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Pen32Win
March 19th, 2011, 23:11
Good News; All three versions of the Flakvierling 38 went to BETA this evening.

Bad New; I screwed up. On the Gary 20 RAF/Brit Object BGL's I forgot a very old lesson. Put simply when you get a model out of gmax you look at the 0.asm file to find the radius in meters. This number is used in the SCASM SIZE line which tells CFS2 how much space the object occupies. Now, it measures this along the longest axis of the object....BUT.. If you took a protractor and put the point in the center and the scribe at the edge of the Square/Rectangle then spun the compass, what happens? You cut off the corners. This is what has happened where you see buildings prematurely disappear from the edge of you screen or the opposite, pop into view. You've told CFS2 this object has X Radius but the corners extend beyond that radius so CFS2 says "Stop displaying that object" or "Display this object now" even though the corner(s) should have displayed already. The funny thing is this only seems to happen to objects with a radius of >20m. My Bad.

I'm going to issue an update tomorrow and ask Rami to update the files in the existing D/L. Sorry for the incontinence, I'll make it right.

Seagull V
March 19th, 2011, 23:33
Hello Pen32Win

Keep up the excellent work, and don't bash yourself up on what you have done so far as it is a great improvement. :ernae:

I am only just starting to use GMAX and FSDS because I was previously going "EEEEEEK" at all of the things the designer has to get right to make it all work !!!!!! Hopefully I will be able to help out with some extra items but I obviously have a very interesting learning curve ahead of me. :wavey:

Robert John
March 20th, 2011, 03:23
Pen32win
Keep up the goodwork.
In the scenery_cfs_library Microsoft made the same errors but never did put it right, at least we care for our modeling.
Robert John

Rami
March 20th, 2011, 04:39
I'm going to issue an update tomorrow and ask Rami to update the files in the existing D/L. Sorry for the incontinence, I'll make it right.

Let me know, I'll take care of it. :salute:

Captain Kurt
March 20th, 2011, 09:10
Yeah, like I've never screwed up and only found it after it was uploaded :isadizzy:

You caught it, you fixed it. What more can a guy do? Good job, mate.

Pen32Win
March 20th, 2011, 09:59
Here's they are... Just drop them in and overwrite the old ones.

Thank you Rami for updating the existing package...

Robert John
March 20th, 2011, 11:12
Well done.
do you fancy doing Hanger0 or shell I.We can make the hotel explode as well. never ending.
I need a MT shed.never ending.ect,LOL.
RJ

Rami
March 20th, 2011, 11:39
Here's they are... Just drop them in and overwrite the old ones.

Thank you Rami for updating the existing package...

Pen32Win,

As promised, I have updated your original package. :salute:

http://www.sim-outhouse.com/sohforums/local_links.php?action=jump&catid=45&id=3722

Pen32Win
March 20th, 2011, 12:53
Thank You Rami. I didn't even notice it until I starting to get some flying time in around them. Then it was one of those "Oh Crap" moments....

RJ;

I'm not sure what you're asking me. Hangar0, shell I? Is this about animations? Does this have something to do with the tutorial you wrote? That I haven't had time to read yet...

I'm home sick today (nothing bad) so I've got some time on my hands I wasn't expecting. If I take a break from the FlaK 37 3.7cm I'll have to do some reading.

Robert John
March 20th, 2011, 13:54
hi Pen32win
What I ment to say the old hanger0 is a let done now.Will you be updateing it so they dont spoil the Brit/RAF objects or should I (shell I MAY BE VERY BAD ENGLISH)
Robert John

Pen32Win
March 20th, 2011, 20:43
RJ;

OK, I get what you mean now but I'm still not sure what object you are refering to as "Hangar0". I searched high and low and don't have anything called that. In the RAF/Brit Packages there are 6 Belfast Hangars, a Bellman, a T2, a TJ, a Blister and I added the C Type Hangars. Which one of these are you asking about?

tobob
March 21st, 2011, 04:33
Good News; All three versions of the Flakvierling 38 went to BETA this evening.

Bad New; I screwed up. On the Gary 20 RAF/Brit Object BGL's I forgot a very old lesson. Put simply when you get a model out of gmax you look at the 0.asm file to find the radius in meters. This number is used in the SCASM SIZE line which tells CFS2 how much space the object occupies. Now, it measures this along the longest axis of the object....BUT.. If you took a protractor and put the point in the center and the scribe at the edge of the Square/Rectangle then spun the compass, what happens? You cut off the corners. This is what has happened where you see buildings prematurely disappear from the edge of you screen or the opposite, pop into view. You've told CFS2 this object has X Radius but the corners extend beyond that radius so CFS2 says "Stop displaying that object" or "Display this object now" even though the corner(s) should have displayed already. The funny thing is this only seems to happen to objects with a radius of >20m. My Bad.

I'm going to issue an update tomorrow and ask Rami to update the files in the existing D/L. Sorry for the incontinence, I'll make it right.

Hi Pen32Win,

How did you fix this?

Did you increase the radius? How much?

Don't worry about the update, that shows you care enough to keep improving it! :salute:

tobob

Pen32Win
March 21st, 2011, 10:39
Thanks Tobob;

It was really a Trial and Error Deal. I knew exactly how big the Building are, what I originally ran them through SCASM at and by slowly driving around them I has a pretty good idea how much was getting knocked off. But, in the end there is no quick and easy. I started out by adding 5 meters to the radius, then 10, then 15 until I got it right. Now having a list and very good notes helped because I knew if HangarX was originally set to 35 meters and I had to increase it to 43 before it worked correctly I knew where to start with the next object of that general size.

Robert John
March 21st, 2011, 13:28
Hi Pen32win
I cant remember ever having this problem. I use Radius in modeling units. now Im confused.

Radius in meters = 191.2236
; Radius in modeling units = 383
RJ

Pen32Win
March 21st, 2011, 13:54
RJ;

It should be Radius in Meters. Radius in modeling units oversizes the objects and you end up back in the same trouble as the original RAF/Brit Objects BGL's. That was their problem. With Big Buildings you just have to pad the RiM numbers a bit and they'll be fine. The most I had to add to any one objects was 29 Meters. I've noticed others using the MUR in their objects too and they have the same problem as these did.

Jagdflieger
March 21st, 2011, 15:10
That answers a queston that I've wondered about for ages. Why some building disapear when they reach the edge of the screen and some don't. I just figured it was a glitch in the CFS 2 programming. I'm glad that there is a fix for it!

By the way, the skies over Europe are becoming less and less friendly all the time.

Pen32Win
March 21st, 2011, 18:25
Jagd;

I see you're having fun! If you think that's unfriendly wait until I finish this one....
Enough of the 20mm stuff, time to get into the Medium AA Weapons. I think this is one of the best looking weapons the Germans produced, the 3.7cm FlaK 36/37 (The only difference between the 36 and the 37 was the sight used.). I put the Flakvierling in the background just for scale.


33675

kelticheart
March 22nd, 2011, 00:16
Howdy Pen!

Let me add my thank you note for your effort in updating your work. Don't worry, we all make our mistakes and there's always room for improvement.

Just like Jagdflieger, I often wondered why some scenery objects had that strange disappear/popup effect. I thought it was due to CFG2 age, now I know thanks to your expertise. :salute:

Cheers!
KH :ernae:

Pen32Win
March 22nd, 2011, 11:01
Thanks KH;

I don't worry about it, I just don't like making silly mistakes. That just plain and simply pisses me off. LOL

I knew better, forgot, and then remembered it and fixed it. One of those old lessons that needs to be passed on to new developers so they don't make the same mistake. Though the SIZE setting in the SCASM header doesn't affect the displayed size in CFS2 it can have adverse affects on the way it displays and on all of the other objects around it. SIZE does matter!!! LOL

Marty
March 22nd, 2011, 15:32
Here's they are... Just drop them in and overwrite the old ones.

Thank you Rami for updating the existing package...
I am logged on to the sight but every time I try to down load from this forum I get you must log on is the board messed up or what?

Jagdflieger
March 22nd, 2011, 16:56
Marty,

I just tried the download from this thread and it worked OK.

Try going here and downloading the whole package. Rami has updated the pack to include the update that you tried to dowload from the thread.

Link:

http://www.sim-outhouse.com/sohforums/local_links_search.php?action=find&catid=-8&sort=d&pp=15&page=4

kelticheart
March 28th, 2011, 00:50
Thanks KH;

I don't worry about it, I just don't like making silly mistakes. That just plain and simply pisses me off. LOL

I knew better, forgot, and then remembered it and fixed it. One of those old lessons that needs to be passed on to new developers so they don't make the same mistake. Though the SIZE setting in the SCASM header doesn't affect the displayed size in CFS2 it can have adverse affects on the way it displays and on all of the other objects around it. SIZE does matter!!! LOL

You're welcome Pen!

I just recalled where else I saw the disappearing object problem you just fixed: Xavierb2's Japanese hangars play the same joke!

I am sorry, but I have to report a small problem. I installed your updated bgls this w-end, as soon as I started CFS2 and tried a Free Flight in Gary's BoB airfields, I got a "oiltank missing from the object library" message. This allows FF, but it prevents any type of mission flying.

Having worked for the last four months in my Pearl Harbour install, I could not remember deleting any type of scenery object from my ETO install. I then rememberred that, among Gary's objects from his BoB airports package, there is also a RAF big airfield oiltank.

All the objects you updated (BTW: the framerate improvement is VERY evident! Thank you again! :applause:) are the buildings only and I deactivated Gary's old cumulative bgls to install yours, as per your instructions.

Could it be that now CFS2 is looking for an oiltank object Gary's sceneries that it's not there anymore? Did anyone else experience this problem?

Cheers!
KH :ernae:

Pen32Win
March 28th, 2011, 01:09
Howdy KH;

There was not an Oiltank in either of the 2 bgls I re-did and I did every object in them. It's got to be another bgl, or a missing DP maybe.

Is "Oiltank" the entire name of the object? I've got to hit the hay right now but if you give me the exact name of the object I'll see what I can find.

Talk to you tomorrow.

kelticheart
March 28th, 2011, 03:05
Howdy KH;

There was not an Oiltank in either of the 2 bgls I re-did and I did every object in them. It's got to be another bgl, or a missing DP maybe.

Is "Oiltank" the entire name of the object? I've got to hit the hay right now but if you give me the exact name of the object I'll see what I can find.

Talk to you tomorrow.

Howdy Pen!

Thanks for your prompt reply! The exact message pops out when at the "Loading Scenery..." screen and it spells:

"Can't find the model oiltank in the library"

As I said before, this is the first time I ever saw such message in my ETO install.

Thank you for your assistance!
KH :ernae:

kdriver
March 28th, 2011, 08:24
Hi Pen,

I hate say this, but I found the same problem. I disassembled the two old BGLs and found the oiltank in BritObj.bgl:

ObjID( B1B1B1B1 00000000 01010101 00107375 )
LibObj(
PWR 0
SIZE 1048
SCALE 1.000
TYPE 0
NAME "oiltank" )
IfVarAnd( :L03B29E 0024 0040 )
Jump32( :L03B2C6 )
:L03B29E
IfVSize( :L03B2AC 426 100 )
Jump32( :L03B3AC )
:L03B2AC
VarBaseOverride( 000000 )
IfVarAnd( :L03B2C0 0338 FFFF )
Jump32( :L03B3AC )
:L03B2C0
Jump32( :L03B3AC )
:L03B2C6
Points( 0
-11 0 -11 ; 0
11 0 -11 ; 1
11 0 11 ; 2
-11 0 11 ; 3
-11 0 -11 ; 4
11 0 -11 ; 5
11 0 11 ; 6
-11 0 11 ; 7
)
Specular( 0 ) ; in FS2000 reserved?
LoadBitmap( 0 L6 EF 128 128 128
inf_damage_grd_bamboo_lg.bmp )
TexPoly( m 0 -32767 0 -45
0 1 0 ; 0
3 1 254 ; 1
2 255 254 ; 2
)
TexPoly( m 0 -32767 0 -45
0 1 0 ; 0
2 255 254 ; 1
1 255 0 ; 2
)
TexPoly( m 0 32767 0 47
4 1 0 ; 0
7 1 254 ; 1
6 255 254 ; 2
)
TexPoly( m 0 32767 0 47
4 1 0 ; 0
6 255 254 ; 1
5 255 0 ; 2
)
Return
:L03B3AC
Points( 0
0 15 0 ; 0
0 0 0 ; 1
0 0 12 ; 2
8 0 8 ; 3
12 0 0 ; 4
8 0 -8 ; 5
0 0 -12 ; 6
-8 0 -8 ; 7
-12 0 0 ; 8
-8 0 8 ; 9
0 14 12 ; 10
8 14 8 ; 11
12 14 0 ; 12
8 14 -8 ; 13
0 14 -12 ; 14
-8 14 -8 ; 15
-12 14 0 ; 16
-8 14 8 ; 17
)
Bitmap( CFSAIR1.BMP 0 0 0 0 )
Concave
POverride
TexPoly( m 1359 32625 2718 15
11 85 159 ; 0
0 139 91 ; 1
10 189 162 ; 2
)
Concave
POverride
TexPoly( m 2718 32625 1359 15
12 85 159 ; 0
0 139 91 ; 1
11 189 162 ; 2
)
Concave
POverride
TexPoly( m 2718 32625 -1359 15
13 85 159 ; 0
0 139 91 ; 1
12 189 162 ; 2
)
Concave
POverride
TexPoly( m 1359 32625 -2718 15
14 85 159 ; 0
0 139 91 ; 1
13 189 162 ; 2
)
Concave
POverride
TexPoly( m -1359 32625 -2718 15
15 85 159 ; 0
0 139 91 ; 1
14 189 162 ; 2
)
Concave
POverride
TexPoly( m -2718 32625 -1359 15
16 85 159 ; 0
0 139 91 ; 1
15 189 162 ; 2
)
Concave
POverride
TexPoly( m -2718 32625 1359 15
17 85 159 ; 0
0 139 91 ; 1
16 189 162 ; 2
)
Concave
POverride
TexPoly( m -1359 32625 2718 15
10 85 159 ; 0
0 139 91 ; 1
17 189 162 ; 2
)
Concave
POverride
TexPoly( m 14653 0 29307 11
3 0 255 ; 0
11 0 162 ; 1
10 48 162 ; 2
2 48 255 ; 3
)
Concave
POverride
TexPoly( m 29307 0 14653 11
4 46 255 ; 0
12 46 162 ; 1
11 111 162 ; 2
3 111 255 ; 3
)
Concave
POverride
TexPoly( m 29307 0 -14653 11
5 115 255 ; 0
13 115 162 ; 1
12 190 162 ; 2
4 190 255 ; 3
)
Concave
POverride
TexPoly( m 14653 0 -29307 11
6 0 255 ; 0
14 0 162 ; 1
13 48 162 ; 2
5 48 255 ; 3
)
Concave
POverride
TexPoly( m -14653 0 -29307 11
7 0 255 ; 0
15 0 162 ; 1
14 48 162 ; 2
6 48 255 ; 3
)
Concave
POverride
TexPoly( m -29307 0 -14653 11
8 0 255 ; 0
16 0 162 ; 1
15 48 162 ; 2
7 48 255 ; 3
)
Concave
POverride
TexPoly( m -29307 0 14653 11
9 0 255 ; 0
17 0 162 ; 1
16 48 162 ; 2
8 48 255 ; 3
)
Concave
POverride
TexPoly( m -14653 0 29307 11
2 0 255 ; 0
10 0 162 ; 1
17 48 162 ; 2
9 48 255 ; 3
)
Return
EndObj

Cheers,
KD

Rami
March 28th, 2011, 09:26
Howdy Pen!

Thanks for your prompt reply! The exact message pops out when at the "Loading Scenery..." screen and it spells:

"Can't find the model oiltank in the library"

As I said before, this is the first time I ever saw such message in my ETO install.

Thank you for your assistance!
KH :ernae:

Kelti,

Sorry I haven't answered this....my life has been nutty lately. Anyhoo, the "oiltank" can be found in the manual version of the BoB install.

http://www.sim-outhouse.com/sohforums/local_links.php?action=jump&catid=45&id=2668

kelticheart
March 28th, 2011, 09:58
Kelti,

Sorry I haven't answered this....my life has been nutty lately. Anyhoo, the "oiltank" can be found in the manual version of the BoB install.

http://www.sim-outhouse.com/sohforums/local_links.php?action=jump&catid=45&id=2668

Thank you Rami for reminding me I have your manual BoB install objects! Don't worry, it seems like in many other world corners life is going nutty nowadays, including here. It's the period the whole world is going through I think, thank God things here are not as bad as in Japan and Lybia.

Back to our BoB scenery, I want to attach a few screenies to let Pen understand better what I am talking about......and, perhaps, convince him to create low-poly RAF oiltanks for us to complement the rest of the updated Gary's objects (hint, hint, hint!).:jump:

The first shot was taken at Hawkinge with Pen's new RAF objects, then I removed Pen's objects and installed back the original libraries. The three oiltanks are back in place and clearly visible on the left. The last one was taken at Gravesend in order to get a better idea of how the RAF oiltank looks like.

I found that all of Gary20's BoB airfields have them (Tangmere has six!), except from Biggin Hill and Duxford.

Cheers!
KH :ernae:

P.S.: Pen, if it's too much hassle I can always install the oiltanks manually together with your updated buildings.

Pen32Win
March 28th, 2011, 11:46
This makes me wonder if there are two version of that BGL out there. When I converted them I had to Cut the Code for each object out of the Library BGL's text one by one. You have to do this to get both the Regular and Damage models. When I finished there was no text left in the file.

I'll make a new Oil Tank from the ones I already have. This is nothing. I have it done already, it's called "Oil Tank Medium Blue" from my Airfield Building Collection. I'll just rename and recompile it. NBD.

Update: I just looked at the BoB Manual install and that object is not listed in the "Add to mdlnames" file either....but there is a DP for it..... I'll get it done tonight.

kelticheart
March 28th, 2011, 13:40
This makes me wonder if there are two version of that BGL out there. When I converted them I had to Cut the Code for each object out of the Library BGL's text one by one. You have to do this to get both the Regular and Damage models. When I finished there was no text left in the file.

I'll make a new Oil Tank from the ones I already have. This is nothing. I have it done already, it's called "Oil Tank Medium Blue" from my Airfield Building Collection. I'll just rename and recompile it. NBD.

Thank you, Pen.

It's the only way to go. When I wrote I could install the oiltank through Rami's manual install, I was not thinking straight. It's not possible because the bgl file remains the original, full library made of several objects. If one installs the oiltank, all the other objects included in Britobj.bgl will co-exhist with the new ones and I don't even want to start thinking of what could happen with doubled objects installed.

We simply need a separate bgl file for the oiltank to go with all the other new ones, there is no other option to resolve the missing scenery object issue, period.

It's either this or going back to the less efficient original objects and we don't want to toss Pen's great work down the drain, right? Unthinkable!

Cheers!
KH :ernae:

Pen32Win
March 28th, 2011, 13:46
There is one other option KH. Edit the GSL; but that could take a LOT of work to eliminate that object from every GOB it exists in the ETO. LOL.

As soon as I get done with work tonight I'll get it compiled and uploaded.

kelticheart
March 28th, 2011, 13:51
There is one other option KH. Edit the GSL; but that could take a LOT of work to eliminate that object from every GOB it exists in the ETO. LOL........


OH, NO! :isadizzy:...............

Pen32Win
March 28th, 2011, 17:25
OK, here's the oiltank. In the zip are the bgl, new dp, and textures becuase this one doesn't use the sames ones as the original.

Rami, if you could please update the Main D/L one more time it would be great. Sorry. Don't know how it slipped through the cracks, but it did.

kelticheart
March 29th, 2011, 01:07
:jump: THANK YOU, PEN! :jump:


One more fps effcient object to add to your 2TAF airfields! :jump:

Cheers!
KH :ernae:

kdriver
March 29th, 2011, 06:07
In reality, Hawkinge, as did most other RAF stations, had underground fuel tanks. See http://wn.com/RAF_HAWKINGE,,,ww2_fuel_storage_bunker,,,part_two

Cees Donker made one and hopefully soon there will be a destructible version available.

bearcat241
March 29th, 2011, 15:33
...hopefully soon there will be a destructible version available.

And what do you propose to use on it? Perhaps a Ju88 carrying GBU-37 GPS-Aided bunker busters for pinpoint accuracy and deep penetration would do... :pop4: :icon_lol: