Sign in to follow this  
Guest

The GMAX terminal gates alive

Recommended Posts

I have gate animation it extends stairs drop boot docks hurray!!!!!!!!!!!!! Now for the control variables?:-lol

Share this post


Link to post
Share on other sites
Help AVSIM continue to serve you!
Please donate today!

Hurray from me too... If You could just share with us, how You did it would make this animation even bigger hurray!RegardsGoran

Share this post


Link to post
Share on other sites

As soon as I figure out the how to combine the forward and reverse sequence with the nav freq variable I will definatley right outan Instruction tutorial as how to acomplish this task!

Share this post


Link to post
Share on other sites

Too all I have Arno helping with this project being ashe understand more about the coding that needs to beinserted for nav freq calls hope all goes well because this will be great break through for all!

Share this post


Link to post
Share on other sites

Just give me some time :). I am thinking about the best structure for the freq checking, etc now. As soon as I have some results I will post them here again.One question rusty. You want to gate to start animating when you select a certain NAV freq, right? Do you want it to move back when you select another or when you leave the selected freq?Arno


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

Share this post


Link to post
Share on other sites

Arno have it move back when you leave selected freq.Thanks Rusty Harris

Share this post


Link to post
Share on other sites

Hi Arno and Rusty!I see you guys are already able to animate using tick18_ in gmax. Is it possible if you could post maybe a sample code that will enable me to activate the animation suing nav freq? What I'm trying to do is to make hangar doors open and close using the nav freq variable. At the moment I am completely ignorant as to how the animation is activated in the scenery aside from naming the doors tick18_door_1, tick18_door_2, up to tick18_door_8. The scene exports okay and I have even implemented it as part of library using Fsregen. Problem is them darn doors don't move an inch because maybe they are waiting for variable to be set. A simple example of a code could help me start an experiment.Thanks in advance.Manny

Share this post


Link to post
Share on other sites

Hi Manny,The code GMax makes should animate always. If it does not animate something is wrong with your GMax export. Might have something to do with the library (I have not tested animation from a library yet).And about the nav freq activation, I still get BGLC errors in that. When I have solved it I will post the code here.Arno


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

Share this post


Link to post
Share on other sites

Thanks Arno. Will try it as separate object outside of the library.Looking forward to your post on navfreq.manny3

Share this post


Link to post
Share on other sites

i just solved the same problem w/ tick18 if your keyframes are right try using just the makemdl that came w/ the game, i was using middleman and it would not enable the animations(xp?) sorry to but ingood luck rusty and arno...waiting and hoping!ODOG

Share this post


Link to post
Share on other sites

OK, just a little update to let all of you know I am not sleeping :). I have changed the gates so that the animation is called when the nav2 freq is changed.But this not work correct, as the animation plays all the time and this means you can jump into it in the middle. So I still need to think of something that let's you only switch at the start and also lets it stop at the end.I'll keep you up to date and when I have done everything I'll make a tutorial about it.Arno


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

Share this post


Link to post
Share on other sites

Arno is real persistent and good friend to us allwe all need to give him all our support lethim know we appreciate his help and support ofthe fs scenery designers!Rusty Harris

Share this post


Link to post
Share on other sites

Yep, you're right, Rusty.I also must thanks Arno's experience.I learned a lot by his tests, reading his posts and visiting his website. And thanks in advance for the tutorial he announced.Btw: I finally had success with my people mover, now it does move (that's it....)The only one thing I still can't understand is why only 'handmade' keyframe animations are successfully exported into FS, not also 'path constraint' animations.Is perhaps a different code generated, in that case (not compatible with FS)?

Share this post


Link to post
Share on other sites

Oddly, my animation worked when I switched to the makemdl program that came with the SDK. It seems to me the old makemdl doesn't compile the animation sequence.Arno, can you post the NAV Freq variable? I don't really know how to program the BGL but it seems we need to have a counter to stop the the animation in the middle. Is it possible to do? Or maybe you are already on to it, Arno.Yep, I'm also happy you are spending so much time to explore the secrets of scenery designs. I know it is very rewarding but it also takes so much patience. :-)Manny

Share this post


Link to post
Share on other sites

The NAV2 freq variable is 07C2.I have now found out how to use different ASM files depending on that freq, so I can start an animation by selecting the freq.But, as you said, we will need some sort of counter or memory to stop the animation again. This is also needed to let it start at the beginning and not in the middle (the animation plays endlessly on the background and does not start from 0 when you call it using the freq).I have some ideas on how to solve these problems and I am going to try them this evening. I will make posts of my progress here.Arno


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

Share this post


Link to post
Share on other sites

Thanks again, Arno!Will experiment in the meantime.BTW, animation works in library objects generated by FSRegen. There is an additional procedure to be done because FSRegen rewrites the Filename_0.asm file and inserts the word GO in the animation labels causing error when compiling with BGLC.I am using the makemdl that came with the SDK with the Keep Files option checked and the No Animation left unchecked during the export. I did not use middleman. The new makemdl doesn't seem to work with Middleman (I'm using version 1.10)To get around the rewrite problem, I saved a copy of Filename_0.asm before assembling the library in FSRegen. The default Copy of Filename_0.asm. is sufficient as this is only a temporary file.I then created the library file in FSRegen. After this procedure I went back to the export folder and delete Filename_0.asm, then renamedCopy of Filename_0.asm to Filename_0.asm. Run the Library.asm in BGLC and voila. An animated library object that can be called in an API within Airport290 (or Airport260).Pardon the long post if you already knew this. :-)Manny

Share this post


Link to post
Share on other sites

Arno,I still don't know how to implement variables and branching in BGL. But my theory on controlling animation is this:1. Define a true-false variable which is checked before the code enters the bgl_animate command. Initialize this variable to true so animation runs first time.2. After the animation command, set the variable to false so animation will be skipped on the next cycle.3. When the correct NAV2 freq is selected, the variable is set to true AND the variable that holds the number of frames in the animation (this is the 4th line below the xxx_trans_1 label word line in the animation code) is set to 50. This will cause the animation to stop in the middle of the movement. I tried this and this works but the animation restarts again after the half time is consumed but it still stops at the middle of the suceeding cycles.4. The true-false variable is again set to false so animation is skipped.5. To reverse (as in when the NAV2 freq is unselected, we will have to copy and paste the other half of the animation and this is the code to where the execution pointer jumps to.This is purely my imagination and I don't know how to encode it in bgl but it might work.Also we may need to call the drawing routine for the object at the transformed coordinates when the animation is inactive.Hmmm, looks like a lot of work.What do you think?Manny

Share this post


Link to post
Share on other sites

Hi Manny,I am afraid that will not work, for example at point 3 I do not always have 100, it is also 2 sometimes. And then you can not stop it in the middle that way. But.....YIPPEEI have had some great succes this evening. I can now select the NAV2 freq and the gate will only start moving when it is at the start of the animation. It will no longer start in the middle, it will wait until it is at the start and then start moving.I am going to use the same procedure for the backward motion, but at this moment bed is calling (it's rather late here), so I will finish it tomorrow evening. I think I can then have a competely working example :).Arno


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

Share this post


Link to post
Share on other sites

Hi Arno,With that great big Yippee up there I think we are on the verge of something really big. Go to bed now and rest you earned that and more, that is if you can. I know you will be dreaming of those moving objects obeying your wishes and in the morning you know exactly what to do. ;)Manny

Share this post


Link to post
Share on other sites

This is going to be a milestone for all thanks Arno youare sure good Friend to us all! Rusty Harris :-beerchug

Share this post


Link to post
Share on other sites

>Go to bed now and rest you earned that and more, that is if >you can. I know you will be dreaming of those moving objects >obeying your wishes and in the morning you know exactly what >to do. ;) Hehe, you know how it works. It took me about half a hour to get to sleep, I kept thinking about moving boxes and what I now could do :).So, when I got up this morning I couldn't resist trying some things and here is the result:http://home.wanadoo.nl/arno.gerretsen/download/ani_test.zipThis file includes a readme about the test scenery and the scenery itself, so you can all have a look at it.PS Rusty: It will be a lot of work to make your gate animated this way, as you have a lot of animated parts. Can you maybe group some parts so that the gate will have only a few animation commands?Arno


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

Share this post


Link to post
Share on other sites

Wow, Arno, you didn't go to sleep. :-)Will take a look at it right after office hours. Can't think of anything else. Heheh.Manny

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this