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Windsock for FS2002 scenery ??

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I'm pretty sure you can take any windsock macro and edit it's texture to look like yours. If the macro doesn't use texture, just colors, then you'll have a problem. Search for windsock macro or windsock api in the file library, I'm sure something will come up.

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And when you have made your own windsock, you can also animate it. You will need to add some code to the source for that. If you want to know, I can post an example for you.Arno


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

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Thanks, for the answers...I realy want to design my own windstock, Im useing gmax for all my scenery design at moment:))I realy want to see an example so I can try to make my own, if not or I can't made the animations and code can you help me out then?MVHPhilip Nordlander

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Here is an example of the SCASM code. For the animation of the wind strenght different parts have been made (rotated to indicate the different wind strengths). Here is a screenshot of the sock in FSDS, so you get the idea.http://home.wanadoo.nl/arno.gerretsen/pics/sock_fsds.jpgFSDS generates this code for the windsock (only first part):[tt]Area( 5 %1 %2 %3 )IfVarRange( :Exit 0346 %12 5 )PerspectiveCall( :PCall )ShadowCall( :PC02 )Jump( :Exit ):PCallPerspective:PC02mif( %11 )RefPoint( 2 :Skip %4 %1 %2 E= %11 v1= %10 V2= 2194 )melseRefPoint( 7 :Skip %4 %1 %2 v1= %10 v2= 2194 )mifendRotatedCall( :B 0 0 %5 )Return:BCall32( :Part0 )Call32( :Part1 )Call32( :Part2 )Call32( :Part3 )Call32( :Part4 )Call32( :Part5 )Call32( :Part6 )Call32( :Part7 )Call32( :Part8 )Call32( :Part9 )Call32( :Part10 )Call32( :Part11 )Call32( :Part12 )Call32( :Part13 )Call32( :Part14 )Call32( :Part15 )Call32( :Part16 )Call32( :Part17 )Call32( :Part18 )Call32( :Part19 ):SkipReturn:ExitJump32( :End )[/tt]And here is the modified code that generates the animation:[tt]Area( 5 %1 %2 %3 )IfVarRange( :Exit 0346 %12 5 )PerspectiveCall( :PCall )ShadowCall( :PC02 )Jump( :Exit ):PCallPerspective:PC02mif( %11 )RefPoint( 2 :Skip %4 %1 %2 E= %11 v1= %10 V2= 2194 )melseRefPoint( 7 :Skip %4 %1 %2 v1= %10 v2= 2194 )mifendTransformCall( :B 0 0 0 0 0 0 0 270 C74 )Return:BCall32( :Part0 )Call32( :Part1 )Call32( :Part2 )Call32( :Part3 )Call32( :Part4 )Call32( :Part14 )Call32( :Part16 )Call32( :Part17 )Call32( :Part18 )Call32( :Part19 )IfVarRange( :A01 C72 0 2 )Call32( :Part5 )Call32( :Part10 )Return:A01IfVarRange( :A02 C72 3 7 )Call32( :Part6 )Call32( :Part13 )Return:A02IfVarRange( :A03 C72 8 12 )Call32( :Part7 )Call32( :Part12 )Return:A03IfVarRange( :A04 C72 13 20 )Call32( :Part8 )Call32( :Part9 )Return:A04Call32( :Part11 )Call32( :Part15 )Return:SkipReturn:ExitJump32( :End )[/tt]I hope you can spot and understand the differences.I have not translated it into BGLC code yet, but that's something for the future. Shouldn't be too hard to do.Arno


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

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Arno, Thanks for quick answers ;) as always what I can see.!Anyway check your email or mail on the forum, I sent a few questions there:)/Philip Nordlander

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Hi Arno looking at the above(in regards to my flag that ripples in the wind is there anyway to get a 3DS mesh into FSDS with the animation?(done in 3DS max) Dan

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Hi Dan,It should not be that hard to build the same sort of code in BGLC around your GMax object. Just use the animation for the ripples, rotate the whole into the wind and use some different versions for different wind strengths.Arno


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

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