testing needs to be done to determine if these >lines will change with the seasons properly, and if surf >effects will work. >I looks like the special surf affect is tied to the texture. The "effect" name/value pair points to the special effect in the "effects" folder. Take a look at the terraintextures.cfg file in the FS directory. Try replacing your 1080 texture with a 1026 and see what you get. Hopefully waves.Lee.
July 29, 200223 yr Hi Lee.Sorry...I see no waves with "1080". I may need to use a larger lake to see wave effects, or perhaps there's a parameter we don't yet understand. Or, maybe this CFS2-style line cannot have waves.I'm guessing you are essentially right, and the lake needs to be larger... spanning a few LOD13 areas.
July 30, 200223 yr Rhumba, Lee said use 1026, not 1080!!! ;)In the terraintextures.cfg look for the entries that use 'Effect=wavecontroller'. That should give you waves.I'm still confused why m$ changed the format for Fs2002 is the CFS2 format turns out to be fine. There should be a reason... In Fs2002 I can see waves on very narrow coastline strips, so size shouldn't matter too much...Cheers, Christian
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