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Modifying existing Gmax created asm files compiled with FSREGEN....

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Hi all,OK. I create a object using Gmax. Then export it using the middleman/makemdl package and send the resulting asm, and bgl files to my fsregen directory where I have my bglc executable stored.Now. Once I have compiled a bgl for the object using FSREGEN, then using FSREGEN create a "api" file which I copy to AIRPORT-210 directory, and of course copying the fsregen compiled bgl to my FS2K2 ADDONSCENERY DIRECTORY,I then use AIRPORT-210 to place the api in various airports. No problem. I see the object appear at all the airports.NOW. I would like to modify the original Gmax file, recompile it with rsregen etc.. OFFCOURSE I would use the original GUID Library number for the newly compiled asm in rsregen. So. once recompiled in DOS window bglc blah.asm blah.bgl I would have a new bgl (containing the modified Gmax object) with the original GUID number.OK. Now my question is this:Can I just overright (copy/paste) the old bgl in the ADDONSCENERY directory with the new bgl file, and expect the new version to show up at the airports, IF I make sure the new bgl file contains the exact same GUID Library hex number ID sequence as the original bgl had?Why do I ask this? Well to save the trouble of having to delete dozens of api's at airports and put the new api version in each airport using AirportforWindows-210.Thanks for an awswer to this question. I hope my grammer is readable.George

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Hello George,Your grammar is fine.You are correct - simply replace the old bgl with the new. If the GUID is the same, then your new object will display correctly everywhere.Best regards.Luis

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Since you have a Gmax *.mdl, an *.xml file plus a GUID, why not dispense with AFW and use SceneGenX, also from the same author? This way, you don't need to convert to an *.api file and shouldn't need to worry about altering the heading info everytime you wish to place the same object in different areas.

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Luis,Thanks for your reply. I guess I just could have tried the process out, before asking. Obviously I am glad to hear it is possible.regards,George

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Garvin,Tnanks for the suggestion. But as Luis, indicated, I am using FS2K2, so these this new package is in-appropriate, plus I believe all the newer packages require the "registered" FSUPIC, which I do not have. But thanks for the otherwise good idea.regards,George

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The last about FSUIPC is not true, but the fact that the new gamepack does not work with Fs2004 is a very good reason to use the old gamepack of course :D.

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Hi Arno,As I view the news section of AFW I see the following information regarding the AFW package builds:August 2, 2004Airport For Windows Build 190 posted * Improved FSUIPC handling * Added FSUIPC Freeware Key for those not running a registered FSUIPC module.*********************************************************I am still using the "pre-registration FSUIPC package, Version 2.95, made 20th December 2002.So I assumed I would have to register or do something to activate the "Freeware Key". And if I failed in doing so I may screw up the current AFW package I had installed.Can you shed some light on this? That is. Will I have to do something extra (beyond the initial build installation) to allow the newest AFW code to work properly with this "pre-registered" FSUIPC I am still using in FS2k2 simulator?Thanks for any enlightenment.George

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Hi Georg,This freeware key means that AFW will now automatically tell FSUIPC that is has a freeware key and can thus work with a non-registered version of FSUIPC as well.If you are still using a pre-registered version, then it should not be a problem at all, as it should always work correctly with AFW.

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Arno,Thanks for the feedback/advice. Guess I will download that last build and give it a try.Best regards,George

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