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FSDS macro issue

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Hey guys, just got FSDSV2 and have been playing with it creating mocros, one thing I am finding is that nearly all objects have an issue and I think it is a setting that I need to adjust, but unsure of what or where. When I create a building it will vanish at a certain angle, usually when it is at the very side of the screen. I would get this every now and again, when using EOD or NOVA, but it seems to be the norm with FSDS. I place it using FSSC and have set the density and distance levels at everyone, no change, any ideas? Regards, MichaelKDFWhttp://mysite.verizon.net/res052cd/mybannercva1.jpgCalVirAir International VACougar Mountain Helicopters & Aviation[link:www.cgrmthelos.com]Cougar Mountain Helicopters

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Sounds a lot like a too small v2 value in the RefPoint, then object dissapear at certain angles. But this should not happen with FSDS, as the v2 is calculated by the program and written into the API. Are you maybe using the API at a completely different scale then it was design at?

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No such luck Arno, I resized to absolute, bigger, smaller, even played with the other parameters in the project properties and it still does it, right on the corner. I normally wouldn't make that big of a deal about it, but when you taxi and turn to park and it "pops" into view, kinda ruins the realism aspect, especially when I use photo textures. While I am sure you can work your scasm magic and make this macro work, I need to know how to make all the objects I make with FSDS not have this problem. frustrating!Regards, MichaelKDFWhttp://mysite.verizon.net/res052cd/mybannercva1.jpgCalVirAir International VACougar Mountain Helicopters & Aviation[link:www.cgrmthelos.com]Cougar Mountain Helicoptershttp://forums.avsim.net/user_files/58660.jpg

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Hi Michael,To be really sure it is something different, can you try one things.In the macro you will find a RefPoint command that has a v2 value. Could you try to increase that value in notepad or so and see if that solves the problem?

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You're talking about the red-roof building, right?Here's something I noticed. When I made objects that had their center far away from the reference point (0,0,0 in FSDS2), then I noticed that the building will "pop" into view as you are rotating and it comes into view. So, the key thing was to keep the object centered on it's reference point, since that's how FS decides if it's visible or not.I've been using FSDS2 for a few years, and I haven't really had any problems that I couldn't work around. If you feel so inclined, you may email me you .fsc file and I can check it to see if there is anything we may have missed.- Martinmartinstrong@martinstrong.com

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As usual you were right. I doubled the value and it has not happened since. My question, is where would this value be added in FSDS to avoid me having to do this with all my objects as it seems to happen with 90% of them. Thanks again for your time and answers, much appreciated!Regards, MichaelKDFWhttp://mysite.verizon.net/res052cd/mybannercva1.jpgCalVirAir International VACougar Mountain Helicopters & Aviation[link:www.cgrmthelos.com]Cougar Mountain Helicopters

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This is interesting. I haven't used FSDS for a while, but with FSDS1 the v2 value was always calculated correctly by the program. As far as I know there is no way to adjust it mannual in the program.Some background about the v2. You should see the v2 value as the radius of a circle where the entire object fits in. If the v2 is too small a part of the object might stick out of it and in that case you can get the dissapearing of scenery.Maybe the suggestion given in the other reply helps you, do you have the object centered around the RefPoint? I don't know how FSDS calculates the v2, but maybe that has something to do with it?

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Hi Michael!I agree with Shaka and Arno on RefPoint. You need to have this reference point in center of object as maximum as possible. Instead of correcting v2 value (which can also do some harm on exclusion theme), do open every object You have made with FSDS, select part mode and seelct all of the object. Then use tranlation to position them more or less in the center. You can also use Shift+Arrow keys to do this if this would be easier for You.Also, sometimes it might be useful to make a dummy polygon named scenery_icon and tagged as Reference part (in Part Properties or F2 on keyboard) so You'll get proper object shape in scenery design software.Hope it helps and best regards,Goran BrumenFS Slovenija 2002 teamhttp://slovenia.avsim.net

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Michael.. Check and make sure you have v2.24... I think that is the latest ver.Joe W.

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You guys have provided some much appreciated V2 info within this thread... I however have a new twist to add to the Defacto Scenery programs wonderful V2.24 upgrade, which I quote from their web site as claiming..."New FS2004-compatibility". In all truth they don't say how much compatibility though...I have noticed that every simple Macro I have created within Defacto completely and totally distorts within FS9 no matter how creatively I option/package my creation, ie: API, SCM, BGL's...In the example below I created a simple, 2 textured, parking garage 500'x300'x100',high, with 20'x20' support columns arrayed around the building on approx 100' centers...Now below this image note my resulting scenery in FS9...At first I just thought it was some bad bourbon I may have just purchased, but after creating many other Macro's and Bgl's, I determined it wasn't the distillates I had ingested, but the Defacto I had been creating with...Seriously though, If anyone can help me, with info on what "I" very well may be doing wrong here, I would much appreciate it...http://forums.avsim.net/user_files/59900.jpghttp://forums.avsim.net/user_files/59901.jpg

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>You guys have provided some much appreciated V2 info within>this thread... I however have a new twist to add to the>Defacto Scenery programs wonderful V2.24 upgrade, which I>quote from their web site as claiming..."New>FS2004-compatibility". In all truth they don't say how much>compatibility though...I use FSDS2 objects for use in FS9 scenery, without these problems that you show in your pictures. Maybe it has to do with the object you created? I'm not sure how much experience you have with working with FSDS2. Mayeb you could post your .fsc file here and we could download it to take a look at it?- Martin

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Martin - Thanks for your offer to take a look at this FSC file... I've created a lot of nice scenery with FSDS, that always looked good in FS98/2000/2002, and upgraded with every oportunity, but I have never been able to view any of my previous bgl's, that looked fine before, now in FS9 without the serious distortion I exampled...By the way thanks for all the advice you have given all of us...http://forums.avsim.net/user_files/59940.zip

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Well, it looks fine to me. Perhaps you have another object placed at the same location that is causing problems? That is the only thing I can think of. I placed the object by creation a BGL directly from FSDS2, so it was placed at the location in the "properties" settings - Portland Intl.- Martinhttp://forums.avsim.net/user_files/59949.jpg

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I don't believe it... Is this FS9 your using...? It looks like it...? No matter where I place the FSDS API's, SCM's or Bgl's around Portland, all of mine distort... You should see what it does to stock FSDS ships in a river... Not a pretty sight... I wonder if Win XP Pro has a problem or if it's my GE Force Ti4600 128 mb video board... The pc is a rocket and burps on nothing, everything runs perfect except Abacus FSDS and I've done 2 clean reloads on V2.24 I must not be living right and deserve this for past transgressions... Thanks very much for your efforts I'll have to try and think on this some more...

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Gday.Just one thought that may help is that you have a problem with your FS9 , eg: file corruption that isnt enough to crash the sim but cause problems when you add 3rd party objects, allso make sure that within your FSDS File you have all Orphaned points deleted before you export it as a BGL file.Im banking on Shaka exporting it directly without altering the Orig file as per his screen shots that would then lend me to think there is a problem with your FS9 or ! you have another object or 3rd party scenery that is creating this problem.Have you tried to export it to another Location to check if it ats the same. Allso, if this is a macro that your installing it could be getting corrpted by the CAD program your using.Try adding the macro/api by use of scasm code direct to see if that improves it!example code:; start code sampleSet( BUF 2048 )Set( areamx 2048 )Set( LINBUF 2048 )Header( 1 S12:14:44.70 S12:17:04.68 E131:14:33.00 E131:11:55.75 )LatRange( S12:17:04.68 S12:14:44.70 ); BUILDING;Macro( D:MY_MACRO_FOLDERBUILDING.api S12:15:37.9314 E131:14:01.3256 20 1.0 0.0 0 0 0 0 10000 0.0 0 v2= 100 0 0 0 ;0 0 0 );end code sampleThen to compile to a BGL, drag the SCA file over the Scasm.exe to compile it, add it to your scenery and test it.Ive used FSDS for a while now and find that errors are either mine or corruption of files somewhere and not FSDS.best regards: Jeff

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Thanks Jeff,I'll try to load it in a different city just to test the area... Martin also got me thinking if my missing textures might not have something to do with the fact that I brought over all my old FS2K textures and overlaid them in my New FS9 Texture directory a few months ago when I installed FS9... Did I possibly overwrite DX1 files with all my old bmp's from FS2K...? I thought FS9 was backward compatible with the old bmp's, R8's and Oaf files... Maybe this has nothing to do with it... I am importing 3DS files directly from AutoCad2002 but they just import smooth as silk and look perfect in Gmax...I have 2 separate situations going on here... #1. No matter what kind of file I export out of FSDS, ie: API, Scm, Bgl, they all severely distort in FS9, but worked fine in FS2K, which I no longer have installed anymore...#2. Every bgl compiled out of Gmax looks wonderful in FS9, but has no textures... DXT1 or standard bmp's make no difference, transparency textures look fine, as I can see FS9 buildings and objects through the glass, but not the Gmax objects right under the glass...Here is another clue as to how I'm generating Gmax bgl's...I am exporting an "X" file out of Gmax which is then used to compile my bgls... This is done per the instructions of Middleman's Makemdl.exe, working also with MDL Commander's version of makemdl.exeAs I understand it, these two exe's allow an "X" file to be created, which otherwise would never be created with the default Gmax makemdl.exeThey instructed me to rename the original Gmax Makemdl.exe to Mkmdl.exe, then Middlemans Makemdl.exe actually replaces the original Gmax file... Then MDL Commander's version is renamed Makem.exe and somehow they work together to generate this required "X" file which then in read by Middleman's Makemdl.exe and it compiles a new bgl...Is this how everyone does it...? Or is this some old antiquated way of creating bgl's out of Gmax...? I do have FSModelExp.dle sitting in my Plug-in directory as everyone says it must be... I'm beginning to wonder if a new FS9 reload might just be a good idea...Thank's you guys for all the great advice...

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