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View Full Version : TAF - Gary20 BGL Update Pak problem oiltank



Robert John
April 14th, 2012, 10:30
A set of replacement BGL's for Gary20's BritObj.bgl (BoB Package) and the RAFLib.bgl (RAF Building Object) to fix several issues with the old ones. Recreated in GMax and optimized for better FPS.

Go to your Combat Flight Simulator 2/SCENEDB/inf/scenery folder and change BritObj.bgl to BritObj.bgl.bak and change RAFLib.bgl to RAFLib.bgl.bak. Delete the filelist.dat file.


In side BritObj.bgl there is an object that the gsl calls for it is oiltank.
Copy all red writing then paste into notepad and save as oiltank.sca,
then drag and drop on to scasm and the BGL will be produced,place into your inf folder inside the SCENEDB folder.

Hopefuly the TAF - Gary20 BGL Update Pak will be updated.
Bye for now.
Robert John

; ----------------------------------------
; Library Object #10, Offset 0x3B260, size 1048 (= 0x10000)
; ----------------------------------------
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

Robert John
April 15th, 2012, 14:45
FOLLOW INSTRUCTIONS IN LAST POST BUT USE THIS RED TEXT.
; ----------------------------------------
Header( 1 N94:21:19.15 S94:21:19.18 W000:00:00.00 W000:00:00.00 )
LatRange( S94:21:19.18 N94:21:19.15 )
; since SCASM does not support multiple latitude ranges
; the range has been set to the minimum/maximum latitude.
; LatRange information in the BGL file is given as comment.
; If you want to use band separation, you must edit
; the source file manually.
; Insert the "Set( FSVers 0x800 )" instruction at the beginning
; of the file, if you want to use the FS2002 instructions
; for the facilities section
mif( [$Version < 285] )
Error( You need at least SCASM version 2.85 to compile this code )
mifend
; ----------------------------------------
; Library Object #10, Offset 0x3B260, size 1048 (= 0x10000)
; ----------------------------------------
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





Robert John

tobob
April 15th, 2012, 16:10
Hi Robert John!

I have had problems with this object for ages and have never been able to track down what the problem was. The dp file was always there but the sim would throw up a "missing file". That's incredible you have found a solution! It's good to have you back RJ. :salute:

I am having a problem with your code though. The oiltank doesn't show any textures when displayed in ModelconvertorX and has 2 LOD's that are exactly the same. I know that MCX doesn't always display CFS2 models correctly so I could be wrong, just curious. Here's a few screens of what I'm describing.

63352

tobob

Robert John
April 16th, 2012, 02:49
Hi Tobob,
I have many of arno's modelconverterx programs as he developed this program and kept them separate, each one does something new and somethings that worked in the previous programs no longer work in the latest program. To see the texture in your MCX convert the texture to dxt1 and see what happens.
NO harm to convert your game texture to dxt1 and mip them.
Found code in the BritObj.bgl of the inf folder of cfs2bob.
I never studied the sca.code.
The two models are the same.
The model can be rebuilt and turn it into a more advanced model.
Talk soon.
Robert John

tobob
April 16th, 2012, 04:43
Hi Tobob,
I have many of arno's modelconverterx programs as he developed this program and kept them separate, each one does something new and somethings that worked in the previous programs no longer work in the latest program. To see the texture in your MCX convert the texture to dxt1 and see what happens.
NO harm to convert your game texture to dxt1 and mip them.

I tried converting to dxt1 but still no textures showing. What version/s of MCX works best for CFS2?

tobob

Robert John
April 16th, 2012, 06:22
Hi Tobob,
I use most of the MXC I have, I looked into this problem and found there seem to be a problem
with the oiltank model texture showing in MCX. I can't figure this out at the moment.

MCX I JUST TESTED.

v1.3 with 3,671kb in the zip works ok
v1.3 with 3,646kb in the zip works ok
v1.3 with 1,350kb in the zip do not display the texture on the oiltank model.

I am going to download the latest build.
It is nice to be back.

Robert John.

edit post

v1.3 with 4,379kb in the zip do not display the texture on the oiltank model.
I am going to ask arno why

tobob
April 16th, 2012, 07:04
Hi Robert John,

Another thing I noticed about the code is the SCALE is 1, shouldn't it be 0.5 for scenery?

tobob

Robert John
April 16th, 2012, 07:22
The scale depends what scale the model was built in.
IE.
If the model was built to 1.1 it would be 0.5.
If the model was built to 2.1 it would be 1.0

you can change this scale when importing the sca in to MCX and converting to 3ds and importing in to say Gmax.

It good to play around with this scale to learn tricks.

What are you thinking about wit this model

Robert John.

Robert John
April 16th, 2012, 07:53
63387 Tobob here is a screenshot from gmax to do with scale in the sca. You can do someting to to with scale inporting in to gmax. Always things to play around with things.

edit post

Converted texture with Martin wright's DXTbmp tool to 24bit and it showed up in MCX then I converted the texture to DXT1 and then I mip map it with the Flight sim imagetool and that also worked.
Robert John