Sign in to follow this  
Guest tcable

I'm sure this has been posted before...

Recommended Posts

I'm creating a terminal in GMAX, ok for now (I have not really started with the material editor yet) and I want to get my untextured scenery into FS2002- I can do so fine by compiling my object into a BGL and seeing it in FS, but I'd like to be able to place it with Airport (as much as a test as anything- to slap Shez' jetway macros on it) I'm now going around in circles in creating the library object.Here's what I've done...Compiled into BGL, saving the files (*.asm) from there I go nowhere fast. I can decompile the object into the SCA file but I can't seem to do anything with it- I have not tried recompling as I already have a usable BGL to begin with. I just want a library object that I can use with airport, then I can easliy place the jetway objects on it- to see what I'm working with. Importing this SCA file into airport yields-- nothing. I have nothing in airport to look at. I suspect that my final solution will be to build the terminal, place it as a dedicated BGL, then place the jetways as a separate BGL (for framerate) off of a background bitmap. I'm just using this as a learning tool for myself in order to generate a scenery that I'll be proud of.Tim

Share this post


Link to post
Share on other sites
Help AVSIM continue to serve you!
Please donate today!

Hi Tim,Try FsRegen. With that tool you can create an object library from the ASM files of GMax.You can find FsRegen here:http://www.nhreas.com/fsregen.htmlAlthought the process isn't that complicated, if you need a tutorial have a look at my website, you'll find one there.Arno


Member Netherlands 2000 Scenery Team[link:home.wanadoo.nl/arno.gerretsen]Arno's FlightSim World for scenery design hints, tips and other tricks...

Share this post


Link to post
Share on other sites

I figured that you would reply Arno :)I thought that FSREGEN was the answer but wasn't sure.Tim

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this