Hi,
I'm sorry if this is a duplicate post, but my last attempt to post this appears to have failed, so I'm trying again.
There seems to be an issue with the texture callout numbers for buildings imported from XML files. I decompiled OB9NAMC.bgl and then imported the buildings for 1D2. Many of them ended up not having any textures in FS upon compilation. Some study revealed that the SGX and XML files call out, for Building 33 for instance, texture 98 for level 1. But in SGX the available texture numbers only go as high as 83.
The imported SGX code is this:
BUILDING 33
-ACTIVE = True
-DISPLAY = 5 12171705 0
-ICAO =
-LATITUDE = 42.3451136666667
-LONGITUDE = -83.4563156666667
-LONGUEUR = 100
-LARGEUR = 20
-HAUTEUR = 5
-TYPE = 00000
-ORIENTATION = 87.93
-PITCH = 0
-BANK = 0
-ORIENTATION = 87.93
-ALTITUDE = 0 m AGL
-DETAIL = 3
-COMMENT =
-ADVTYPE = 0
-ROOFTYPE = 2
-ADVLEVEL1 = 5 98 320 256 64
-ADVLEVEL2 = 0 91 0 0 0
-ADVLEVEL3 = 0 70 0 256 0
-ADVROOF = 2 37 8448 256 4270
-ADVGABLE = 10 1091 256 256 64
-ADVFACE = 10 0 256 256 256
-ADVOTHER = 0 0 0
The exported XML for the building is this:
<SceneryObject
lat="N42 20.63806"
lon="W083 27.37529"
alt="0.0000M"
altitudeIsAgl="TRUE"
pitch="0.00"
bank="0.00"
heading="87.93"
imageComplexity="NORMAL">
<GenericBuilding
scale="1.00"
bottomTexture="98"
roofTexture="37"
topTexture="70"
windowTexture="91">
<RectangularBuilding
roofType="RIDGE"
sizeX="100"
sizeZ="20"
sizeBottomY="5"
textureIndexBottomX="320"
textureIndexBottomZ="64"
sizeWindowY="0"
textureIndexWindowX="0"
textureIndexWindowY="0"
textureIndexWindowZ="0"
sizeTopY="0"
textureIndexTopX="0"
textureIndexTopZ="0"
textureIndexRoofX="8448"
textureIndexRoofZ="4270"
sizeRoofY="2"
gableTexture="1091"
textureIndexGableY="256"
textureIndexGableZ="64"/>
</GenericBuilding>
Both call out texture 98 for level 1. The Roof texture callout is 37. SGX only goes as high as 33. I believe this is a very common hangar in FS.
Is this a problem of interpretation on NewAnalyzeBGL's part? Does SGX need to reference more textures? Is there a cross reference from XML texture numbers to SGX texture numbers?
I think a possible fix would be, don't set the value to 0 on compilation if it is reasonably out of range (i.e. as long as it is integer, and between say 0 and 999, leave it as is). Currently, SGX is setting out of range values to 0.
Help!
Thanks,
Thomas


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