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FSDS Ground polygons?

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Is there any way to make so that polygons placed with FSDS do not flicker over the default textures?thanks simon

Hi,If the polygons are horizontal, you can place them 1 or 2 milimeters above default altitude. The best is to edit the SCASM file and change PerspectiveCall to LayerCall. Luis

Excuse my ignorance but how do I go about doing that? and what do i need to recompile it?

I think the simple solution is set the zbias of the polygon to a number greater than one.Shez

Shez Ansari

Windows 11; CPU: Intel Core i7-8700K; GPU: EVGA GEFORCE GTX 1080Ti 11GB; MB: Gigabyte Z370 AORUS Gaming 5; RAM: 16GB; HD: Samsung 960 Pro 512GB SSD, Samsung 850 Pro 256GB SSD; Display: ASUS 4K 28", Asus UHD 26"

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No, that will not give you a shadow on your ground polygons (as you want of course). Tweaking them to real ground polygons is better (or if you are working for Fs2004 using AFCAD/XML to make your ground polygons is even better).

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

My 25 cents :-)1. Set ZBIAS on the polygon (number above 0)2. In your API generated by FSDS - remove the ShadowCall or deactivate it with a semicolon in front of it.No shadows, no flicker.Example for #2 above:Area( 5 %1 %2 %3 )IfVarRange( :Exit 0346 %12 5 )PerspectiveCall( :PCall );ShadowCall( :PC02 )Jump( :Exit ):PCallPerspectiveBest,Bjorn

The "smileys" in the example should read "colon P" if you wonder, but the essential part is to take away or deaktivate the ShadowCall instruction.Smileys appearently autogenerates in the forum using "colon P" :-)Bjorn

Well i tried using Anro`s method in the other thread he posted, but the trouble is when i goto recompile the scenery with airport for windows it says there and API error, now what I do is open my user API with the edit section function, Then I select EDIT API FILE and the source code pops up in note book. heres unedited the code.;VODDATA Latitude Longitude Range Scale Rotation Not_used Not_used Not_used Not_used Visibility Altitude Scenery_complexity(0-5) Not_used Not_used;MACRODESC FSDS object 38 by 38 at scale 0.100000;DEFAULTSCALE 0.100000;DEFAULTRANGE 32000;DEFAULTDENSITY Sparse;DESIGNSHAPE -187, -187, -187, 188, 188, 188, 188, -187;Generated with FS Design Studio version 2;Copyright 2002; %1 = Latitude; %2 = Longitude; %3 = Range; %4 = Scale; %5 = Rotation; %6 = Not used; %7 = Not used; %8 = Not used; %9 = Not used; %10 = Visibility range; %11 = Altitude; %12 = Scenery complexitymif( 0 ); displays airport symbolArea( 5 %1 %2 1 )RotatedCall( :symbol 0 0 %5 )Jump( :endsymbl ):symbolRefPoint( 7 : 1 %1 %2 )Points( 1-187 0 -187-187 0 187187 0 187187 0 -1870 0 0 )Poly( a 1 5 2 )Poly( a 2 5 3 )Poly( a 3 5 4 )Poly( a 4 5 1 )Return:endsymblEndAmifendSet( BUF 1024 )Set( areamx 1024 )Set( LINBUF 2048 )Area( 6 %1 %2 %3 )IfVarRange( :ExitComplex 0346 %12 5 )Jump( :ComplexOK ):ExitComplexJump32( :Exit ):ComplexOKPerspectiveCall( :PCall )ShadowCall( :PC02 )Jump32( :Exit ):PCallPerspective:PC02mif( %11 )RefPoint( 2 :Skip %4 %1 %2 E= %11 v1= %10 V2= 37 )melseRefPoint( 7 :Skip %4 %1 %2 v1= %10 v2= 37 )mifendJump( :Continue ):SkipReturn:ContinueRotatedCall( :B 0 0 %5 )Return:B; CRASH DetectionIfVarRange3( :NoCrash 37E -187 187 382 0 0 386 -187 187 )SetVar( 0284 14 ):NoCrashBGLVersion( 0800 )TextureList( 0 6 FF 255 255 255 0 50.000000 "kjfk09.bmp" 256 FF 255 255 255 0 50.000000 "kjfk09_LM.bmp" )MaterialList( 0 0.752941 0.752941 0.752941 1.000000 0.250980 0.250980 0.250980 1.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 1.000000 0.000000 )VertexList( 0 -187.999985 -0.042969 0.000000 0.000000 1.000000 0.000000 0.000000 0.500061 0.000000 -0.042969 -187.999985 0.000000 1.000000 0.000000 0.500000 0.000000 187.999985 -0.042969 0.000000 0.000000 1.000000 0.000000 1.000000 0.500061 0.000000 -0.042969 187.999985 0.000000 1.000000 0.000000 0.500061 1.000061 ); Draw Main ModelCall32( :Part000000 )EndVersionReturn; Part: Polygon:Part000000Transform_Mat( 0.000000 0.082031 0.000000 1.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 1.000000 )SetMaterial( 0 0 )DrawTriList( 0 0 1 2 0 2 3 )TransformEndReturn:ExitEndA I edit the code as suggested, then i save the note pad file and select save changes, then when I go to recompile my scenery I get and API error and the polygon won`t show up in my scenery.If you have any suggestgion i`m be so grateful its really holding me back in scenery.Thanks againSimon

Hi,Start with this:Jump32( :Exit ):ComplexOKPerspectiveCall( :PCall )ShadowCall( :PC02 )Jump32( :Exit ):PCallPerspective:PC02and go to this:Jump32( :Exit ):ComplexOKLayerCall( :PCall 4 )Jump32( :Exit ):PCall:PC02Regards, Luis

Ok i did as you suggested and i`m getting this error when i try to recompile my scenery.Error in macro file C:Program FilesAirport for WindowsApibase.api line 121 -> EndA -> unresolved label :Taglayer in line 63Scasm compilation status: error(s) 1Thanks sorry to be such a pain

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What SCASM code have you written in line 63? Neither in your origional code nor in the code of Luis do I find a label called TagLayer.

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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