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ztimbre

Seasons with Texturelist -What's the Latest??

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Hi everyone, I just need to tap the collective knowledge base for a second here. I am building a sloping dirt runway using the "textured polygon" function of Sbuilder (VTP polys don't have the resolution I need). Luis Sa said in the Sbuilder forum that it may be possible to manually edit the SCASM file on these polys to get them to display seasonal textures. The polys use the "Texturelist" command. However, I found a thread here from 2003 saying that "Texturelist" could not call seasonal textures. Is this still true, or has a workaround been found? If "Texturelist" won't work, can someone give the Ifvarrange syntax for seasonal conditional display (ala FS98)? Is there a better way?Thanks very much.regards.RJ

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Guest luissa

Hello,I just opened SBuilder and made a textured poly. The intermediate SCASM file looks this:Header( 1 41 39 -9 -11 )LatRange( 39 41 ); Textured Poly # 1Area( 5 39.99837160 -9.99918457 50 )LayerCall( :lcall 4 )Jump( : ):lcallRefPoint( 2 :return 1 39.99837160 -9.99918457 E= 0.00000000 v1= 5000 v2= 506 )BGLVersion( 0800 )TextureList( 0 6 FF 255 255 255 0 50.000000 gres.bmp 256 FF 255 255 255 0 50.000000 gres_lm.bmp )MaterialList( 0 0.000 0.502 0.000 1.00 0.000 0.502 0.000 1.00 0.00 0.00 0.00 1.00 0.00 0.00 0.00 1.00 0.00 )VertexList( 0 -0265.4377 0000.0000000 -0052.8208 0.0 1.0 0.0 00.047 00.164 ; vertex #000 -0122.1014 0000.0000000 0073.7899 0.0 1.0 0.0 00.270 00.316 ; vertex #001 0030.7908 0000.0000000 0143.0675 0.0 1.0 0.0 00.508 00.398 ; vertex #002 0207.5723 0000.0000000 0181.2896 0.0 1.0 0.0 00.785 00.445 ; vertex #003 0343.7419 0000.0000000 0133.5120 0.0 1.0 0.0 01.000 00.387 ; vertex #004 0264.9069 0000.0000000 0006.9012 0.0 1.0 0.0 00.875 00.234 ; vertex #005 0033.1797 0000.0000000 -0134.0429 0.0 1.0 0.0 00.512 00.066 ; vertex #006 -0198.5474 0000.0000000 -0188.9872 0.0 1.0 0.0 00.148 00.000 ; vertex #007 -0294.1050 0000.0000000 -0162.7095 0.0 1.0 0.0 00.000 00.031 ; vertex #008 )SetMaterial( 0 0 )DrawTriList( 0 002 001 000 003 002 000 004 003 000 005 004 000 006 005 000 007 006 000 008 007 000 )EndVersion:returnReturnEndAThen I made one high resolution photo tile and the intermediate SCASM file is:Header( 1 43 41 -7 -9 )LatRange( 41 43 ); High Resolution Photo # 1Area( B 41.68762207 -8.18115234 50 )LayerCall( :lcall 4 )Jump( : ):lcallRefPoint( 2 :return 1 41.68762207 -8.18115234 E= 0000.0000000 v1= 5000 v2= 1200 )BGLVersion( 0800 )TextureList( 0 6 FF 255 255 255 0 50.000000 012110311212203_1024_Sp.bmp 256 FF 255 255 255 0 50.000000 012110311212203_1024_Lm.bmp 6 FF 255 255 255 0 50.000000 012110311212203_1024_Fa.bmp 256 FF 255 255 255 0 50.000000 012110311212203_1024_Lm.bmp 6 FF 255 255 255 0 50.000000 012110311212203_1024_Wi.bmp 256 FF 255 255 255 0 50.000000 012110311212203_1024_Lm.bmp 6 FF 255 255 255 0 50.000000 012110311212203_1024_Hw.bmp 256 FF 255 255 255 0 50.000000 012110311212203_1024_Lm.bmp 6 FF 255 255 255 0 50.000000 012110311212203_1024_Su.bmp 256 FF 255 255 255 0 50.000000 012110311212203_1024_Lm.bmp )MaterialList( 0 0.10 0.80 0.20 1.00 0.00 0.00 0.00 1.00 0.00 0.00 0.00 1.00 0.00 0.00 0.00 1.00 0.00 )VertexList( 0 -608.9819 0000.0000000 -611.5540 0.0 1.0 0.0 0.000 0.000 ; vertex #000 -456.7364 0000.0000000 -611.5540 0.0 1.0 0.0 0.125 0.000 ; vertex #001 -304.4909 0000.0000000 -611.5540 0.0 1.0 0.0 0.250 0.000 ; vertex #002 -152.2455 0000.0000000 -611.5540 0.0 1.0 0.0 0.375 0.000 ; vertex #003 000.0000 0000.0000000 -611.5540 0.0 1.0 0.0 0.500 0.000 ; vertex #004 152.2455 0000.0000000 -611.5540 0.0 1.0 0.0 0.625 0.000 ; vertex #005 304.4909 0000.0000000 -611.5540 0.0 1.0 0.0 0.750 0.000 ; vertex #006 456.7364 0000.0000000 -611.5540 0.0 1.0 0.0 0.875 0.000 ; vertex #007 608.9819 0000.0000000 -611.5540 0.0 1.0 0.0 1.000 0.000 ; vertex #008 -608.9689 0000.0000000 -458.6655 0.0 1.0 0.0 0.000 0.125 ; vertex #009 -456.7267 0000.0000000 -458.6655 0.0 1.0 0.0 0.125 0.125 ; vertex #010 -304.4844 0000.0000000 -458.6655 0.0 1.0 0.0 0.250 0.125 ; vertex #011 -152.2422 0000.0000000 -458.6655 0.0 1.0 0.0 0.375 0.125 ; vertex #012 000.0000 0000.0000000 -458.6655 0.0 1.0 0.0 0.500 0.125 ; vertex #013 152.2422 0000.0000000 -458.6655 0.0 1.0 0.0 0.625 0.125 ; vertex #014 304.4844 0000.0000000 -458.6655 0.0 1.0 0.0 0.750 0.125 ; vertex #015 456.7267 0000.0000000 -458.6655 0.0 1.0 0.0 0.875 0.125 ; vertex #016 608.9689 0000.0000000 -458.6655 0.0 1.0 0.0 1.000 0.125 ; vertex #017 -608.9559 0000.0000000 -305.7770 0.0 1.0 0.0 0.000 0.250 ; vertex #018 -456.7169 0000.0000000 -305.7770 0.0 1.0 0.0 0.125 0.250 ; vertex #019 -304.4779 0000.0000000 -305.7770 0.0 1.0 0.0 0.250 0.250 ; vertex #020 -152.2390 0000.0000000 -305.7770 0.0 1.0 0.0 0.375 0.250 ; vertex #021 000.0000 0000.0000000 -305.7770 0.0 1.0 0.0 0.500 0.250 ; vertex #022 152.2390 0000.0000000 -305.7770 0.0 1.0 0.0 0.625 0.250 ; vertex #023 304.4779 0000.0000000 -305.7770 0.0 1.0 0.0 0.750 0.250 ; vertex #024 456.7169 0000.0000000 -305.7770 0.0 1.0 0.0 0.875 0.250 ; vertex #025 608.9559 0000.0000000 -305.7770 0.0 1.0 0.0 1.000 0.250 ; vertex #026 -608.9429 0000.0000000 -152.8885 0.0 1.0 0.0 0.000 0.375 ; vertex #027 -456.7072 0000.0000000 -152.8885 0.0 1.0 0.0 0.125 0.375 ; vertex #028 -304.4714 0000.0000000 -152.8885 0.0 1.0 0.0 0.250 0.375 ; vertex #029 -152.2357 0000.0000000 -152.8885 0.0 1.0 0.0 0.375 0.375 ; vertex #030 000.0000 0000.0000000 -152.8885 0.0 1.0 0.0 0.500 0.375 ; vertex #031 152.2357 0000.0000000 -152.8885 0.0 1.0 0.0 0.625 0.375 ; vertex #032 304.4714 0000.0000000 -152.8885 0.0 1.0 0.0 0.750 0.375 ; vertex #033 456.7072 0000.0000000 -152.8885 0.0 1.0 0.0 0.875 0.375 ; vertex #034 608.9429 0000.0000000 -152.8885 0.0 1.0 0.0 1.000 0.375 ; vertex #035 -608.9299 0000.0000000 000.0000 0.0 1.0 0.0 0.000 0.500 ; vertex #036 -456.6974 0000.0000000 000.0000 0.0 1.0 0.0 0.125 0.500 ; vertex #037 -304.4649 0000.0000000 000.0000 0.0 1.0 0.0 0.250 0.500 ; vertex #038 -152.2325 0000.0000000 000.0000 0.0 1.0 0.0 0.375 0.500 ; vertex #039 000.0000 0000.0000000 000.0000 0.0 1.0 0.0 0.500 0.500 ; vertex #040 152.2325 0000.0000000 000.0000 0.0 1.0 0.0 0.625 0.500 ; vertex #041 304.4649 0000.0000000 000.0000 0.0 1.0 0.0 0.750 0.500 ; vertex #042 456.6974 0000.0000000 000.0000 0.0 1.0 0.0 0.875 0.500 ; vertex #043 608.9299 0000.0000000 000.0000 0.0 1.0 0.0 1.000 0.500 ; vertex #044 -608.9169 0000.0000000 152.8885 0.0 1.0 0.0 0.000 0.625 ; vertex #045 -456.6877 0000.0000000 152.8885 0.0 1.0 0.0 0.125 0.625 ; vertex #046 -304.4584 0000.0000000 152.8885 0.0 1.0 0.0 0.250 0.625 ; vertex #047 -152.2292 0000.0000000 152.8885 0.0 1.0 0.0 0.375 0.625 ; vertex #048 000.0000 0000.0000000 152.8885 0.0 1.0 0.0 0.500 0.625 ; vertex #049 152.2292 0000.0000000 152.8885 0.0 1.0 0.0 0.625 0.625 ; vertex #050 304.4584 0000.0000000 152.8885 0.0 1.0 0.0 0.750 0.625 ; vertex #051 456.6877 0000.0000000 152.8885 0.0 1.0 0.0 0.875 0.625 ; vertex #052 608.9169 0000.0000000 152.8885 0.0 1.0 0.0 1.000 0.625 ; vertex #053 -608.9039 0000.0000000 305.7770 0.0 1.0 0.0 0.000 0.750 ; vertex #054 -456.6779 0000.0000000 305.7770 0.0 1.0 0.0 0.125 0.750 ; vertex #055 -304.4519 0000.0000000 305.7770 0.0 1.0 0.0 0.250 0.750 ; vertex #056 -152.2260 0000.0000000 305.7770 0.0 1.0 0.0 0.375 0.750 ; vertex #057 000.0000 0000.0000000 305.7770 0.0 1.0 0.0 0.500 0.750 ; vertex #058 152.2260 0000.0000000 305.7770 0.0 1.0 0.0 0.625 0.750 ; vertex #059 304.4519 0000.0000000 305.7770 0.0 1.0 0.0 0.750 0.750 ; vertex #060 456.6779 0000.0000000 305.7770 0.0 1.0 0.0 0.875 0.750 ; vertex #061 608.9039 0000.0000000 305.7770 0.0 1.0 0.0 1.000 0.750 ; vertex #062 -608.8909 0000.0000000 458.6655 0.0 1.0 0.0 0.000 0.875 ; vertex #063 -456.6682 0000.0000000 458.6655 0.0 1.0 0.0 0.125 0.875 ; vertex #064 -304.4454 0000.0000000 458.6655 0.0 1.0 0.0 0.250 0.875 ; vertex #065 -152.2227 0000.0000000 458.6655 0.0 1.0 0.0 0.375 0.875 ; vertex #066 000.0000 0000.0000000 458.6655 0.0 1.0 0.0 0.500 0.875 ; vertex #067 152.2227 0000.0000000 458.6655 0.0 1.0 0.0 0.625 0.875 ; vertex #068 304.4454 0000.0000000 458.6655 0.0 1.0 0.0 0.750 0.875 ; vertex #069 456.6682 0000.0000000 458.6655 0.0 1.0 0.0 0.875 0.875 ; vertex #070 608.8909 0000.0000000 458.6655 0.0 1.0 0.0 1.000 0.875 ; vertex #071 -608.8779 0000.0000000 611.5540 0.0 1.0 0.0 0.000 1.000 ; vertex #072 -456.6584 0000.0000000 611.5540 0.0 1.0 0.0 0.125 1.000 ; vertex #073 -304.4389 0000.0000000 611.5540 0.0 1.0 0.0 0.250 1.000 ; vertex #074 -152.2195 0000.0000000 611.5540 0.0 1.0 0.0 0.375 1.000 ; vertex #075 000.0000 0000.0000000 611.5540 0.0 1.0 0.0 0.500 1.000 ; vertex #076 152.2195 0000.0000000 611.5540 0.0 1.0 0.0 0.625 1.000 ; vertex #077 304.4389 0000.0000000 611.5540 0.0 1.0 0.0 0.750 1.000 ; vertex #078 456.6584 0000.0000000 611.5540 0.0 1.0 0.0 0.875 1.000 ; vertex #079 608.8779 0000.0000000 611.5540 0.0 1.0 0.0 1.000 1.000 ; vertex #080 )IfVarRange( :not_spring 38A 77 169 ) SetMaterial( 0 0 ) Jump( :draw ):not_springIfVarRange( :not_fall 38A 263 355 ) SetMaterial( 0 2 ) Jump( :draw ):not_fallIfVarRange( :not_winter1 38A 356 366 ) SetMaterial( 0 4 ) Jump( :draw ):not_winter1IfVarRange( :not_winter 38A 0 76 ) SetMaterial( 0 4 ) Jump( :draw ):not_winterIfVarRange( :not_hwinter1 38A -1 366 ) SetMaterial( 0 6 ) Jump( :draw ):not_hwinter1IfVarRange( :not_hwinter 38A 0 -1 ) SetMaterial( 0 6 ) Jump( :draw ):not_hwinter SetMaterial( 0 8 ):drawDrawTriList( 0 000 010 009 000 001 010 001 002 010 002 011 010 009 010 018 010 019 018 010 020 019 010 011 020 018 028 027 018 019 028 019 020 028 020 029 028 027 028 036 028 037 036 028 038 037 028 029 038 036 046 045 036 037 046 037 038 046 038 047 046 045 046 054 046 055 054 046 056 055 046 047 056 054 064 063 054 055 064 055 056 064 056 065 064 063 064 072 064 073 072 064 074 073 064 065 074 002 012 011 002 003 012 003 004 012 004 013 012 011 012 020 012 021 020 012 022 021 012 013 022 020 030 029 020 021 030 021 022 030 022 031 030 029 030 038 030 039 038 030 040 039 030 031 040 038 048 047 038 039 048 039 040 048 040 049 048 047 048 056 048 057 056 048 058 057 048 049 058 056 066 065 056 057 066 057 058 066 058 067 066 065 066 074 066 075 074 066 076 075 066 067 076 004 014 013 004 005 014 005 006 014 006 015 014 013 014 022 014 023 022 014 024 023 014 015 024 022 032 031 022 023 032 023 024 032 024 033 032 031 032 040 032 041 040 032 042 041 032 033 042 040 050 049 040 041 050 041 042 050 042 051 050 049 050 058 050 059 058 050 060 059 050 051 060 058 068 067 058 059 068 059 060 068 060 069 068 067 068 076 068 077 076 068 078 077 068 069 078 006 016 015 006 007 016 007 008 016 008 017 016 015 016 024 016 025 024 016 026 025 016 017 026 024 034 033 024 025 034 025 026 034 026 035 034 033 034 042 034 043 042 034 044 043 034 035 044 042 052 051 042 043 052 043 044 052 044 053 052 051 052 060 052 061 060 052 062 061 052 053 062 060 070 069 060 061 070 061 062 070 062 071 070 069 070 078 070 079 078 070 080 079 070 071 080 )EndVersion:returnReturnEndAThis is the structure that you should add to your project. Unfortunately you need to make by hand. Please read the SCASM documentation and note that the days that season change vary from region from region. There are parts of the world with just one or two seasons. Others regions have the full season set. The changing days can be adjusted from the INI Sbuilder file. Unfortunately they are only used by the photo scenery.Hope this helps,Luis

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Hi Luis, Awesome! I should have known that's what you meant when you said "high resolution" in the other thread. Guess I was getting tired.... Thanks a million for your help, this is going to be great. Now I'm off to do some coding :)cheers mate.RJ

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Most is already covered in the code example, but maybe this article is of some use as well. I have written it to describe how to add seasonal textures to GMax buildings. But the same technique also works for these polygons of course (you only need to translate it to SCASM).http://www.scenerydesign.org/wiki/doku.php...asonal_textures


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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Hi Arno, It was one of your posts from two years ago that prompted my original question :) and, indeed, the wiki and tutorial over at your sight have been very helpful! I've been sick for the past couple of days so haven't had much time to work on the project (so forgive me if this is a RTFM question)... I would like to read the "SCASM sdk" that has been mentioned in various places, but can't find it in either the scasm.exe package I downloaded or any of the FS2004 SDKs. Am I missing it, or should I be looking somewhere else?best regards,RJ

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Hi,There is not really a SCASM SDK. SCASM is not an official tool of MS, but the work of Manfred Moldenhauser. You can download his SCASM help files from the SCASM website (www.scasm.de).The scenery SDK (Fs2000 scenery SDK and Fs2002 FP SDK) also provides useful information about the BGL format. But not about the use of SCASM, they give you the BGLC commands.


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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Wrtiting of SCASM, as we see in the example code, it is testing the value of a variable 38A, which presumably is the day of year. I have never seen a list of these variables. Are they documented somewhere? There is something in the SCASM help relative to FS5, but it seems incomplete.scott s..

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Hi Scott,In this post you find my attempt to make a list that contains the most often used variables in scenery design. It is certainly not complete yet, but all that are listed do work.http://www.scenerydesign.org/forum/showthread.php?t=332This information was basically gathered from the Fs98 and Fs2000 SDK. And by evaluating the BGLC include files.


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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