January 17, 200323 yr for the aiport ground? The grass.r8 texture is way too cartoony, and I cant find the texture that is used for the default airport grass. Can any of you help me out on that?
January 18, 200323 yr Airport skirts use a VTPMethod2 poly. I had the same problem with an airport I had to extend the runway on..I used the grass.r8 texture and it didn't change for the seasons.I started trying out LWMDraw and got ok at it, but had mixed results, until earlier today, when one of the scenery gurus mentioned a program SCM2XY2. It will generate the BGLC code needed to put an airport skirt poly down and look correct. Keep in mind this program is in beta and is command line, but it works famously. Easiest way for me to do it was to take my existing scenery (I used FSSC to do some of the mods), remove ANY reference to a texture bitmap in the poly, then compile it using the save source file (it should create a SCASM source file as well as the bgl file; you can discard this bgl file) then open the SCASM file and look for a section that looks like this: ; Polygon 1Area( 5 N37:15:21.2454 W093:24:01.3169 15 ) RefPoint( rel :lblEnd 0.05 N37:15:21.2454 W093:24:01.3169 v1= 15000 v2= 28200 ) Points( 0 -11160 0 8616 -5000 0 12980 10960 0 -8584 5220 0 -13012 ) Poly( au 0 1 2 3 ):lblEndEndA Only use the section from the beginning of the polygon to the EndA statement, or this utility will not work properly. Then, run SCM2XY2 on the file. You then will be presented with a file that looks like this (usually called OUTPUT.ASM, or some variant thereof): include TDFMacros.incinclude TDFHeaders.inc; VTP Method2 Roads 37.26563 -93.75 BGLHeader 38, 36, -93, -95, TerrainHeaderStart, VTPHeaderVTPHeader label word VTPFileHeader 256, VTPIndexStart, TextureStart, VTPEndVTPStart label word datamark_v0 label word VTPDataArea 1, 1, 0, 0; Polygon 1 VTPLayer 4, 0 VTPNumTexturesInLayer 1, 0 VTPTextureId 4, 0 VTPPolyCount 1, 0 VTPPolyMethod2 6, 0, 0 VTPPointXY2 10058, 4217 VTPPointXY2 10118, 4171 VTPPointXY2 10275, 4396 VTPPointXY2 10219, 4443 VTPPointXY2 10201, 4418 VTPPointXY2 10058, 4217 datamark_v1 label word; ---------------------------------------------------------------------------------------------------------Cellv_184_150 EQU VTPCellID 0, 184, 150; --------------------------------------------------------------------------------------------------------- VTPIndexStart label word VTPIndexHeader 1, VTPIndexData, VTPStart VTPIndexData label word VTPIndexEntry Cellv_184_150, VTPStart, datamark_v0, datamark_v1; ---------------------------------------------------------------------------------------------------------TextureStart label word VTPTextureListHeader 5, TextureIndexStart, TextureDataStart, TextureDataEndTextureIndexStart label word VTPTextureListEntry TextureDataStart, texturemark_0, texturemark_1 VTPTextureListEntry TextureDataStart, texturemark_1, texturemark_2 VTPTextureListEntry TextureDataStart, texturemark_2, texturemark_3 VTPTextureListEntry TextureDataStart, texturemark_3, texturemark_4 VTPTextureListEntry TextureDataStart, texturemark_4, texturemark_5[b]TextureDataStart label word texturemark_0 label word VTPTextureName "1162" VTPTextureType 2, 0, 0, 4 texturemark_1 label word VTPTextureName "1158" VTPTextureType 2, 0, 0, 4 texturemark_2 label word VTPTextureName "1160" VTPTextureType 2, 0, 0, 4 texturemark_3 label word VTPTextureName "1025" VTPTextureType 2, 0, 0, 4 texturemark_4 label word VTPTextureName "1189" VTPTextureType 2, 0, 0, 4 texturemark_5 label word[/b]TextureDataEnd label word; ---------------------------------------------------------------------------------------------------------VTPEnd label word Notice the part I've highlited in bold. You'll need to change the VTPTextureType to 1, 0, 0, 4, and you'll need to change the VTPTextureName to "1183" (which is the standard grass airport skirt) for all texturemark_x entries...yours may have more if it's a more complex polygon; then compile this asm file with BGLC (which can be obtained by downloading the BGL compiler SDK from http://download.microsoft.com/download/Fli...mpiler_sdk.exe). It will then present you with a bgl that you place in your scenery directory, and voila!Be sure also that you have the files TDFMacros.inc and TDFHeaders.inc in the same directory that the BGLC.exe file resides in, or this won't work as well. I'm not sure if you can download them seperately, but I do know that a utility called CellGrid2 includes them in the package.Worked wonders for me.If you have any questions, feel free to shoot me a PM.
January 18, 200323 yr Author Hi guys... thanks so much for your help... to be really honest though, this is really too complicated for me to get into... I thought that maybe the texture just resided in a special folder or something. Thanks again for your help though.
January 19, 200323 yr Hi Todd,All I did was create a seasonal series of 4 grass bmp textures for my current project that are so close to the default ones not to bother. It was easy enough using PaintShop Pro.Roger
January 19, 200323 yr Author Not to be rude, but do you think I could get a copy of those textures? If youre okay with that, send them to [email protected], please.
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