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Allen
September 11th, 2012, 12:30
I'm trying to make a CFS2 Weapons using mdlc_190_weap however something is wrong. The game is crashing a lot and when it isn't crashing the Weapon is not appearing on the aircraft. The weapon is viable in the aircraft selection window but not in game.

I also know it is not the model making the weapon disappear as I can use stock and other add-on weapons just fine.

Any one have an idea what I’m doing wrong? :icon_eek:

oldwheat
September 11th, 2012, 13:44
I haven't tried the 'mdlc_190_weap' route but merely alter the scasm file using Tango Romeo's template. Never have had what you describe happen to my .bgls, if it compiles right & CFS2 accepts it, it is generally OK after that. Just had a thought- could it be that the scale is off & that the weapons is actually there but very tiny? Now I have had that happen more than once :pop4:....

Allen
September 11th, 2012, 15:15
I've did what little is listed to do in 'mdlc_190_weap' documents. I've even tried using m_rocket.gmax that came with it to see if it is my rocket dong the errors.

If you know of another way to do weapons made in Gmax let me know.

The B24 Guy
September 11th, 2012, 16:31
Hi Allen,

Just a thought. Make sure you have a unique GUID number and name for your new weapons.

Regards,
B24Guy

Allen
September 11th, 2012, 19:28
It dose look like a GUID number issue... Maybe you can make since of this.

the BLL format as following
id1 id2 id3 id4 PWR SIZE SCALE TYPE NAME Path


Note:
A.id1, id2, id3, id4 is the guids of FILE_HEADER, the id1 must > 0, otherwise MDLC will automatically generate the guids according to NAME field.
B.PWR, SIZE and TYPE fields could set them to zero.
C.SCALE field value is 655360, means real scale = 65536/ 655360 = 0.10
(when the weapon parts is the same scale as aircraft then recommend the
value is 655360 for CFS2).
D.NAME field is most important for the Scenery Library, You should make sure
don't use the same keyword strings.
E.Path field is the extracted raw Scenery Library file.


This is the .BLL format I'm given.
[BGL_LIBRARY_LIST]
1A 2B 3C 4D 0 1 655360 0 wep_pylon_mdlc_wing w_mdlc\m_pylon.BGL
4A 3B 2C 1D 0 1 655360 0 wep_mdlc_drop_gp w_mdlc\m_drop.BGL
0 0 0 0 0 1 655360 0 wep_mdlc_bomb_gp w_mdlc\m_bomb.BGL
0 0 0 0 0 1 655360 0 wep_mdlc_rocket w_mdlc\m_rocket.BGL

At first I tied to use the m_rocket.BGL line with the m_rocket.BGL change do my .BGL but that caused all of the crashing. After you said it maybe a GUID number issue I changed to m_pylon.BGL line and it is working however this won't help for long as I have no idea how to make a unique GUID number for any other weapons I may make later.

bearcat241
September 12th, 2012, 12:17
Allen, no worries, altering the id is easy work. The top area of the sca file will look something like this example:

;Library000000
LibID( 92271076 55730816 D0000000 FC000001 )
LibObj( PWR 0
SIZE 16
SCALE 0.0019600000
TYPE 1281
NAME "WEP_DB_170gal_drop_gp" )



At the bottom of the sca file you'll see a reiteration of the item with its complete LibID. Because i'm using a "bundled" weapons bgl as an example (which probably isn't your case), you see a summary breakdown below of all the individual items contained in the bgl bundle. The WEP_DB_170gal_drop_g drop tank is the first item. Just slightly alter the values in any one or all of the four id columns, e.g., changing from ;92271076 55730816 D0000000 FC000001 << to >> ;92271088 55730888 D0000088 FC000088 or whatever you like. Note that all i did was change the last two digits. Something that simple can make all the difference.

Finally, the values in the bottom summary must match those of the LibID line of the top section. What makes this effective in achieving your aim is the fact that of all the items in your entire weapons library, these randomly selected numbers are now unique only to this item. Hard to believe i know, but entirely true. I always make a change in all four columns to ensure exclusivity.

************************************************** **********************
;library_min = 5573081692271076
;library_max = 5573081692271076
;id1 id2 id3 id4 PWR SIZE SCALE TYPE NAME
;----------------------------------------------------------------------------------------------------------------------------------
;92271076 55730816 D0000000 FC000001 0 16 33436735 1281 WEP_DB_170gal_drop_gp
;92271076 55730816 C0000000 F0000000 0 16 33436735 1281 WEP_DB_f4u1a_hook
;92271076 55730816 C0000000 F0000001 0 16 33436735 1281 WEP_DB_Brewster_rack_L
;92271076 55730816 C0000000 F0000002 0 16 33436735 1281 WEP_DB_Brewster_rack_M
;92271076 55730816 C0000000 F0000027 0 16 33436735 1281 WEP_DB_F4u1c_Cannon_a
;92271076 55730816 C0000000 F0000028 0 16 33436735 1281 WEP_DB_F4u1c_Cannon_b
;92271076 55730816 C0000000 F0000013 0 16 33436735 1281 WEP_DB_f4u1d_rocket_pylons_la
;92271076 55730816 C0000000 F0000014 0 16 33436735 1281 WEP_DB_f4u1d_rocket_pylons_ra
;92271076 55730816 C0000000 F0000015 0 16 33436735 1281 WEP_DB_f4u1d_rocket_pylons_lb
;92271076 55730816 C0000000 F0000016 0 16 33436735 1281 WEP_DB_f4u1d_rocket_pylons_rb
;92271076 55730816 C0000000 F0000021 0 16 33436735 1281 WEP_DB_f4u1d_wing_pylon_a
;92271076 55730816 C0000000 F0000023 0 16 33436735 1281 WEP_DB_f4u1d_wing_pylon_sway_braces_a
;92271076 55730816 C0000000 F0000025 0 16 33436735 1281 WEP_DB_f4u1d_wing_pylon_covered_a
;92271076 55730816 D0000000 FC000002 0 16 33436735 1281 WEP_DB_154gal_drop_gp_a
;92271076 55730816 C0000000 F0000022 0 16 33436735 1281 WEP_DB_f4u1d_wing_pylon_b
;92271076 55730816 C0000000 F0000024 0 16 33436735 1281 WEP_DB_f4u1d_wing_pylon_sway_braces_b
;92271076 55730816 C0000000 F0000026 0 16 33436735 1281 WEP_DB_f4u1d_wing_pylon_covered_b
;92271076 55730816 D0000000 FC000003 0 16 33436735 1281 WEP_DB_154gal_drop_gp_b
;92271076 55730816 D0000000 FC000004 0 16 33436735 1281 WEP_DB_154gal_napalm_a
;92271076 55730816 D0000000 FC000005 0 16 33436735 1281 WEP_DB_154gal_napalm_b

I'm showing this Dbolt weapons package as an example because i did some alterations a while back to allow for a few more color varieties in this weapons bundle (wanted black pylons and tanks for my black Korean war night fighters). I would repaint the textures, rename them, then implant their new names into the bgl via scasm, replacing the old *.bmp names. Having done this, i had to give all the items new dp names and ID values and finally save the bgl under a new name. This obviously is not your project type, but the same ID methods still apply.

Allen
September 13th, 2012, 23:10
I think I get things but right now I'm fine. I had to have just one weapon. My Orca wouldn't work with stock weapons. There was no way to balanced it right. Balance for 18 rockets and the thing would nose up when trying to land after all of the rockets were fired. Balance for no rockets and the thing would nose down when trying to take off with rockets.

Hents the need for a rocket that has no weight.


72632

Allen
September 15th, 2012, 18:51
I'm back....

I tried to add my onw GUID numbers to the .bll to add more weapons but its not working like before.

I also tied to covnert the .bgl to .sca to see of the GUID numbers are even in it and nothing like bearcat241 posted is found with in it.


The link to mdlc_190_weap is below. Maybe some one can translate it into english for me since I don't get what it wants now.

http://www.sim-outhouse.com/sohforums/local_links.php?catid=49&linkid=6220

Also here is my test weapon that crash when drop or fired in CFS2. To use make a copy of any weapon DP in the OBJECTS_DP and rename it WEP_TEST and add WEP_TEST to any aircraft DP file.

72703