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Gmax animated expanded cube question

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Hi,Is it possible to expand for example a cube with animation in Gmax?. Let's say you have a cube 4x4 and a height of 20, I wish to animate only the top points 10 meters higher for example.....any ideas on how to?Eric

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I think you can make such an animation in GMax, but the exporter will not export is correct. It seems that the exporter can only handle animations that move and rotate entire parts, and not points within a part.It is possible to get the effect you want, but that will mean that you have to do most of the animation work by hand in the BGLC code.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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Hi,I don't know if you can make it with Gmax, but I do know it will not work in FS2K2, I have already try to do this using Scasm and it doesn't works, it was easy to do before with the 'old' polygon and points code but not with the new op codes as Gmax produces. Could be a FS2K2 bug maybe?...I don't know.Rafael

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I haven't tested it yet, but I still think it should be possible if you handcode the source in BGLC (or SCASM). The pointlist will just be a bit longer and contains also all the points that are needed for the animation. Then you should be able to different polygons (using the points) depending on the time.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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Hi,Well, unless a bug in Scasm, I did my tests and it doesn't work, the object don't even show.The structure of te macro is simple as:;Static section (base)VertexList( 0Base Point1, point2, point 3 and point 4);The dynamic callsTransforcall( :label on 5fc value = n1.Transforcall( :label on 5fc value = n2....and so onReturn:LabelVertexList ( 4Top Points 1,2,3 and 4Draw polygone trilist hereReturnWhen doing this the polygon doesn't show up at all.This same routine works perfect using the old Points() commands, but the new version using vertex and trilist seems to drop the first points, so nothing is visibleRafael

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I did a little test by editing a GMax BGLC file and here is the resulting test_0.asm file.What I have done is adding more points to the points list and then draw the polygons using different points depending on the time.I have now also copied the base points (height 0), to optimise the code further these can be deleted of course, but that would take to much time for this little test :).Here 3 sizes are drawn depending on the time, but of course with more points a more smooth animation could be made easily.Arno


Member Netherlands 2000 Scenery Team[a href=http://home.wanadoo.nl/arno.gerretsen]http://home.wanadoo.nl/arno.gerretsen/banner.jpg[/a][tt];--------- WARNING - WARNING - WARNING - WARNING - WARNING - WARNING ---------;; This file was automatically generated from F:Scenerytestscenerytest; using the MakeMDL tool. Do not edit by hand, re-run the; tool instead.;; generated on 09/09/02 11:07:08;;--------- WARNING - WARNING - WARNING - WARNING - WARNING - WARNING ---------; BGL model for F:Scenerytestscenerytest;; $Header:$;;----------------------------------------------------------------------------;; Final Status: 24 polys; Alpha Status: 0 polys; Light Status: 0 polys; Library Status: 0 polys;; Start Time: 09/09/02 11:07:08; Stop Time : 09/09/02 11:07:08;; Modeling units = 2.0000; Radius = 91.8970; Radius in meters = 91.8970; Radius in modeling units = 184;test_top label BGLCODE BGL_BEGIN 0800h ; version = 8.00 MATERIAL_LIST_BEGIN MATERIAL_DEF 0.721569,0.894118,0.600000,1.000000, 0.721569,0.894118,0.600000, 0.000000,0.000000,0.000000, 0.000000,0.000000,0.000000, 0.000000 ; 0 MATERIAL_DEF 0.882353,0.345098,0.780392,1.000000, 0.882353,0.345098,0.780392, 0.000000,0.000000,0.000000, 0.000000,0.000000,0.000000, 0.000000 ; 1 MATERIAL_LIST_END VERTEX_LIST_BEGIN VERTEX_DEF -25.000006, -25.001595, 0.000000, -1.000000, 0.000000, 0.000000, 0.000000,1.000000 ; 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39 part= 5 prim=0 VERTEX_DEF 24.996803, -24.996803, -75.001602, 0.000000, 0.000000,-1.000000, 0.000000,1.000000 ; 40 part= 5 prim=0 VERTEX_DEF 24.996803, -24.996803, -75.001602, 1.000000, 0.000000, 0.000000, 0.000000,1.000000 ; 41 part= 5 prim=0 VERTEX_DEF 24.996803, 24.996803, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000,1.000000 ; 42 part= 5 prim=0 VERTEX_DEF 24.996803, 24.996803, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000,1.000000 ; 43 part= 5 prim=0 VERTEX_DEF 24.996803, 24.996803, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000,1.000000 ; 44 part= 5 prim=0 VERTEX_DEF 24.996803, 24.996803, -75.001602, 0.000000, 0.000000,-1.000000, 0.000000,1.000000 ; 45 part= 5 prim=0 VERTEX_DEF 24.996803, 24.996803, -75.001602, 0.000000, 1.000000, 0.000000, 0.000000,1.000000 ; 46 part= 5 prim=0 VERTEX_DEF 24.996803, 24.996803, -75.001602, 1.000000, 0.000000, 0.000000, 0.000000,1.000000 ; 47 part= 5 prim=0 VERTEX_DEF -24.996803, -24.996803, 0.000000, -1.000000, 0.000000, 0.000000, 0.000000,1.000000 ; 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42 part= 5 prim=0 VERTEX_DEF 24.996803, 24.996803, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000,1.000000 ; 43 part= 5 prim=0 VERTEX_DEF 24.996803, 24.996803, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000,1.000000 ; 44 part= 5 prim=0 VERTEX_DEF 24.996803, 24.996803, -99.001602, 0.000000, 0.000000,-1.000000, 0.000000,1.000000 ; 45 part= 5 prim=0 VERTEX_DEF 24.996803, 24.996803, -99.001602, 0.000000, 1.000000, 0.000000, 0.000000,1.000000 ; 46 part= 5 prim=0 VERTEX_DEF 24.996803, 24.996803, -99.001602, 1.000000, 0.000000, 0.000000, 0.000000,1.000000 ; 47 part= 5 prim=0 VERTEX_LIST_END; NonAlphatest_NonAlpha label BGLCODE ; Node 1 - MasterScale transform: BGL_TRANSFORM_MAT 0.000000,0.000000,0.000000, 0.000977,0.000000,0.000000, 0.000000,0.000977,0.000000, 0.000000,0.000000,0.000977 ; Node 2 - MasterUnitConversion transform: BGL_TRANSFORM_MAT 0.000000,0.000000,0.000000, 1024.000000,0.000000,0.000000, 0.000000,1024.000000,0.000000, 0.000000,0.000000,1024.000000 ; Node 3 - RotateAroundX transform: BGL_TRANSFORM_MAT 0.000000,0.000000,0.000000, 1.000000,0.000000,0.000000, 0.000000,0.000000,1.000000, 0.000000,-1.000000,0.000000 ; Node 4 - Box01 transform: BGL_TRANSFORM_MAT -100.000000,100.000000,0.000000, 1.000000,0.000000,0.000000, 0.000000,1.000000,0.000000, 0.000000,0.000000,1.000000 MATERIAL 0 ; <184,228,153,255> DRAW_TRI_BEGIN 0, 24 DRAW_TRI 14, 20, 23 ; poly=7 part=4 DRAW_TRI 18, 13, 2 ; poly=2 part=4 DRAW_TRI 5, 16, 21 ; poly=3 part=4 DRAW_TRI 21, 10, 5 ; poly=4 part=4 DRAW_TRI 1, 12, 15 ; poly=5 part=4 DRAW_TRI 15, 4, 1 ; poly=6 part=4 DRAW_TRI 2, 7, 18 ; poly=1 part=4 DRAW_TRI 23, 17, 14 ; poly=8 part=4 DRAW_TRI 19, 8, 11 ; poly=9 part=4 DRAW_TRI 11, 22, 19 ; poly=10 part=4 DRAW_TRI 6, 0, 3 ; poly=11 part=4 DRAW_TRI 3, 9, 6 ; poly=12 part=4 DRAW_TRI_END BGL_TRANSFORM_END ; Transform Box01 JUMP test_anim_1; Anim tick18_Box02test_pvan_1 label wordtest_1_tick18_mod_1 label word dw 82 dw -32768,0,-31154,1615 dw -31152,0,-29538,1615 dw -29536,0,-27922,1615 dw -27920,0,-26306,1615 dw -26304,0,-24690,1615 dw -24688,0,-23074,1615 dw -23072,0,-21458,1615 dw -21456,0,-19842,1615 dw -19840,0,-18226,1615 dw -18224,0,-16610,1615 dw -16608,0,-14994,1615 dw -14992,0,-13378,1615 dw -13376,0,-11762,1615 dw -11760,0,-10146,1615 dw -10144,0,-8530,1615 dw -8528,0,-6914,1615 dw -6912,0,-5298,1615 dw -5296,0,-3682,1615 dw -3680,0,-2066,1615 dw -2064,0,-450,1615 dw -448,0,1166,1615 dw 1168,0,2782,1615 dw 2784,0,4398,1615 dw 4400,0,6014,1615 dw 6016,0,7630,1615 dw 7632,0,9246,1615 dw 9248,0,10862,1615 dw 10864,0,12478,1615 dw 12480,0,14094,1615 dw 14096,0,15710,1615 dw 15712,0,17326,1615 dw 17328,0,18942,1615 dw 18944,0,20558,1615 dw 20560,0,22174,1615 dw 22176,0,23790,1615 dw 23792,0,25406,1615 dw 25408,0,27022,1615 dw 27024,0,28638,1615 dw 28640,0,30254,1615 dw 30256,0,31870,1615 dw 31872,0,32767,896test_1_tick18_mod_2 label word dw 32 dw 0,0,100,100 dw 101,0,201,100 dw 202,0,302,100 dw 303,0,403,100 dw 404,0,504,100 dw 505,0,605,100 dw 606,0,706,100 dw 707,0,807,100 dw 808,0,908,100 dw 909,0,1009,100 dw 1010,0,1110,100 dw 1111,0,1211,100 dw 1212,0,1312,100 dw 1313,0,1413,100 dw 1414,0,1514,100 dw 1515,0,1615,100test_1_float_convert_hi label word dw 12 ; num entries dw 0,0 dw 1,16256 dw 2,16384 dw 4,16512 dw 8,16640 dw 16,16768 dw 32,16896 dw 64,17024 dw 128,17152 dw 256,17280 dw 512,17408 dw 1024,17536test_anim_1 label BGLCODE LOCAL_BASE_32 test_pvan_1 SETWRD (offset test_fs2002_hack_1 - offset test_pvan_1),2 SETWRD (offset test_fs2002_hack_1 - offset test_pvan_1) + 2,2test_fs2002_hack_1 label word JUMP test_anim_1_end ; usrvar = tick18 mod 101 BGL_INTERPOLATE VAR_BASE_GLOBAL,BGL_TICK18, VAR_BASE_GLOBAL,usrvar, VAR_BASE_LOCAL,(offset test_1_tick18_mod_1 - offset test_pvan_1) BGL_INTERPOLATE VAR_BASE_GLOBAL,usrvar, VAR_BASE_GLOBAL,usrvar, VAR_BASE_LOCAL,(offset test_1_tick18_mod_2 - offset test_pvan_1) ; convert usrvar to float and store in usrvr2-usrvr3 BGL_INTERPOLATE VAR_BASE_GLOBAL,usrvar, VAR_BASE_GLOBAL,usrvr3, VAR_BASE_LOCAL,(offset test_1_float_convert_hi - offset test_pvan_1) VAR_BASE_32 VAR_BASE_GLOBAL ;SETWRD usrvr2,0 ;BGL_ANIMATE VAR_BASE_GLOBAL,usrvr2,VAR_BASE_LOCAL,(offset test_trans_1 - offset test_pvan_1),0.0,0.0,0.0 ;VAR_BASE_32 VAR_BASE_GLOBAL MATERIAL 1 ; <225,88,199,255> IFIN1 a01, usrvar, 0, 33 DRAW_TRI_BEGIN 24, 24 DRAW_TRI 2, 7, 18 ; poly=13 part=5 DRAW_TRI 18, 13, 2 ; poly=14 part=5 DRAW_TRI 5, 16, 21 ; poly=15 part=5 DRAW_TRI 21, 10, 5 ; poly=16 part=5 DRAW_TRI 1, 12, 15 ; poly=17 part=5 DRAW_TRI 15, 4, 1 ; poly=18 part=5 DRAW_TRI 14, 20, 23 ; poly=19 part=5 DRAW_TRI 23, 17, 14 ; poly=20 part=5 DRAW_TRI 19, 8, 11 ; poly=21 part=5 DRAW_TRI 11, 22, 19 ; poly=22 part=5 DRAW_TRI 6, 0, 3 ; poly=23 part=5 DRAW_TRI 3, 9, 6 ; poly=24 part=5 DRAW_TRI_END BGL_JUMP_32 a03 a01 label word IFIN1 a02, usrvar, 34, 66 DRAW_TRI_BEGIN 48, 24 DRAW_TRI 2, 7, 18 ; poly=13 part=5 DRAW_TRI 18, 13, 2 ; poly=14 part=5 DRAW_TRI 5, 16, 21 ; poly=15 part=5 DRAW_TRI 21, 10, 5 ; poly=16 part=5 DRAW_TRI 1, 12, 15 ; poly=17 part=5 DRAW_TRI 15, 4, 1 ; poly=18 part=5 DRAW_TRI 14, 20, 23 ; poly=19 part=5 DRAW_TRI 23, 17, 14 ; poly=20 part=5 DRAW_TRI 19, 8, 11 ; poly=21 part=5 DRAW_TRI 11, 22, 19 ; poly=22 part=5 DRAW_TRI 6, 0, 3 ; poly=23 part=5 DRAW_TRI 3, 9, 6 ; poly=24 part=5 DRAW_TRI_END BGL_JUMP_32 a03 a02 label word DRAW_TRI_BEGIN 72, 24 DRAW_TRI 2, 7, 18 ; poly=13 part=5 DRAW_TRI 18, 13, 2 ; poly=14 part=5 DRAW_TRI 5, 16, 21 ; poly=15 part=5 DRAW_TRI 21, 10, 5 ; poly=16 part=5 DRAW_TRI 1, 12, 15 ; poly=17 part=5 DRAW_TRI 15, 4, 1 ; poly=18 part=5 DRAW_TRI 14, 20, 23 ; poly=19 part=5 DRAW_TRI 23, 17, 14 ; poly=20 part=5 DRAW_TRI 19, 8, 11 ; poly=21 part=5 DRAW_TRI 11, 22, 19 ; poly=22 part=5 DRAW_TRI 6, 0, 3 ; poly=23 part=5 DRAW_TRI 3, 9, 6 ; poly=24 part=5 DRAW_TRI_END a03 label word BGL_TRANSFORM_END ; Anim tick18_Box02test_anim_1_end label word BGL_TRANSFORM_END ; Transform RotateAroundX BGL_TRANSFORM_END ; Transform MasterUnitConversion BGL_TRANSFORM_END ; Transform MasterScale BGL_END BGL_RETURN;--------- WARNING - WARNING - WARNING - WARNING - WARNING - WARNING ---------;; This file was automatically generated from F:Scenerytestscenerytest; using the MakeMDL tool. Do not edit by hand, re-run the; tool instead.;; generated on 09/09/02 11:07:08;;--------- WARNING - WARNING - WARNING - WARNING - WARNING - WARNING ---------[/tt]

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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Hi Arno,Phewww....I think this is too much complicated for me, I hope this option to be incorporated some time in Gamx so we don't need to patch the files.ThanksEric

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I don't think that will happen soon. That would mean we need to get another version of MakeMDL that supports more features, but I don't expect MS to make that.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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Arno,>I did a little test by editing a GMax BGLC file and here is >the resulting test_0.asm file. >>What I have done is adding more points to the points list >and then draw the polygons using different points depending >on the time. Yes, I knew that, but this is the last comprimise, as you have in fact to produce as much points as the number of animations needed, and considering the huge number of vertex and polygons each points generates, normally 4 by each vertex...the macro becomes quite a size. I still have to make some more tests and try to see if I can find a more suitable compromise on this. Thanks for your comments and time on this.Rafael

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Hi Rafael,As I already said in my origional post the amount of points can be reduced much in my example if you remove all the points that are duplicate now. But then you would also need to change the points numbers for the polygons of course and I didn't want to spend much time on that for this little example :).I think for any type of animation you would need a point list that contains all the points needed (so the base points that are constant and then all the points for the different steps of the animation).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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