View Full Version : roads on top of runway and season texture ?
JanRas
02-08-2002, 10:14 AM
hello ,
any clue on how to continue the Road (Taxiway mid stripe)
out on the runway ( using normal 1ft ROAD in apt2.6 B135) ?
i tryed different layers 24 30 32 60 eg.
allso replaced the Refpoint 7 with 2 and set E = xx.xxxx
in the road section in the sca file ,,
allso RoadCont( 170 "10" -130 )
trying to lift the road off the ground
but nothing works.
i can't get the Polygon season texture change
to work ,i have createt a Grass.bmp and Grass_sp.bmp
Grass_wi.bmp Grass_fa.bmp
and selectet grass.bmp in polygon season texture
and set X in the corect box for season
any idea ?
Jan Rasmussen
Barney
02-09-2002, 08:40 AM
Try layer level 28 for your line to appear upon a runway......not sure if it'll work. There seems to be a need to deal in multiples of 4; ie., 4, 8, 12, etc.
Is the polygon square? If so, I have found that manually editing the *.sca file is required. For the particular polygon(s), in the line beginning "LoadBitmap, etc.", change the E0 to EF, save the new version and then compile using SCASM.exe within a DOS Window instead of through Apt2.6
Jaybird
02-09-2002, 03:03 PM
>hello ,
>
>any clue on how to continue
>the Road (Taxiway mid
>stripe)
>out on the runway ( using
>normal 1ft ROAD in apt2.6
>B135) ?
>i tryed different layers 24 30
>32 60 eg.
>
*****I'd try Barney's suggestion to use multiples of "4" below. BTW, is the road you're manipulating one made from Apt or are you using a road made from a polygon?
>allso replaced the Refpoint 7 with
>2 and set E =
>xx.xxxx
>in the road section in the
>sca file ,,
>allso RoadCont( 170 "10"
> -130 )
>trying to lift the road off
>the ground
>but nothing works.
>
*****You probably are already aware of this but when you modify the *.sca file you then (always) have to compile it from DOS.
Compiling a modified .sca from Apt's "compile" button does not recognize any user modifications to the .sca file. BTW, an option to allow compiling user modifications from the APT GUI would, IMHO, be valuable addition to Apt but might be a hassle to the "airport.exe" programmer??
>i can't get the Polygon season
>texture change
>to work ,i have createt a
>Grass.bmp and Grass_sp.bmp
>Grass_wi.bmp Grass_fa.bmp
>and selectet grass.bmp in polygon season
>texture
>and set X in the corect
>box for season
>
********My experience is that Apt (now) does a good job of writing the code so that seasonal/night bitmaps show correctly in the sim. As Barney mentioned, the "E0" code was preventing that in an earlier build but that has been corrected by Tom Hiscox (not sure but it probably broke-in at build 135 & later). There's a possibility that the naming of your bitmaps is not "exactly" correct. There is a "create user bitmap" or something like that button in the texture viewer that assists in doing that. I think all it does is rename the bitmaps to "*_LM" or whatever appropriate for seasonals, using the underline character ane CAPITAL letters. Also, it may not be strictly necessary but someone has recommended that all bitmaps in FS2000 & later be saved as "extended bitmaps" as easily done in Martin Wright's BMP2000 program.
>any idea ?
>
>
>Jan Rasmussen
JanRas
02-09-2002, 05:28 PM
Thanks for EF tip !
Now the season texture change works
The roads (apt ROAD) scasm ( RRStart,RoadCont)
are however not visible above layer 16
in FS2002 (on my pc atleast)
there must be a new type road in fs2002
since the default fs2002 taxiline extend
out on the runway.
if anyone is having problems with flashing apron signs
this modified api macro is working perfect efter i
removed the perspectivecall.
its a night lit square polygon
working with layercall
set in airport %7
its a Refpoint 7 so now height is needed
; FS2002 non flashing apron sign
;
; %1 = Latitude
; %2 = Longitude
; %3 = Not used
; %4 = Scale
; %5 = Rotation
; %6 = Not used
; %7 = Layer
; %8 = Not used
; %9 = Not used
; %10 = Visibility range
; %11 = Not used
; %12 = Scenery complexity
;
Area( 5 %1 %2 22 )
LayerCall( :Taglayer %7 )
Jump( : )
:Taglayer
RefPoint( 7 :nEnd %4 %1 %2 v1= %10 )
RotatedCall( :D2 0 0 %5 )
Return
:D2
Points( 0
-5 0 -5 ; 0
-5 0 5 ; 1
5 0 5 ; 2
5 0 -5 ; 3
)
Bitmap( aprosgn1.bmp 0 0 0 0 )
ConcavePoly
BitmapMode( 1 )
Inst_7D
ShadedTexPoly( au ;
3 0 255
2 0 0
1 255 0
0 255 255
)
BitmapMode( 0 )
:nEnd
Return
EndA
what the he.. ,hmm replace the packman with : D2
Regards Jan Rasmussen
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