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rhumbaflappy

Road/VTP line width?

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Guest fumey

Hello,In response to Dick, here is an example of the structure I use.In a same layer, there are 2 different textures for 5 lines.I have changed this example for high-ways and dirty road to answer to Bamce; It works as well.In my tests, I have separate BGLs for lines and VTPm2 polys, because I'm not sure how must be the priority of each type of generation. So it's more easy for me to rename the Bgls to see what happens in case of pb.Christian;--------------------------------------------------; Ground2K Shore Lines : Generated on 19/12/2002 18:52:22;--------------------------------------------------include TDFMacros.incinclude TDFHeaders.incBGLHeader 44, 42, 8, 6, TerrainHeaderStart, VTPHeaderVTPHeader label word VTPFileHeader 256, VTPIndexStart, TextureStart, VTPEndVTPStart label word datamark_v0 label word VTPDataArea 1, 1, 0, 0 VTPLayer 8, 0;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; VTPNumTexturesInLayer 2, 0;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; First Texture ID for 4 polys;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; VTPTextureId 0, 0 VTPPolyCount 4, 0;;; VTPPolyMethod2 12, 1, 0 VTPWidePoint 8219, 1, 9249, 0 VTPWidePointWidth 1 VTPWidePoint 8219, 1, 9249, 0 VTPWidePointWidth 63 VTPWidePoint 8219, 0, 9249, 0 VTPWidePoint 8280, 0, 9216, 0 VTPWidePoint 8332, 0, 9216, 0 VTPWidePoint 8370, 0, 9245, 0 VTPWidePoint 8383, 0, 9319, 0 VTPWidePoint 8345, 0, 9359, 0 VTPWidePoint 8295, 0, 9355, 0 VTPWidePoint 8289, 0, 9292, 0 VTPWidePoint 8232, 0, 9285, 0 VTPWidePoint 8219, 1, 9249, 0 VTPWidePointWidth 0;;Shorelines 1; VTPPolyMethod2 5, 1, 0 VTPWidePoint 8181, 1, 9730, 0 VTPWidePointWidth 1 VTPWidePoint 8181, 1, 9730, 0 VTPWidePointWidth 63 VTPWidePoint 8181, 0, 9730, 0 VTPWidePoint 8239, 0, 9728, 0 VTPWidePoint 8310, 1, 9739, 0 VTPWidePointWidth 0;;ShoreLine 3; VTPPolyMethod2 5, 1, 0 VTPWidePoint 8185, 1, 9809, 0 VTPWidePointWidth 1 VTPWidePoint 8185, 1, 9809, 0 VTPWidePointWidth 63 VTPWidePoint 8185, 0, 9809, 0 VTPWidePoint 8260, 0, 9834, 0 VTPWidePoint 8327, 1, 9820, 0 VTPWidePointWidth 0;;Shoreline 4; VTPPolyMethod2 5, 1, 0 VTPWidePoint 8187, 1, 9845, 0 VTPWidePointWidth 1 VTPWidePoint 8187, 1, 9845, 0 VTPWidePointWidth 63 VTPWidePoint 8187, 0, 9845, 0 VTPWidePoint 8239, 0, 9849, 0 VTPWidePoint 8319, 1, 9843, 0 VTPWidePointWidth 0;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; 2nd texture ID for 1 poly;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; VTPTextureId 1, 0 VTPPolyCount 1, 0;;Shoreline 2; VTPPolyMethod2 5, 1, 0 VTPWidePoint 8181, 1, 9764, 0 VTPWidePointWidth 1 VTPWidePoint 8181, 1, 9764, 0 VTPWidePointWidth 63 VTPWidePoint 8181, 0, 9764, 0 VTPWidePoint 8243, 0, 9780, 0 VTPWidePoint 8299, 1, 9771, 0 VTPWidePointWidth 0 datamark_v1 label word;----------------------------------------------Cellv_399_131 EQU VTPCellID 0, 399, 131;---------------------------------------------- VTPIndexStart label word VTPIndexHeader 1, VTPIndexData, VTPStart VTPIndexData label word VTPIndexEntry Cellv_399_131, VTPStart, datamark_v0, datamark_v1;-----------------------------TextureStart label word VTPTextureListHeader 2, TextureIndexStart, TextureDataStart, TextureDataEndTextureIndexStart label word VTPTextureListEntry TextureDataStart, texturemark_0, texturemark_1 VTPTextureListEntry TextureDataStart, texturemark_1, texturemark_2TextureDataStart label word texturemark_0 label word VTPTextureName "1026" VTPTextureType 0, 0, 0, 0 texturemark_1 label word VTPTextureName "1044" VTPTextureType 0, 0, 0, 0 texturemark_2 label wordTextureDataEnd label word; ------------------------------VTPEnd label word

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Hi Christian.Many thanks. Arno is going to send me an example as well.I'm going to test why I have had problems, and why the samples from you and Arno work... I'll post that in a new thread, in a day or two. Hopefully, I'll find what I did wrong, so others can avoid that problem.Concerning the mixing of polys and lines in the same BGL... it should make no difference, but again, I had problems. Perhaps bad coding on my part. It was easily solved by using separate BGLs, and from that, I assumed MS used separate BGLs for the same reason ( now starting to appear as the wrong assumption ).These aren't huge issues, but it is nice to find the answers.I hope Brian can reproduce his original code that caused him problems. It might help in the development of scm2vtp, and will help us few "handcoders" to debug the process.Dick

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Guest fumey

Doing some new tests with 2 differents layers and different textures in the same Cell,it works but for shorelines I notice that the first descibed one in the source has wave effects.Changing all my lines for the same layer and the same texture, that means I have a very simple structure, the result is the same.I can't understand that, 2 days ago I have had big shorelines that were working together and with wave effects.Dick, of course, I'm interesting to know how you solved mixed VTPm2 polys and lines in the same BGL.I have to check carefullty what I have done and do tests again in a very logical way.Christian

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Guest

The problem I was having seems to have been caused by a bug in scm2vtp; downloading the newest version from Falko's website has solved the problem.See a dozen or so messages up in this thread - there's a message from Falko about the new version (and the known bug that I ran into), and right below that is the reply I made last night. Basically, scm2vtp was getting the width assignments wrong when translating from .sca to .asm format.That's an oddity of this Forum software - if you reply to a msg that isn't at the bottom of the string, your message gets added to the middle of the string, where it can be very hard to spot!Brian.

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