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Seasonal textures on gmax object??

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Hi,I know that Arno have something about this on his homesite, but I don't know what I need to change in my looong code (BGLC) anyone who can help me out to lurn me how I can do it my self??Many thanksPs! I post a picture of my working helipad in Sweden.http://www.fsnordic.net/discussion/attachments/jamt1.jpg/Philip Nordlander

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I indeed wanted to point to my website :).When you have your ASM code, the first thing you have to do is go to the material list. That's at the begin of the code and add all seasonal variants to it (just like the example on my site).Then you would have to check every place in the source where a material is called. If you have entered the seasonal variants in between the origional textures, then please note that all material numbers have changed, so it might be better to put them at the end.Then around every place where a seasonal texture should be called, you should add the IFIN commands as shown in my example.There should be an easier way of doing this, as there are also commands like TEXTURE_WINTER in BGLC, but I haven't found out how they work yet.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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>I indeed wanted to point to my website :). >>When you have your ASM code, the first thing you have to do >is go to the material list. That's at the begin of the code >and add all seasonal variants to it (just like the example >on my site). >>Then you would have to check every place in the source where >a material is called. If you have entered the seasonal >variants in between the origional textures, then please note >that all material numbers have changed, so it might be >better to put them at the end. >Then around every place where a seasonal texture should be >called, you should add the IFIN commands as shown in my >example. >>There should be an easier way of doing this, as there are >also commands like TEXTURE_WINTER in BGLC, but I haven't >found out how they work yet. >>Arno >


Member Netherlands 2000 Scenery Team >[a >href=http://home.wanadoo.nl/arno.gerretsen]http://home.wanadoo.nl/arno.gerretsen/banner.jpg[/a] Arno,Quick as allways;) I like that...Ok, so I go down to this; (taken from your example) TEXTURE_DEF TEXTURE_AIRCRAFT, <255,255,255,255>, 54.999468, "TEST.BMP" ; 0then add these: TEXTURE_DEF TEXTURE_AIRCRAFT, <255,255,255,255>, 54.999468, "TEST_WI.BMP" ; 1TEXTURE_DEF TEXTURE_AIRCRAFT, <255,255,255,255>, 54.999468, "TEST_SP.BMP" ; 2TEXTURE_DEF TEXTURE_AIRCRAFT, <255,255,255,255>, 54.999468, "TEST_FA.BMP" ; 3TEXTURE_LIST_ENDAnd then just add this at the end or?: IFIN1 tex_01, 0000006f8h, 0, 0MATERIAL 0,1 ; <255,255,255,255> TEST_WI.BMP;;;JUMP tex_verdertex_01 label wordIFIN1 tex_02, 0000006f8h, 1, 1MATERIAL 0,2 ; <255,255,255,255> TEST_SP.BMP;;;JUMP tex_verdertex_02 label wordIFIN1 tex_03, 0000006f8h, 2, 2MATERIAL 0,0 ; <255,255,255,255> TEST.BMP;;;JUMP tex_verdertex_03 label wordMATERIAL 0,3 ; <255,255,255,255> TEST_FA.BMP;;;tex_verder label worddo I have to change it so its fit in to my objects or? I mean all the number, 0000006f8h ect in the IFIN code?And then it's finish or?Thanks for your help so far,/Philip Nordlander

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>And then just add this at the end or?: > IFIN1 tex_01, 0000006f8h, 0, 0 >MATERIAL 0,1 ; <255,255,255,255> TEST_WI.BMP;;; >JUMP tex_verder >tex_01 label word >IFIN1 tex_02, 0000006f8h, 1, 1 >MATERIAL 0,2 ; <255,255,255,255> TEST_SP.BMP;;; >JUMP tex_verder >tex_02 label word >IFIN1 tex_03, 0000006f8h, 2, 2 >MATERIAL 0,0 ; <255,255,255,255> TEST.BMP;;; >JUMP tex_verder >tex_03 label word >MATERIAL 0,3 ; <255,255,255,255> TEST_FA.BMP;;; >tex_verder label wordYou will have to make a piece of code like the above on any place where you find a MATERIAL command in the origional source (and where you want a season change of course).The 06F8h is the variable for the season. The 0, 1 and 2 after that check if a certain season is true and then use a certain texture (material number).If you have more then one texture that needs changing, you must also change the labels, as they must be unique in the source. So it you have two textures to code could look like this:

TEXTURE_DEF TEXTURE_AIRCRAFT, <255,255,255,255>, 54.999468, "TEST.BMP"; 0TEXTURE_DEF TEXTURE_AIRCRAFT, <255,255,255,255>, 54.999468, "TEST_WI.BMP"; 1TEXTURE_DEF TEXTURE_AIRCRAFT, <255,255,255,255>, 54.999468, "TEST_SP.BMP"; 2TEXTURE_DEF TEXTURE_AIRCRAFT, <255,255,255,255>, 54.999468, "TEST_FA.BMP"; 3TEXTURE_DEF TEXTURE_AIRCRAFT, <255,255,255,255>, 54.999468, "TEST2.BMP"; 4TEXTURE_DEF TEXTURE_AIRCRAFT, <255,255,255,255>, 54.999468, "TEST2_WI.BMP"; 5TEXTURE_DEF TEXTURE_AIRCRAFT, <255,255,255,255>, 54.999468, "TEST2_SP.BMP"; 6TEXTURE_DEF TEXTURE_AIRCRAFT, <255,255,255,255>, 54.999468, "TEST2_FA.BMP"; 7TEXTURE_LIST_END;; can be other code between;IFIN1 tex_01, 06f8h, 0, 0 MATERIAL 0,1; <255,255,255,255> TEST_WI.BMP;;; JUMP tex_verder tex_01 label word IFIN1 tex_02, 06f8h, 1, 1 MATERIAL 0,2; <255,255,255,255> TEST_SP.BMP;;; JUMP tex_verder tex_02 label word IFIN1 tex_03, 06f8h, 2, 2 MATERIAL 0,0; <255,255,255,255> TEST.BMP;;; JUMP tex_verder tex_03 label word MATERIAL 0,3; <255,255,255,255> TEST_FA.BMP;;; tex_verder label word;; code for this object;IFIN1 tex2_01, 06f8h, 0, 0 MATERIAL 0,5; <255,255,255,255> TEST_WI.BMP;;; JUMP tex2_verder tex2_01 label word IFIN1 tex2_02, 06f8h, 1, 1 MATERIAL 0,6; <255,255,255,255> TEST_SP.BMP;;; JUMP tex2_verder tex2_02 label word IFIN1 tex2_03, 06f8h, 2, 2 MATERIAL 0,4; <255,255,255,255> TEST.BMP;;; JUMP tex2_verder tex2_03 label word MATERIAL 0,7; <255,255,255,255> TEST_FA.BMP;;; tex2_verder label word;; code for the next object and the rest of the code of your file;

I hope this makes it a bit clear :).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,Ok, Now I think that I understand it, but must try it out then I come home later.. so I will come back after I have test it;)see you./Philip Nordlander

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Hi Arno and everyone,Yesterday then I try this out on my apron, and I got it to work nice!;) but it should be much easier is MS put an marking box in the MakeMDL program. I have many objects who I must change the code now, its some work but after it looks nice so thanks for your time to help out of this.check the picture there you can see the snow on apron and oneother (uncoded) texture which is summer texture. But anyway now I know how to do this thanks again./Philip Nordlander

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Yes, I know it must be easier :), there are also some commands in the BGLC that show that another approach should also be possible, but because of the lack of documentation (I found the commands in the MASM include file) I can not get them to work.And your point about MakeMDL, don't forget that they made MakeMDL mainly for aircraft design. If you look at the code and the problems we have (and all missing features) you clearly see that they didn't think about scenery design for a second.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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yes you are right, but MS should made an option for scenery as well. But until then you are the man who found all answers;)!thanks again./Philip Nordlander

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