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I have used this code to remove shorelines and roads.I discovered that the roads/shorelines disappeared, but in stead I got Waves :-(I'm not sure which lines generate the waves.-----include TDFMacros.incinclude TDFHeaders.inc; ReWorked CoastN35* 13.62' E24* 0.13'BGLHeader 65, 60, 8, 4, TerrainHeaderStart, VTPHeaderVTPHeader label word VTPFileHeader 256, VTPIndexStart, TextureStart, VTPEndVTPStart label word datamark_v0 label word VTPDataArea 1, 1, 0, 0 VTPLayer 32, 1 VTPNumTexturesInLayer 1, 0 VTPTextureId 0, 0 VTPPolyCount 1, 0 VTPPolyMethod2 5, 1, 0 VTPWidePoint 11342, 1, 5358, 0 VTPWidePointWidth 1 VTPWidePoint 11348, 0, 5343, 0 VTPWidePoint 11415, 0, 5254, 0 VTPWidePoint 11432, 0, 5242, 0 VTPWidePoint 11844, 0, 5133, 0; ------------------------------------------------------------ datamark_v1 label word VTPDataArea 1, 1, 0, 0 VTPLayer 4, 1 VTPNumTexturesInLayer 1, 0 VTPTextureId 0, 0 VTPPolyCount 1, 0 VTPPolyMethod2 5, 1, 0 VTPWidePoint 11342, 1, 5358, 0 VTPWidePointWidth 1 VTPWidePoint 11348, 0, 5343, 0 VTPWidePoint 11415, 0, 5254, 0 VTPWidePoint 11432, 0, 5242, 0 VTPWidePoint 11844, 0, 5133, 0 datamark_v2 label word;-------------------------------------------------------------Cellv_396_79 EQU VTPCellID 0, 396, 79 VTPIndexStart label word VTPIndexHeader 1, VTPIndexData, VTPStart VTPIndexData label word VTPIndexEntry Cellv_396_79, VTPStart, datamark_v0, datamark_v2; ------------------------------------------------------------TextureStart label word VTPTextureListHeader 1, TextureIndexStart, TextureDataStart, TextureDataEndTextureIndexStart label word VTPTextureListEntry TextureDataStart, texturemark_0, texturemark_1TextureDataStart label word texturemark_0 label word VTPTextureName "1045" VTPTextureType 2, 0, 0, 4 texturemark_1 label wordTextureDataEnd label word; ------------------------------------------------------------VTPEnd label word

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Hi Knnygar.Are you using this file just to exclude Layers 4 and 32?If so, there are perhaps better ways. Waves are tied to the texture name assignment. In 'terraintextures.cfg', the assignment is for wavecontroller effects.[Texture.1045] // ocean / tan sand / surfType=2Size=4Textures=ShoreSU.bmpEffect=wavecontroller=================================================Just checked the SDK. To exclude the established polys in a layer, do this:VTPDataArea 1, 1, 0, 0VTPLayer 32, 1VTPNumTexturesInLayer 0, 0VTPTextureId 0, 0VTPPolyCount 1, 0VTPPolyMethod2 5, 1, 0VTPWidePoint 11342, 1, 5358, 0VTPWidePointWidth 1VTPWidePoint 11348, 0, 5343, 0VTPWidePoint 11415, 0, 5254, 0VTPWidePoint 11432, 0, 5242, 0VTPWidePoint 11844, 0, 5133, 0That replaces the default layer, and uses no texture. Dick

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I found this file in a post here at Avsim I think.First I used it to exclude shorelines, then I didn't dwell on the waves as it was at sea.Then I tried to use the same to exclude roads/rivers, but it doesn't look so good with waves high up on land.I tried VTPNumTexturesInLayer 0, 0 but then FS stops at 33% and wont continue loading :-(I cant see any difference in the text that you gave and the one that I tried, but I think there might be something else wrong.

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But what is the easiest way of removing the roads/rivers in several LOD8 grids?I'm trying to move the roads/rivers to their correct locations.The scenery covers an area between N61*58 N62*22, E5*50 E6*49

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Hi Dick,Using the above examples I have put together the following code to remove all poly's in a given layer and replacing them with nothing.However, this does not compile. I think I am missing something. Any comments?;----------------------------------------------------include TDFMacros.incinclude TDFHeaders.incBGLHeader 22, 16, -60, -66, TerrainHeaderStart, VTPHeaderVTPHeader label wordVTPFileHeader 256, VTPIndexStart, VTPEndVTPStart label worddatamark_0 label wordVTPDataArea 1, 1, 0, 0VTPLayer 8, 1VTPNumTexturesInLayer 1, 0VTPTextureId 0, 0VTPPolyCount 1, 0VTPPolyMethod2 4, 0, 0VTPPoint 0, 0VTPPoint 255, 0VTPPoint 255, 255VTPPoint 0, 255datamark_1 label word;-------------------------------------------------------------Cellv_249_204 EQU VTPCellID 0, 249, 204VTPIndexStart label wordVTPIndexHeader 1, VTPIndexData, VTPStartVTPIndexData label wordVTPIndexEntry Cellv_249_204, VTPStart, datamark_0, datamark_1; ------------------------------------------------------------VTPEnd label wordRegards,Chris Wilkes

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Hi Knnygar.Once again, you are at the edge of our understanding!I don't know the exclusion properties! And the SDK doesn't tell us the whole story.Here's code that will exclude all the layers. But it should have only excluded ( overwritten ) Layer 8! Note that I used the entire Cell size for the polygon, and used Landclass #254 ( transparent!), for the texture.

include TDFMacros.incinclude TDFHeaders.inc;   Delavan Single VTP2  exclusion Layer 8;	N42* 38.59'   W88* 37.87'BGLHeader 	44, 41, -87, -90, TerrainHeaderStart, VTPHeaderVTPHeader	label	word					VTPFileHeader	256, VTPIndexStart, TextureStart, VTPEndVTPStart	label	word; -----------------------------------------------------------; Cell_194_134datamark_0		label	word;  exclude Layer 8		VTPDataArea		1, 1, 0, 0			VTPLayer			8, 0			VTPNumTexturesInLayer	1, 0			VTPTextureId		0, 0			VTPPolyCount		1, 0		VTPPolyMethod2		4, 0, 0			VTPPointXY2 	4080, 4080			VTPPointXY2	12240, 4080			VTPPointXY2	12240, 12240			VTPPointXY2	4080, 12240datamark_1	label	word; -------------------------------------------------------------Cell_194_134	EQU	VTPCellID 0, 194, 134	VTPIndexStart	label	word		VTPIndexHeader	1, VTPIndexData, VTPStart	VTPIndexData	label	word		VTPIndexEntry		 Cell_194_134, VTPStart, datamark_0, datamark_1; --------------------------------------------------------------TextureStart	label	word	VTPTextureListHeader	1, TextureIndexStart, TextureDataStart, TextureDataEndTextureIndexStart	label	word	VTPTextureListEntry	TextureDataStart, texturemark_0, texturemark_1TextureDataStart	label	word	texturemark_0	label	word		VTPTextureName 	"254"		VTPTextureType	1, 0, 0, 4	texturemark_1	label	wordTextureDataEnd	label	word; ---------------------------------------------------------------VTPEnd		label	word

Trying to add any more VTP code for that Cell in the BGL doesn't work right! But by adding a new BGL to the scenery folder ( I named it ZZZZDelavan.bgl to assure that it would fall after the exclusion in the datastream ), I'm able to place layer 8.

include TDFMacros.incinclude TDFHeaders.inc; zzzzDelavanVTP2CellAdd.bgl; N42* 38.13'	W88* 37.33'BGLHeader 	44, 41, -87, -90, TerrainHeaderStart, VTPHeaderVTPHeader	label	word					VTPFileHeader	256, VTPIndexStart, TextureStart, VTPEndVTPStart	label	word; -------------------------------------------------------------; Cell_194_134datamark_0		label	word		VTPDataArea		1, 1, 0, 0			VTPLayer			8, 1			VTPNumTexturesInLayer	1, 0			VTPTextureId		0, 0			VTPPolyCount		1, 0		VTPPolyMethod2		4, 0, 0			VTPPointXY2 	11525, 9765			VTPPointXY2	11655, 9765			VTPPointXY2	11655, 9871			VTPPointXY2	11525, 9871datamark_1	label	word; ------------------------------------------------------------Cell_194_134	EQU	VTPCellID 0, 194, 134	VTPIndexStart	label	word		VTPIndexHeader	1, VTPIndexData, VTPStart	VTPIndexData	label	word		VTPIndexEntry		 Cell_194_134, VTPStart, datamark_0, datamark_1; -----------------------------------------------------------TextureStart	label	word	VTPTextureListHeader	1, TextureIndexStart, TextureDataStart, TextureDataEndTextureIndexStart	label	word	VTPTextureListEntry	TextureDataStart, texturemark_0, texturemark_1TextureDataStart	label	word	texturemark_0	label	word		VTPTextureName 	"2"		VTPTextureType	1, 0, 0, 4	texturemark_1	label	wordTextureDataEnd	label	word; -----------------------------------------------------------VTPEnd		label	word

But there is a strange occurance. Note the stream ( Layer 16 ) that was suppressed, by the 'transparent' assignment, has returned... but only for the LOD13 Area the new Layer 8 poly lies in!So we need to investigate. Perhaps the texture assignment to landclass #254 is not the right way. But the "insistance" of the LOD13 Area is one reason I like to list the LOD13 Area in the: VTPDataArea 1, 1, 29, 22... even though it's not required. At least we know where we're at when we look at the code.2 pics:The Cell deletion, and then the redrawn Layer 8 with an added BGL.

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Also.You can use value #254 for the exclusion of just an small area... but it will default to the entire LOD13 Areas it touches.

include TDFMacros.incinclude TDFHeaders.inc;  DelavanVTP2 small delete; N42* 38.13'	W88* 37.33'BGLHeader 	44, 41, -87, -90, TerrainHeaderStart, VTPHeaderVTPHeader	label	word					VTPFileHeader	256, VTPIndexStart, TextureStart, VTPEndVTPStart	label	word; -----------------------------------------------------------; Cell_194_134datamark_0		label	word		VTPDataArea		1, 1, 0, 0			VTPLayer			8, 0			VTPNumTexturesInLayer	1, 0			VTPTextureId		0, 0			VTPPolyCount		1, 0		VTPPolyMethod2		4, 0, 0			VTPPointXY2 	11525, 9765			VTPPointXY2	11655, 9765			VTPPointXY2	11655, 9871			VTPPointXY2	11525, 9871datamark_1	label	word; ----------------------------------------------------------Cell_194_134	EQU	VTPCellID 0, 194, 134	VTPIndexStart	label	word		VTPIndexHeader	1, VTPIndexData, VTPStart	VTPIndexData	label	word		VTPIndexEntry		 Cell_194_134, VTPStart, datamark_0, datamark_1; -----------------------------------------------------------TextureStart	label	word	VTPTextureListHeader	1, TextureIndexStart, TextureDataStart, TextureDataEndTextureIndexStart	label	word	VTPTextureListEntry	TextureDataStart, texturemark_0, texturemark_1TextureDataStart	label	word	texturemark_0	label	word		VTPTextureName 	"254"		VTPTextureType	1, 0, 0, 4	texturemark_1	label	wordTextureDataEnd	label	word; ----------------------------------------------------------VTPEnd		label	word

Here's a pic that shows just the LOD13 area is suppress... but note that the other layers will reappear with the Layer 8 written to again!Very strange.Dick

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So now, that brings us to the right way to do it!I recalled I was able to exclude before, but was now stumped. I also wondered why Knnygar wanted to exclude separately from the rewrite of the lines.And that's the clue. We don't necessarily want to exclude code separately from the creation of it's replacement.

include TDFMacros.incinclude TDFHeaders.inc;  DelavanVTP2ProperDelete.txt; N42* 38.13'	W88* 37.33'BGLHeader 	44, 41, -87, -90, TerrainHeaderStart, VTPHeaderVTPHeader	label	word					VTPFileHeader	256, VTPIndexStart, TextureStart, VTPEndVTPStart	label	word; -------------------------------------------------------------; Cell_194_134datamark_0		label	word		VTPDataArea		1, 1, 0, 0			VTPLayer			8, 1			VTPNumTexturesInLayer	1, 0			VTPTextureId		0, 0			VTPPolyCount		1, 0		VTPPolyMethod2		4, 0, 0			VTPPointXY2 	11525, 9765			VTPPointXY2	11655, 9765			VTPPointXY2	11655, 9871			VTPPointXY2	11525, 9871datamark_1	label	word; ------------------------------------------------------------Cell_194_134	EQU	VTPCellID 0, 194, 134	VTPIndexStart	label	word		VTPIndexHeader	1, VTPIndexData, VTPStart	VTPIndexData	label	word		VTPIndexEntry		 Cell_194_134, VTPStart, datamark_0, datamark_1; -----------------------------------------------------------TextureStart	label	word	VTPTextureListHeader	1, TextureIndexStart, TextureDataStart, TextureDataEndTextureIndexStart	label	word	VTPTextureListEntry	TextureDataStart, texturemark_0, texturemark_1TextureDataStart	label	word	texturemark_0	label	word		VTPTextureName 	"2"		VTPTextureType	1, 0, 0, 4	texturemark_1	label	wordTextureDataEnd	label	word; ----------------------------------------------------------VTPEnd		label	word

This replaces the Layer 8 with my new poly ( it could be a line, too ). The Layer8 is gone from the whole LOD13 Area, even though I used just a part of it for my poly, but the other layers are fine, because they aren't waiting for the replacement! I could have used a tiny 3 sided poly, or replaced everything at that layer. I even now recall using a tiny poly from the Shorelines.bmp, and a VTP Method1 poly ( allowing me to cut a transparent alpha section of that bitmap for the tiny poly... making it invisible ). Lots of room for experiments.Weird, huh? Well, we all learned something about replacements and the strange Landclass #254. And, don't use tiny polys to exclude that are tied to effects. Even autogen might be a problem with some tiny polys.Dick

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Pheeww, its alot of work to get these files to work.I allmost had it.The hardest work I think is to get the files to work, after that its just a matter of filling in the "blanks" ;-)I managed to remove the road, but Im having some problem drawing the new one.I tried to make some points to draw new road but it just became a green polygon :-(Here are the code I used: VTPDataArea 1, 1, 0, 0 VTPLayer 32, 1 VTPNumTexturesInLayer 1, 0 VTPTextureId 0, 0 VTPPolyCount 1, 0 VTPPolyMethod2 5, 0, 0 VTPPointXY2 11342, 5358 VTPPointXY2 11348, 5343 VTPPointXY2 11415, 5254 VTPPointXY2 11432, 5242 VTPPointXY2 11844, 5133I tried to use "VTPWidePoint 7649, 1, 10350, 0", the same as I used for shorelines but it didn't work.I tried to upload a picture but I think Avsim has server problems tonight :-(

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Hi Knnygar.It will be VTPWidePoint, but the texture setup may be slightly different. For now, try the SDK and see what it says. I'll be a little tied up for a day or two. If I get some time, I'll try a small road somewhere ( never made one! ).Dick

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