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agtim

How to modify an existing object

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How to modify existing objects located in ../gen/modelmip.tagFor a new scenery I need a modified object named baseba30.bin.I found it in the modelmip.tag file in the /gen folder of the FU3 region.If you don't find a model as .bin file in the /gen folder then you have to use tagview.exe modelmip.tag to see the content of this object collection.or you can try to extract it directly bytagseek.exe modelmip.tag baseba30.bintagseek, modelmip.tag and the result baseba30.bin are then all in the same folder.Now when you open baseba30.bin with ModelView you will see the missing mip maps as error.Knowing the needed .mip you can extract it bytagseek modelmip.tag stand4.mipmodelmip.tag => stand4.miptagseek modelmip.tag stand5.mipmodelmip.tag => stand1.miptagseek modelmip.tag grass.mipmodelmip.tag => grass.miptagseek modelmip.tag conc1.mipmodelmip.tag => conc1.miptagseek modelmip.tag conc3.mipmodelmip.tag => conc3.miptagseek modelmip.tag t_baser3.mipmodelmip.tag => t_baser3.miptagseek modelmip.tag t_baser1.mipmodelmip.tag => t_baser1.miptagseek modelmip.tag t_baser2.mipmodelmip.tag => t_baser2.miptagseek modelmip.tag libtop1.mipmodelmip.tag => libtop1.miphttp://www.agtim.ch/fu3/images/comsta01.jpgThis is the model I need but a bit smaller and without the roof.So next step is converting the model to open it with Anim8or.first converting bin to e, then e to 3dsbintoe baseba30.binBintoE Version 1.00 by ShadowspawnObject header version 4.Object name BSP.01, Type Main Object, Joint Number -1Unknown node type 3Unknown node type 3Unknown node type 3Unknown node type 3Unknown node type 3Unknown node type 3Unknown node type 3Unknown node type 3Unknown node type 3Unknown node type 3Unknown node type 3eto3ds baseba30.eEto3DS Version 1.10 by ShadowspawnNow I open Anim8or and import the object baseba30.3ds created in the previous step.Anim8or can't open .mips and so will miss the .gif files of the texture, just don't carehttp://www.agtim.ch/fu3/images/comsta02.jpgRemove the roof by deleting points, don't modify any thing else.Export the modified model as a new file comsta30.3ds and close Anim8or.Now I convert back to e and then to binhttp://www.agtim.ch/fu3/images/comsta03.jpgn3ds2e comsta30.3dsNow I can modify the e-file to make double sided texture for the grids editing the materials section and inserting ,dbl for material 1,5,6 and 7 MATERIALS{1,""Material10"",,TMAP "T_BASER3.gif",0,TRANSP 0,dbl;2,""Material9"",,TMAP "STAND5.gif",0,TRANSP 0;3,""Material8"",,TMAP "GRASS.gif",0,TRANSP 0;4,""Material5"",,TMAP "STAND4.gif",0,TRANSP 0;5,""Material4"",,TMAP "T_BASER1.gif",0,TRANSP 0,dbl;6,""Material3"",,TMAP "T_BASER2.gif",0,TRANSP 0,dbl;7,""Material2"",,TMAP "T_BASER1.gif",0,TRANSP 0,dbl;}after editing (using the notepad) the final step is the compile with a size reduction to 80%bsp comsta30.e -es.92 -s0.8Then I can see my new Object with ModelViewhttp://www.agtim.ch/fu3/images/comsta04.jpgFinally I moved comsta30.bin to the ../gen/ folderthe .mip files of the textures aren't needed and they goes to the trash.FLED will show comsta30.bin as comsta3 object and the mip maps inside modelmip.tag are used as texture even comsta30.bin is not located inside of modelmip.tag !http://www.agtim.ch/fu3/images/comsta05.jpgFor this task it was not necessary to convert the texture to GIF. I just extracted the mip maps to see the full model using ModelView.:-waveAndre

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Hi Andre,Thanks for this posting. I was only recently trying to work how this was done and gave it away because it all looked too hard.But as usual you have come up with the goods! Thanks :-) Cheers :-wave Bruce HPS Note to moderator.... it would be good if the screen dumps could stay with this posting. Cheers !

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Hi Bruce,Thanks and the pictures will stay as long my domain www.agtim.ch will stay ;-):-wave Andre

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Guest fu3

Oh well, that's it!ALL of my secrets are out now :-lolRegards,Jon PointVK2JDP

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Hi Jon, VK2JDP is that your new short wave call ?My ground plane antenna is gone now so no call to VK2 possible.best dx and 73 de HB9BIG:-wave Andre

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Guest R_Driscoll

You're too clever agtim, and we're gonna have to penalise you for Too Many Bright Ideas. You lose 25% of your fuel allowance for your next trip. I like the trees, but the wharf is a bit old now. It would be improved about 37.8% if you could make the decking have a real thickness. Is this a possible challenge for your method? Also I would make the pier columns (whatever they're called) a bit rounder - at the moment they're squares but should be 6 or even 12 sided since you taxi right up to them. That would improve them a further 12.2% for sure. The hangar looks great.

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Guest fu3

Andre,Yes, VK2JDP is my ham call. I decided to add it to my signature as a lot of folks are hams and its good to know who. I have had a call for 30 years but only recently renewed it and changed my call (was '2YLW).I hope you can string something up in the future! I use a mobile (homebrew) whip with loading coils for 80,40 and 20m but I prefer to sit on the back patio at home, using my 40m folded dipole which hides in the trees and the neighbours don't complain.Ah, OT again :-lolPS Como looks great. Any chance of a beta?73s & Regards,Jon PointVK2JDP

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Hi Jon,Como will be included with the map upgrade - soon :-):-wave Andre

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Hi Robert,The wharf is the one located in the UK-modelmip.tag without a change and the flat boats also. The hangar is a modfied IOW hangar with Como texture and just the Beaver static model is new but converted from the AI model. The Renegade texture is new and is the real one of the unique Lake Renegate operating in Europe with home base Como. Como is as they told on the homepage http://www.aeroclubcomo.com/En/Description.asp the unique maritime airbase of Italy.Here the next trip with 25% fuel less :-)http://forums.avsim.net/user_files/194018.jpghttp://forums.avsim.net/user_files/194019.jpghttp://forums.avsim.net/user_files/194020.jpgComo is at the far end of the lake.:-wave Andre

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Guest R_Driscoll

Yes, I like the new Renegade textures, simple and clean, looks very professional.The reason I criticised the wharf is because its one of my old models. I made it for the infamous ForestFalls scenery. The sign at the end says no fishing, and I had a fisherman figure fishing next to it. But with your superduper stadium enhancing skills, you could easily fix it up to be suitable. Or leave it if you like.Chris once asked me to make some marinas. I think I misunderstood what he wanted - I made the marina buildings, not the wharfs. But since then I have made several wharfs and piers, including the longest in the world (Southend) and a few little ones for the Thames. I think I'm getting better at it (in forty of fifty years they should be quite nice), and if I made that one again it would be a lot more detailed. I didn't even make all the columns - half are missing.Anyway, Como looks impressive. Great work!

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Thank you Andre,I've saved this gem of information to .doc and .pdf for future quick reference.JimB


dual boot: win8.1pro64bit (primary) | win10pro64bit  | mobo: MSI Prestige x570 Creation | cpu and cooler:  AMD 5950X; Noctua NH-U12A | ram: 4each 8gb sticks of ddr4-3200 CORSAIR Vengeance LPX CMK16GX4M2Z3200C16 | gpu:  nvidia RTX2070Super Founders Edition| lcd: LG 24" 4k, LG 24UD58-B

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