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arno

animating API-macros

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Guest

Hi everyone,I'm really new in scenery-design, and so I hope to find here some help for a small problem...I created an api-macro using EOD. After having created it, I added it in airport 2.60. Great static object. Everything works and looks fine. Then I heard that it is possible to get this api-macro moved. This macro is a truck and so it should be possible to let it drive over my airports. I read, that a programm called Dynkit and a programm called DOD are required. I followed all instructions. I converted the macro to a .dki-file and got a lot of errors during the conversion of the macro. But finally I got a dki-file and could use it with the Dynamic Object Designer (DOD). Then I created a small dynamic scenery and compiled it to bgl-file.So far so good. Now the point. I wanted to try this out and got a major problem. My FS2002Pro told me that an object in the scenery is missing and my truck was invisible. After that I tried out the default truck with DOD. Everything worked fine.So, what have I done wrong? I don't see any faults. Or is there a different way to get my macro driving around?Hope, you can help me. Thanks for all replies.Regards,Ansy

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Guest luissa

Dear Ansi,Here is a long answer. And may be it will not be very useful. It is based on hand coding dynamic scenery design. First of all I use for dynamic scenery FSC (Free Scenery Compiler) instead of SCASM. It allows me to add "new dynamic commands". I assume that you can place your 3D object in a dynamic library. Here is an example of a source file for a dynamic library with a single "Dynamic Airport Bus". You can many of these in the libray:Header( 1 80 -80 -179 180 )ObjId( D8C414C0 B02300DE FCBC053C BB50258B )LibObj( 100 0 0 40 0 2 0 0 0 )Dbx( 3A 0 22 0 0 0 0 0 0 0 0 0 )SetScaleX( :E1 2048 15000 11 )PitchCall( :E2 18 )SetVar( 2C 2 ):E1Return:E2 LoadBitmap( 0 L5 ef 128 128 128 anabus.bmp ) Points( 1 53 -65 184 53 41 184 -53 41 184 -53 -65 184 53 -65 -184 53 41 -184 -53 41 -184 -53 -65 -184 -34 -28 184 34 -28 184 29 -65 346 -29 -65 346 -58 -65 184 58 -65 184 ) TexPoly( m -32767 0 0 -53.00 1 255 181 5 0 181 6 0 255 2 255 255 ) TexPoly( m 32767 0 0 -53.00 3 255 179 7 0 179 8 0 105 4 255 105 ) TexPoly( m 0 0 32767 183.99 1 0 29 2 0 103 3 75 103 4 75 29 ) TexPoly( m 32767 0 0 53.00 1 255 181 5 0 181 6 0 255 2 255 255 ) TexPoly( m 0 32767 0 41.00 2 255 0 6 0 0 7 0 27 3 255 27 ) TexPoly( m -32767 0 0 53.00 3 255 179 7 0 179 8 0 105 4 255 105 ) TexPoly( m 0 0 -32767 183.99 5 181 29 6 181 103 7 255 103 8 255 29 ) RGBSColor( E1 200 200 200 ) ShadedPoly( m 0 31944 7295 13.672597 9 10 11 12 ) ShadedPoly( m -27185 17633 4866 40.467421 9 12 13 ) ShadedPoly( m 27185 17633 4866 40.467421 10 11 14 ) ReturnEndObjThen you should place your object in the scenery. Here is an example of it using ASD (you could use Airport for this as well):Header( 1 37:30:00.0000 36:30:00.0000 -7:30:00.0000 -8:30:00.0000 )LatRange( 36:30:00.0000 37:30:00.0000 )Macro( "C:FSASDv2ASDesignMacrosXD_Start.scm" 37:00:52.0745 -7:58:08.8068 10 20 )Macro( "C:FSASDv2ASDesignMacrosXD_P_CAR1.scm" 4 )Macro( "C:FSASDv2ASDesignMacrosXD_Exit.scm" )Macro( "C:FSASDv2ASDesignMacrosXD_Car1.scm" 37:01:07.8456 -7:57:59.1803 0.000000 10.0 faro4 )Macro( "C:FSASDv2ASDesignMacrosXD_End.scm" )The macros should be placed exactly in the order shown. Here are the macros (I said it would be a long post!):;D_Start 8)include( fscdyn.fsc ) // Dynamic (section 15)include( fscmisc.fsc ) // IMO/Landme/misc (section 16)include( fscother.fsc ) // Other sectionsinclude( fs2k.fsc ) // for FS2K extensioninclude( fscunk.fsc ) // unknown commandsinclude( fscuser.fsc ) // user commandsinclude( fscpaths.fsc ) // user dynamic commandsBy the way if you want to see the movements that this all refers to, please downolad faro2k.zip which is a demo scenery available at www.ptsim.com. Now I will post part of my fscpaths.fsc. Good luck, Luis//// Dynamic path functions//// $Id: fscpaths.fsc,v 1.1 2000/04/01 14:20:44 Luis Sa#nolineinfo///////////////////////////////////////////////////////////////////////////Dyn_Turn// Parameters:// 1 = initial heading// 2 = final heading// 3 = radius of turn ( meters )// 4 = velocity ( kts )defun Dyn_Turnlocal( $head1 $head2 $radius $tvel $angle1 $angle $tdist $ttime )$head1 = %1$head2 = %2$radius = %3$tvel = %4$angle1 = $head2 - $head1 $angle = abs( $angle1 )if( $angle1 > 180 )$angle = $angle1 - 360$angle = abs( $angle )endifif( $angle1 < -180 )$angle = $angle1 + 360$angle = abs( $angle )endif$tdist = $angle * 3.14159265 * $radius / 180$ttime = $tdist * 3.6 / 1.85 / $tvelTurn( [$ttime] [$head2] [$radius] )endfun//Dyn_Accldefun Dyn_Accl// Parameters:// 1 = heading// 2 = distance on the ground ( meters )// 3 = vertical distance (meters )// 4 = initial velocity ( knots )// 5 = final velocity ( knots )local( $head $dist $deltaz $vel1 $vel2 $vratio $vmean $tdist $time $deltax $deltay )$head = %1$dist = %2$deltaz = %3$vel1 = 1if( [ %4 > 1 ] )$vel1 = %4 endif$vel2 = 1if( [ %5 > 1 ] )$vel2 = %5endif// velocity ratio$vratio = 1.00 * $vel2 / $vel1$vratio = sqrt( $vratio )if( [ $vratio > 15 ] )$vratio = 15 endif// get approximate time from 'mean' velocity$vmean = ( $vel1 + $vel2 ) / 2.0 $tdist = ($dist * $dist) + ($deltaz * $deltaz) $tdist = sqrt( $tdist )$time = $tdist * 3.6 / 1.85 / $vmean// get delta movements$deltax = $dist * sin($head)$deltay = $dist * cos($head)if( $vel1 == $vel2 )Move3D( [$time] [$deltax] [$deltaz] [$deltay] )elseAccelerate3D( [$time] [$vratio] [$deltax] [$deltaz] [$deltay] )endifendfun// Dyn_Tourdefun Dyn_Tour// Parameters:// 1 = initial heading// 2 = takeoff speed// 3 = climb speed// 4 = cruise speed// 5 = takeoff length// 6 = total climb ( delta_z distance )// 7 = straight leg// 8 = radius of turns// 9 = angle of climb/descend// 10 = circuit ( 1 = clockwise; 0 = anticlockwise )// // example: if aircraft is pointing North ( %1 ) and %10 = 1, it will// accelerate on %5 meters to %2 knots, it will climb at %9 until// the altitude increases by %6 reaching the velocity of %3 knots. Then// it mantains altitude accelerating to %4 knots on the following// %7 meters. Then it makes a turn to East with radius of %8 meters and,// when it finishes the turn, it goes East for %7 meters. It turns// South and goes South for 'what is needed' lo land at the same point.// It turns West, goes %7 meters West, turns North, goes %7 meters North// desaccelerating to %3 knots. It descends at %9 decreasing the velocity// to %2 knots when it reaches the ground. It 'stops' (20 knots) at// the takeoff pointlocal( $he1 $tks $cls $crs $tkl $dzz $len $rad $ang )local( $he2 $he3 $he4 $cll $dzz1 $dzz2 $cll1 $cll2 )local( $adl $cll100 $tkl100 $dzn $dzn1 $dzn2 )local( $tkl1 $tkl2 $trol $vrol )UVar( $he1 %1 )UVar( $tks %2 )UVar( $cls %3 )UVar( $crs %4 )UVar( $tkl %5 )UVar( $dzz %6 )UVar( $len %7 )UVar( $rad %8 )UVar( $ang %9 )// evaluate headingsUVar( $he2 [ $he1 - 90 ] )UVar( $he3 [ $he2 - 90 ] )UVar( $he4 [ $he3 - 90 ] )mif( %10 )UVar( $he2 [ $he1 + 90 ] )UVar( $he3 [ $he2 + 90 ] )UVar( $he4 [ $he3 + 90 ] )mifend// get climb lenght on the groundUVar( $cll [ $dzz / tan[ $ang ] ] )// divide the descend in 2 partsUvar( $dzz1 [0.2 * $dzz] )Uvar( $dzz2 [$dzz - $dzz1] )Uvar( $cll1 [0.2 * $cll] )Uvar( $cll2 [$cll - $cll1] )// these to land further 100 meters away from start!Uvar( $cll100 [$cll1 + 100] )Uvar( $tkl100 [$tkl - 100] )// get adjusting lenghtUVar( $adl [ 2.0 * [ $len + $cll ] + $tkl ] )// get negative descending valuesUvar( $dzn [ -1.0 * $dzz ] )UVar( $dzn2 [ -1.0 * $dzz2 ] )UVar( $dzn1 [ -1.0 * $dzz1 ] )mif( %5 )Uvar( $tkl1 [ 4.0 * $tkl / 5 ] )Uvar( $tkl1 int[$tkl1] )Uvar( $tkl2 [ $tkl - $tkl1 ] )Uvar( $trol [ [ $tkl2 * 3.6 / 1.85 ] / $tks ] )Uvar( $vrol [ -6.0 / $trol ] )Uvar( $vrol int[$vrol] )Dyn_accl( [$he1] [$tkl1] 0 20 [$tks] )Pitchto( -6 $vrol )Dyn_accl( [$he1] [$tkl2] 0 [$tks] [$tks] )Pitchto( [-1.0 * $ang] -5 )Dyn_accl( [$he1] [$cll1] [$dzz1] [$tks] [$cls] )Gear( up )Dyn_accl( [$he1] [$cll2] [$dzz2] [$cls] [$cls] )melseDyn_accl( [$he1] [$cll] [$dzz] [$tks] [$cls] )mifendPitchto( 0.00 4 )Dyn_accl( [$he1] [$len] 0 [$cls] [$crs] )mif( %10 )BankTo( -30.00 -10.00 )melseBankTo( 30.00 10.00 )mifendDyn_Turn( [$he1] [$he2] [$rad] [$crs] )mif( %10 )BankTo( 0.00 10.00 )melseBankTo( 0.00 -10.00 )mifendDyn_Accl( [$he2] [$len] 0 [$crs] [$crs] )mif( %10 )BankTo( -30.00 -10.00 )melseBankTo( 30.00 10.00 )mifendDyn_Turn( [$he2] [$he3] [$rad] [$crs] )mif( %10 )BankTo( 0.00 10.00 )melseBankTo( 0.00 -10.00 )mifendDyn_Accl( [$he3] [$adl] 0 [$crs] [$crs] )mif( %10 )BankTo( -30.00 -10.00 )melseBankTo( 30.00 10.00 )mifendDyn_Turn( [$he3] [$he4] [$rad] [$crs] )mif( %10 )BankTo( 0.00 10.00 )melseBankTo( 0.00 -10.00 )mifendDyn_Accl( [$he4] [$len] 0 [$crs] [$crs] )mif( %10 )BankTo( -30.00 -10.00 )melseBankTo( 30.00 10.00 )mifendDyn_Turn( [$he4] [$he1] [$rad] [$crs] )mif( %10 )BankTo( 0.00 10.00 )melseBankTo( 0.00 -10.00 )mifendDyn_Accl( [$he1] [$len] 0 [$crs] [$cls] )mif( %5 )PitchTo( -5.00 -1 )mifendmif( %5 )Dyn_Accl( [$he1] [$cll2] [$dzn2] [$cls] [$cls] )Gear( down )Dyn_Accl( [$he1] [$cll100] [$dzn1] [$cls] [$tks] )melseDyn_Accl( [$he1] [$cll] [$dzn] [$cls] [$tks] )mifendmif( %5 )PitchTo( 0.00 1 )Dyn_Accl( [$he1] [$tkl100] 0 [$tks] 20 )mifendendfundefun Dyn_Pathif( %1 == "static" )Hold( 10 )endifif( %1 == "faro1" ); A340: dynamic path on the ground/air; Faro International Airport; SKIPED THIS AND MANY OTHERS!!!!endifif( %1 == "faro4" ); CarTap: dynamic path on the ground; Faro International AirportHold( 5 )SleepDyn_Accl( 10 35 0 5 20 )Awaken( :WA340 )Dyn_Turn( 10 280 10 20 )Dyn_Accl( 280 35 0 20 30 )Awaken( :WBUSZ )Dyn_Accl( 280 250 0 30 30 )Dyn_Accl( 280 35 0 30 10 )SleepDyn_Accl( 100 25 0 5 10 )Dyn_Turn( 280 190 10 10 )Dyn_Turn( 190 100 10 10 )Dyn_Turn( 100 10 10 10 )Dyn_Turn( 10 100 10 10 )Dyn_Accl( 100 25 0 10 30 )Dyn_Accl( 100 185 0 30 30 )Dyn_Accl( 100 30 0 30 10 )Dyn_Turn( 100 190 10 10 )Dyn_Accl( 190 35 0 10 10 )Dyn_Turn( 190 100 10 10 )Dyn_Accl( 100 14 0 10 10 )Dyn_Turn( 100 10 10 10 )endif

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You can also add the object to a dynamic library using DynKit and then make the dynamic scenery with DOD. I think that is easier.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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Guest

well, thanks for the help,but this was not my problem. My problem is, that my api-macro will not be shown.Here is my api-macro:;macrodesc Air Germany Atego;defaultscale 1;textures 339997_1.bmp,Atego1.bmp,;designshape -2,-5,-2,4,1,4,1,-5;--------------------------------------------; Filename: Air Germany Truck.api; Project: ; Designer: Ansgar Dasenbrock; Date: 02-09-19; Update: 02-09-19; Credits: ; Macro generated using EOD 2.0.50; EOD Website: http://www.echos.ch/eod;--------------------------------------------; %1 = Latitude; %2 = Longtitude; %3 = Not used; %4 = Not used [RefpointScale=1, ObjectScale=0,25]; %5 = Rotation; %6 = Not Used; %7 = Not Used; %8 = Not Used; %9 = Not Used; %10 = Visibility range; %11 = Altitude; %12 = Detail levelArea( 5 %1 %2 22 ) mif( %12 ) IfVarRange( : 0346 %12 4 ) mifend PerspectiveCall( :Pos ) ShadowCall( :Shadows ) Jump( : ):PosPerspective:Shadowsmif( %11 ) RefPoint( 2 :SubEnd 1 %1 %2 E= %11 )melse RefPoint( 7 :SubEnd 1 %1 %2 )mifendSetScaleX( :SubEnd %10 0 14 ) ; Scale=0,25RotatedCall( :Begin 0 0 %5 ):SubEnd Return:Begin Call( :Lamps ) VectorJump( :West 32767 0 0 0 ) VectorJump( :SouthEast 0 0 32767 0 ):NorthEast TransformCall( :Module05 -4 2 -10 0 0 0 0 0 0 ) ; TransformCall( :Module05 4 2 -10 0 0 0 0 0 0 ) ; TransformCall( :Module00 0 4 0 0 0 0 0 0 0 ) ; TransformCall( :Module01 0 2 3 0 0 0 0 0 0 ) ; TransformCall( :Module04 -4 2 21 0 0 0 0 0 0 ) ; TransformCall( :Module07 0 8 24 0 0 0 0 0 0 ) ; TransformCall( :Module02 0 2 24 0 0 0 0 0 0 ) ; TransformCall( :Module03 4 2 21 0 0 0 0 0 0 ) ; Return:SouthEast TransformCall( :Module04 -4 2 21 0 0 0 0 0 0 ) ; TransformCall( :Module02 0 2 24 0 0 0 0 0 0 ) ; TransformCall( :Module07 0 8 24 0 0 0 0 0 0 ) ; TransformCall( :Module03 4 2 21 0 0 0 0 0 0 ) ; TransformCall( :Module01 0 2 3 0 0 0 0 0 0 ) ; TransformCall( :Module00 0 4 0 0 0 0 0 0 0 ) ; TransformCall( :Module05 -4 2 -10 0 0 0 0 0 0 ) ; TransformCall( :Module05 4 2 -10 0 0 0 0 0 0 ) ; Return:West VectorJump( :SouthWest 0 0 32767 0 ):NorthWest TransformCall( :Module05 4 2 -10 0 0 0 0 0 0 ) ; TransformCall( :Module05 -4 2 -10 0 0 0 0 0 0 ) ; TransformCall( :Module00 0 4 0 0 0 0 0 0 0 ) ; TransformCall( :Module01 0 2 3 0 0 0 0 0 0 ) ; TransformCall( :Module03 4 2 21 0 0 0 0 0 0 ) ; TransformCall( :Module07 0 8 24 0 0 0 0 0 0 ) ; TransformCall( :Module02 0 2 24 0 0 0 0 0 0 ) ; TransformCall( :Module04 -4 2 21 0 0 0 0 0 0 ) ; Return:SouthWest TransformCall( :Module03 4 2 21 0 0 0 0 0 0 ) ; TransformCall( :Module02 0 2 24 0 0 0 0 0 0 ) ; TransformCall( :Module07 0 8 24 0 0 0 0 0 0 ) ; TransformCall( :Module04 -4 2 21 0 0 0 0 0 0 ) ; TransformCall( :Module01 0 2 3 0 0 0 0 0 0 ) ; TransformCall( :Module00 0 4 0 0 0 0 0 0 0 ) ; TransformCall( :Module05 4 2 -10 0 0 0 0 0 0 ) ; TransformCall( :Module05 -4 2 -10 0 0 0 0 0 0 ) ; Return:Lamps;Lamp: Object 9 IfVarAnd( :EndofLamp8 28c 6 ) RGBLcolor( BF 255 0 0 ) Dot( -4 3 -13 ):EndofLamp8;Lamp: Object 10 IfVarAnd( :EndofLamp9 28c 6 ) RGBLcolor( BF 255 0 0 ) Dot( 4 3 -13 ):EndofLamp9;Lamp: Object 11 IfVarAnd( :EndofLamp10 28c 6 ) RGBLcolor( BF 255 255 255 ) Dot( -4 3 28 ):EndofLamp10;Lamp: Object 12 IfVarAnd( :EndofLamp11 28c 6 ) RGBLcolor( BF 255 255 255 ) Dot( 4 3 28 ):EndofLamp11 Return;Module description:Module00; cube - Cube 1Points( 0 -5 0 -19 ; 0 5 0 -19 ; 1 5 0 19 ; 2 -5 0 19 ; 3 -5 14 -19 ; 4 5 14 -19 ; 5 5 14 19 ; 6 -5 14 19 ; 7)LoadBitmap( 0 6 EF 0 0 0 339997_1.bmp )TexPoly( a 0 88 193 4 88 248 5 173 248 1 173 193 ) ;FrontRGBSColor( EF 254 254 254 )Poly( a 2 6 7 3 ) ;BackTexPoly( a 3 0 97 7 0 160 4 254 160 0 254 97 ) ;LeftTexPoly( a 1 0 97 5 0 160 6 254 160 2 254 97 ) ;RightRGBSColor( EF 254 254 254 )Poly( a 4 7 6 5 ) ;TopRGBSColor( EF 254 254 254 )Poly( ai 0 3 2 1 ) ;BottomReturn;Module description:Module01; cube - Cube 2Points( 8 -5 0 -16 ; 0 5 0 -16 ; 1 5 0 16 ; 2 -5 0 16 ; 3 -5 2 -16 ; 4 5 2 -16 ; 5 5 2 16 ; 6 -5 2 16 ; 7)LoadBitmap( 0 6 EF 0 0 0 Atego1.bmp )TexPoly( a 8 54 50 12 54 54 13 78 54 9 78 50 ) ;FrontTexPoly( a 10 54 50 14 54 54 15 78 54 11 78 50 ) ;BackTexPoly( a 11 159 49 15 159 55 12 208 55 8 208 49 ) ;LeftTexPoly( a 9 47 48 13 47 56 14 95 56 10 95 48 ) ;RightRGBSColor( EF 54 54 54 )Poly( ai 8 11 10 9 ) ;BottomReturn;Module description:Module02; cube - Cube 3Points( 16 -5 0 -5 ; 0 5 0 -5 ; 1 5 0 4 ; 2 -5 0 4 ; 3 -5 6 -5 ; 4 5 6 -5 ; 5 5 6 4 ; 6 -5 6 4 ; 7)RGBSColor( EF 255 255 255 )Poly( a 16 20 21 17 ) ;FrontLoadBitmap( 0 6 EF 0 0 0 Atego1.bmp )TexPoly( a 18 22 142 22 22 180 23 105 180 19 105 142 ) ;BackTexPoly( a 19 131 49 23 131 65 20 154 65 16 154 49 ) ;LeftTexPoly( a 17 99 49 21 99 66 22 123 66 18 123 49 ) ;RightRGBSColor( EF 54 54 54 )Poly( ai 16 19 18 17 ) ;BottomReturn;Module description:Module03; cylinder - Cylinder 4Points( 24 -1 0 -2 ; 0 -1 -1 -2 ; 1 -1 -2 -1 ; 2 -1 -2 0 ; 3 -1 -2 1 ; 4 -1 -1 2 ; 5 -1 0 2 ; 6 -1 1 2 ; 7 -1 2 1 ; 8 -1 2 0 ; 9 -1 2 -1 ; 10 -1 1 -2 ; 11 1 0 -2 ; 12 1 -1 -2 ; 13 1 -2 -1 ; 14 1 -2 0 ; 15 1 -2 1 ; 16 1 -1 2 ; 17 1 0 2 ; 18 1 1 2 ; 19 1 2 1 ; 20 1 2 0 ; 21 1 2 -1 ; 22 1 1 -2 ; 23)RGBSColor( EF 0 0 0 )Poly( abL 0 255 0 255 32 44 45 33 ) ;Side 9RGBSColor( EF 0 0 0 )Poly( abL 0 255 0 255 31 43 44 32 ) ;Side 8RGBSColor( EF 0 0 0 )Poly( abL 0 255 0 255 30 42 43 31 ) ;Side 7RGBSColor( EF 0 0 0 )Poly( abL 0 255 0 255 29 41 42 30 ) ;Side 6RGBSColor( EF 0 0 0 )Poly( abL 0 255 0 255 28 40 41 29 ) ;Side 5RGBSColor( EF 0 0 0 )Poly( abL 0 255 0 255 27 39 40 28 ) ;Side 4RGBSColor( EF 0 0 0 )Poly( abL 0 255 0 255 26 38 39 27 ) ;Side 3RGBSColor( EF 0 0 0 )Poly( abL 0 255 0 255 25 37 38 26 ) ;Side 2RGBSColor( EF 0 0 0 )Poly( abL 0 255 0 255 24 36 37 25 ) ;Side 1LoadBitmap( 0 6 EF 0 0 0 Atego1.bmp )TexPoly( abL 97 55 110 43 24 25 26 27 28 29 30 31 32 33 34 35 ) ;BottomTexPoly( abL 97 55 110 43 47 46 45 44 43 42 41 40 39 38 37 36 ) ;TopReturn;Module description:Module04; cylinder - Cylinder 4_02Points( 48 -1 0 -2 ; 0 -1 -1 -2 ; 1 -1 -2 -1 ; 2 -1 -2 0 ; 3 -1 -2 1 ; 4 -1 -1 2 ; 5 -1 0 2 ; 6 -1 1 2 ; 7 -1 2 1 ; 8 -1 2 0 ; 9 -1 2 -1 ; 10 -1 1 -2 ; 11 1 0 -2 ; 12 1 -1 -2 ; 13 1 -2 -1 ; 14 1 -2 0 ; 15 1 -2 1 ; 16 1 -1 2 ; 17 1 0 2 ; 18 1 1 2 ; 19 1 2 1 ; 20 1 2 0 ; 21 1 2 -1 ; 22 1 1 -2 ; 23)RGBSColor( EF 0 0 0 )Poly( abL 0 255 0 255 56 68 69 57 ) ;Side 9RGBSColor( EF 0 0 0 )Poly( abL 0 255 0 255 55 67 68 56 ) ;Side 8RGBSColor( EF 0 0 0 )Poly( abL 0 255 0 255 54 66 67 55 ) ;Side 7RGBSColor( EF 0 0 0 )Poly( abL 0 255 0 255 53 65 66 54 ) ;Side 6RGBSColor( EF 0 0 0 )Poly( abL 0 255 0 255 52 64 65 53 ) ;Side 5RGBSColor( EF 0 0 0 )Poly( abL 0 255 0 255 51 63 64 52 ) ;Side 4RGBSColor( EF 0 0 0 )Poly( abL 0 255 0 255 50 62 63 51 ) ;Side 3RGBSColor( EF 0 0 0 )Poly( abL 0 255 0 255 49 61 62 50 ) ;Side 2RGBSColor( EF 0 0 0 )Poly( abL 0 255 0 255 48 60 61 49 ) ;Side 1LoadBitmap( 0 6 EF 0 0 0 Atego1.bmp )TexPoly( abL 98 54 110 44 48 49 50 51 52 53 54 55 56 57 58 59 ) ;BottomTexPoly( abL 98 54 110 44 71 70 69 68 67 66 65 64 63 62 61 60 ) ;TopReturn;Module description:Module05; cylinder - Cylinder 4_03Points( 72 -1 0 -2 ; 0 -1 -1 -2 ; 1 -1 -2 -1 ; 2 -1 -2 0 ; 3 -1 -2 1 ; 4 -1 -1 2 ; 5 -1 0 2 ; 6 -1 1 2 ; 7 -1 2 1 ; 8 -1 2 0 ; 9 -1 2 -1 ; 10 -1 1 -2 ; 11 1 0 -2 ; 12 1 -1 -2 ; 13 1 -2 -1 ; 14 1 -2 0 ; 15 1 -2 1 ; 16 1 -1 2 ; 17 1 0 2 ; 18 1 1 2 ; 19 1 2 1 ; 20 1 2 0 ; 21 1 2 -1 ; 22 1 1 -2 ; 23)RGBSColor( EF 0 0 0 )Poly( abL 0 255 0 255 80 92 93 81 ) ;Side 9RGBSColor( EF 0 0 0 )Poly( abL 0 255 0 255 79 91 92 80 ) ;Side 8RGBSColor( EF 0 0 0 )Poly( abL 0 255 0 255 78 90 91 79 ) ;Side 7RGBSColor( EF 0 0 0 )Poly( abL 0 255 0 255 77 89 90 78 ) ;Side 6RGBSColor( EF 0 0 0 )Poly( abL 0 255 0 255 76 88 89 77 ) ;Side 5RGBSColor( EF 0 0 0 )Poly( abL 0 255 0 255 75 87 88 76 ) ;Side 4RGBSColor( EF 0 0 0 )Poly( abL 0 255 0 255 74 86 87 75 ) ;Side 3RGBSColor( EF 0 0 0 )Poly( abL 0 255 0 255 73 85 86 74 ) ;Side 2RGBSColor( EF 0 0 0 )Poly( abL 0 255 0 255 72 84 85 73 ) ;Side 1LoadBitmap( 0 6 EF 0 0 0 Atego1.bmp )TexPoly( abL 35 55 45 43 72 73 74 75 76 77 78 79 80 81 82 83 ) ;BottomTexPoly( abL 35 55 45 43 95 94 93 92 91 90 89 88 87 86 85 84 ) ;TopReturn;Module description:Module07; ecube - Extended Cube 8Points( 96 -5 0 -5 ; 0 5 0 -5 ; 1 5 0 4 ; 2 -5 0 4 ; 3 -5 6 -5 ; 4 5 6 -5 ; 5 5 6 2 ; 6 -5 6 2 ; 7)LoadBitmap( 0 6 EF 0 0 0 Atego1.bmp )TexPoly( a 98 179 184 102 179 204 103 226 204 99 226 184 ) ;BackTexPoly( a 99 132 64 103 138 79 100 152 79 96 150 64 ) ;LeftTexPoly( a 97 102 64 101 100 80 102 116 80 98 122 64 ) ;RightRGBSColor( EF 255 255 255 )Poly( a 100 103 102 101 ) ;TopReturnEndA---> Now I want to know, why I get so many error messages when I compile this macro into a .bgl-file using scasm and why I can't see my object but the default DOD 3.0 truck?Ansy

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