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flygutt

ASM-code and seasonal textures

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Done a gMax object that should have seasonal textures.Here is ensbgnd_0.asm:ensbgnd_top label BGLCODEtexture_riff_start_ensbgnd label word db 'T','E','X','T' dd texture_riff_end_ensbgnd - $ - 4 TEXTURE_LIST_BEGIN TEXTURE_DEF TEXTURE_BUILDING , <255,255,255,255>, 3535.533809, "ENSB_SFC_WI.BMP" ; 0 TEXTURE_DEF TEXTURE_BUILDING , <255,255,255,255>, 3535.533809, "ENSB_SFC_SP.BMP" ; 1 TEXTURE_DEF TEXTURE_BUILDING , <255,255,255,255>, 3535.533809, "ENSB_SFC_SU.BMP" ; 2 TEXTURE_DEF TEXTURE_BUILDING , <255,255,255,255>, 3535.533809, "ENSB_SFC_FA.BMP" ; 3 TEXTURE_LIST_ENDIFIN1 tex_01, 0000006f8h, 0, 0MATERIAL 0,0 ; <255,255,255,255> ENSB_SFC_WI.BMP;;;JUMP tex_verdertex_01 label wordIFIN1 tex_02, 0000006f8h, 1, 1MATERIAL 0,1 ; <255,255,255,255> ENSB_SFC_SP.BMP;;;JUMP tex_verdertex_02 label wordIFIN1 tex_03, 0000006f8h, 2, 2MATERIAL 0,2 ; <255,255,255,255> ENSB_SFC_SU.BMP;;;JUMP tex_verdertex_03 label wordMATERIAL 0,3 ; <255,255,255,255> ENSB_SFC_FA.BMP;;;tex_verder label word BGL_RETURNtexture_riff_end_ensbgnd label word material_riff_start_ensbgnd label word db 'M','A','T','E' dd material_riff_end_ensbgnd - $ - 4 MATERIAL_LIST_BEGIN MATERIAL_DEF 1.000000,1.000000,1.000000,1.000000, 0.392157,0.392157,0.392157, 0.000000,0.000000,0.000000, 0.000000,0.000000,0.000000, 0.000000 ; 0 MATERIAL_DEF 1.000000,1.000000,1.000000,1.000000, 0.392157,0.392157,0.392157, 0.000000,0.000000,0.000000, 0.000000,0.000000,0.000000, 0.000000 ; 1 MATERIAL_DEF 1.000000,1.000000,1.000000,1.000000, 0.392157,0.392157,0.392157, 0.000000,0.000000,0.000000, 0.000000,0.000000,0.000000, 0.000000 ; 2 MATERIAL_DEF 1.000000,1.000000,1.000000,1.000000, 0.392157,0.392157,0.392157, 0.000000,0.000000,0.000000, 0.000000,0.000000,0.000000, 0.000000 ; 3 MATERIAL_LIST_END BGL_RETURNIn flightsimulator this gMax-model only displays winter-texture (ensb_sfc_wi.bmp). What could I have missed out here?

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Hi,The code that checks the season (with the IFIN1 command), should be in your BGL section not in the TEXT section. Find the place where the material is set with the MATERIAL command, and place the code there.


Arno

If the world should blow itself up, the last audible voice would be that of an expert saying it can't be done.

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