Used to design some scenery with ASD quite awhile ago in FS5. Did some
Dynamic items with two, and three F16's flying in formation. ( take off and
land stuff ) What can be used with FS 2000 to do this type of thing?
Used to design some scenery with ASD quite awhile ago in FS5. Did some
Dynamic items with two, and three F16's flying in formation. ( take off and
land stuff ) What can be used with FS 2000 to do this type of thing?
Who can help me.
Can I use some *.api fles with easy object designer *.eod?
Any program can do this?
MANUEL,Who can help me.
Can I use some *.api fles with easy object designer *.eod?
Any program can do this?
An *.api is a set of instructions which describe what a 3d object is supposed
to look like in FS.
EOD is a program that designs *.api files. These files are then used with
another "design" program like Apt2.6, for example, to place 3d objects into FS.
Therefore, EOD can not even "open" *.api's.......it can however, "open" files
made previously within the program and who have the extension *.eod.
EOD has an option whereby a copy of the *.eod that was created can be compiled
into a kind of temporary *.bgl (scenery) file which allows you to preview what
the object looks like in FS, but it can not do this with *.api's per se. Check
the "Options" menu for the setting of the file pathes.
Hope this explains everything!
Barney
Hi there,Who can help me.
Can I use some *.api fles with easy object designer *.eod?
Any program can do this?
EOD creates the object as a api/macro, which in turn, you need something like
FSSC--->http://www.geocities.com/dleung8/fssc/ or Airport 2.60--> sorry, don't
have new link, scenery design program to place them in your scenery.
Hope this helps,
Paul
Well now, you can all colour me stupid!!!!!
I should have picked up on this sooner, especially when one of you mentioned
the "Dbx...." instructions contain the _same info_ as the "LoadBitmap...." set
of code. That should have triggered it.
I was always aware that "LoadBitmap....." could be used to apply textures for
day, night and seasons. The key here is "night"!!!!!!!!!!!!!!! So, of course,
naturally, as everyone knows...... a texture with the _LM.bmp is being called
upon!!!!!!!
Once I placed a texture by the name of "mytexture_LM.bmp" into the folder, my
macro then began to work at night with the "Dbx....." command structure!!!!!!
How often does it always come down to something really dumb that makes for the
frustration??????!!!!!
I apologize for all of this guys, but it sure explains why no one else was
experiencing this sort of thing.
I'm going to hide out now..........I may even retire from trying to be a
"designer".
Barney
OK, this just occurred to me........yes, I am persistant!
Obviously, if the "Dbx...." code is calling for a "night time" texture, can
either of you point out where specifically it makes that call? Please use the
following example:
Dbx( 93 00 00 00 43 00 1A 00 00 00 86 00 80 EF 80 80 )
Dba(mytexture.bmp)
Dbx( 20 20 00 )
Next, when using the "LoadBitmap..." series of code, if a "night time" texture
is not specified, the "day time" texture becomes the default. This way at
least, there is something there at night time, even if it is based on ambient
lighting. (This is basically what happens if the command line begins with the
simple "Bitmap(..." instruction). Why couldn't the "Dbx....." routine be made
to read a similar way? I understand that this would probably involve making
changes to the design program. Would it also "upset" the ASD parameters?
Thanks for your consideration.
Barney
Barney,
As I told you in previous posting, that bunch of code equals the laodbitmap()
command, but using dbx() op codes.
You should know by now.....that night textures are trigered automatically once
you make a name_LM.bmp as well and that there is NOT need to code them in
anyway, either using the Dbx() bunch of codes or using the loadbitmap() command
Best regards,
Rafael
OK, this just occurred to me........yes, I am persistant!
Obviously, if the "Dbx...." code is calling for a "night time" texture, can
either of you point out where specifically it makes that call? Please use the
following example:
Dbx( 93 00 00 00 43 00 1A 00 00 00 86 00 80 EF 80 80 )
Dba(mytexture.bmp)
Dbx( 20 20 00 )
Next, when using the "LoadBitmap..." series of code, if a "night time" texture
is not specified, the "day time" texture becomes the default. This way at
least, there is something there at night time, even if it is based on ambient
lighting. (This is basically what happens if the command line begins with the
simple "Bitmap(..." instruction). Why couldn't the "Dbx....." routine be made
to read a similar way? I understand that this would probably involve making
changes to the design program. Would it also "upset" the ASD parameters?
Thanks for your consideration.
Barney
Barney,
As I told you in previous posting, that bunch of code equals the laodbitmap()
command, but using dbx() op codes.
You should know by now.....that night textures are trigered automatically once
you make a name_LM.bmp as well and that there is NOT need to code them in
anyway, either using the Dbx() bunch of codes or using the loadbitmap() commandRAPHAEL,
Best regards,
Rafael
OK, this just occurred to me........yes, I am persistant!
Obviously, if the "Dbx...." code is calling for a "night time" texture, can
either of you point out where specifically it makes that call? Please use the
following example:
Dbx( 93 00 00 00 43 00 1A 00 00 00 86 00 80 EF 80 80 )
Dba(mytexture.bmp)
Dbx( 20 20 00 )
Next, when using the "LoadBitmap..." series of code, if a "night time" texture
is not specified, the "day time" texture becomes the default. This way at
least, there is something there at night time, even if it is based on ambient
lighting. (This is basically what happens if the command line begins with the
simple "Bitmap(..." instruction). Why couldn't the "Dbx....." routine be made
to read a similar way? I understand that this would probably involve making
changes to the design program. Would it also "upset" the ASD parameters?
Thanks for your consideration.
Barney
Actually you do need to insert a call for a specific nighttime texture when
using "LoadBitmap". If you don't insert an "L" in the first part of the code,
the default daytime texture is applied.
For example: LoadBitmap( 0 LWFS5 EF 0 0 0 name.bmp )
indicates that a texture called name_LM.bmp would be called at night because of
the "L" after the initial bracket and "0". But, if there is no tetxure in the
folder called name_LM.bmp, the object would look "black" at night. (=missing or
absent texture).
On the other hand, if the "L" is left out of the code:
LoadBitmap( 0 WMFS5 EF 0 0 0 name.bmp ) indicates there is no specific night
texture being called and the default daytime texture called name.bmp will be
applied, and it will appear the same as in day, but subdued because it is now
at the mercy of the ambient lighting. This effect is the same as with coding we
used previous to the LoadBitmap structure (Bitmap, Smoothing, ConcavePoly,
etc).
That's why my question in the last message: where in the line of "Dbx..."
coding is the nighttime texture call? Or are you saying that it is "automatic"?
Barney
Barney,
Dbx( 93 00 00 00 43 00 1A 00 00 00 86 00 80 EF 80 80 )
Dba(mytexture.bmp)Well, there is here most probably a missunderstanding...<g>Actually you do need to insert a call for a specific nighttime texture when
using "LoadBitmap". If you don't insert an "L" in the first part of the code,
the default daytime texture is applied.
Yes, you are right about the 'L' argument, that's why my previous answer was
that the night texture is automatically trigered, as I assumed you placed this
argument in the code.
If you use a command like loadbitmap( 0 134 EF ..... ) you get day and night
texture automatically, and if you convert the 134 decimal value to hexadecimal
value, you get the 86 value or code, the one you can see in the Dbx(.....)
string.
I hope it helps now.
Best
Rafael
RAPHAEL,Barney,
Dbx( 93 00 00 00 43 00 1A 00 00 00 86 00 80 EF 80 80 )
Dba(mytexture.bmp)Well, there is here most probably a missunderstanding...<g>Actually you do need to insert a call for a specific nighttime texture when
using "LoadBitmap". If you don't insert an "L" in the first part of the code,
the default daytime texture is applied.
Yes, you are right about the 'L' argument, that's why my previous answer was
that the night texture is automatically trigered, as I assumed you placed this
argument in the code.
If you use a command like loadbitmap( 0 134 EF ..... ) you get day and night
texture automatically, and if you convert the 134 decimal value to hexadecimal
value, you get the 86 value or code, the one you can see in the Dbx(.....)
string.
I hope it helps now.
Best
Rafael
Thankyou thankyou!! So its the "86" that determines time of day. And if we're
talking hexcode to arrive at these values (86), then I'm lost!
Don't forget, my original message was that the object disappeared at night
because I neglected a name_LM.bmp! The reason being, I didn't know that the
"Dbx..." code was telling FS to expect a name_LM.bmp. That's been my point all
along. For this particular macro, I had no intention of specifying a name_LM
.bmp since I was quite content to see the daytime default texture at _all_
times.
What would the hexcode values be for other combinations of time of day?
Is there a "simple" way for an old vet to figure them out???
Barney
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