• Which the release of FS2020 we see an explosition of activity on the forun and of course we are very happy to see this. But having all questions about FS2020 in one forum becomes a bit messy. So therefore we would like to ask you all to use the following guidelines when posting your questions:

    • Tag FS2020 specific questions with the MSFS2020 tag.
    • Questions about making 3D assets can be posted in the 3D asset design forum. Either post them in the subforum of the modelling tool you use or in the general forum if they are general.
    • Questions about aircraft design can be posted in the Aircraft design forum
    • Questions about airport design can be posted in the FS2020 airport design forum. Once airport development tools have been updated for FS2020 you can post tool speciifc questions in the subforums of those tools as well of course.
    • Questions about terrain design can be posted in the FS2020 terrain design forum.
    • Questions about SimConnect can be posted in the SimConnect forum.

    Any other question that is not specific to an aspect of development or tool can be posted in the General chat forum.

    By following these guidelines we make sure that the forums remain easy to read for everybody and also that the right people can find your post to answer it.

About Gmax For FS2002

Messages
1,218
I'm following a tutorial using Gmax for FS2002. I have the pro version of FS2002 and using it for this learning purpose. I guess this was around the time when Gmax came on the scene. But there's one thing I don't understand regarding this version of Gmax for FS2002 and why it was never implemented in the first place. When I try to export, for example a ground polygon, I click File, and Export, or Export Selected. In the file name, the tutorial says to save it as a bgl file. But there is problem here in this Gmax version. In the Save as Type, there is NO bgl type listed, and therefore will not export as a bgl. The only thing that is listed in the File Type is All and plasma (*.P3D) What in the world is plasma *P3D when there is no such file used for flight simulator 2002, and why was that implemented in the first place? I've selected "All" in the File Type but nothing happens except that I get an error message saying not sure how to export this file. Why is there not a bgl File Type implemented in the first place? Is there some plugin or something I need to do to make the bgl file type show in the list? Would someone explain this and what I need to do. I'm sure I can probably use Gamx for FS2004 but I want to know why I cannot export a model in this version of Gmax that was explicitly designed for FS2002, and that is the way the tutorial explains it. The tutorial is 'Creating High-Detail FS Ground Polygons by Bill Womack.' Below is step 4 - Exporting the Runway BGL:



From Tutorial.jpg



Below is a screenshot of exporting the file in Gmax. As you can see, there is no bgl file type to export:


File Export in Gmax.jpg



So, how is Bill exporting this file as a bgl type when there is no selection for that file type?


Thanks, Ken.
 
Last edited:
Just wondering if you're confusing things by entering the runway coordinates in the wrong format?
The program is asking for degrees and decimal minutes (N32 23.45) and you're typing in decimal degrees (N32.3456) ... numbers just given for example.
 
I don't get the chance to enter the runway coordinates because MakeMDL never opens. The problem is that there is no bgl type file listed in the File Type box so the model cannot be exported. There is no selection for bgl type. The only selection for the File Type is 'plasma *P3D.' It cannot possibly mean the P3D simulator because P3D was not even on the market in 2002. Remember, I'm using the Gmax version for FS2002 just as Bill Womack is using in the tutorial.

Ken.
 
Last edited:
I don't get the chance to enter the runway coordinates because MakeMDL never opens. The problem is that there is no bgl type file listed in the File Type box so the model cannot be exported. There is no selection for bgl type. The only selection for the File Type is 'plasma *P3D.' It cannot possibly mean the P3D simulator because P3D was not even on the market in 2002. Remember, I'm using the Gmax version for FS2002 just as Bill Womack is using in the tutorial.

Ken.
Sorry ... just reading the examples you posted ... my mistake :(
 
Hi Ken:

Bill Womack's tutorial targets FSX, but any G-Poly imported via Arno's MCX Ground Polygon Wizard can target FS2Kx-P3D.

Arno's MCX Ground Polygon Wizard can output all the comparable internal components and attributes if submitted properly.


NOTE: IMHO, do not create FSX native MDL-based G-Polys as they have numerous display issues; use SCASM / ASM FS8-type.


You may wish to review these links to access additional info on how to achieve this type of object for nearly any FS2Kx version .

https://www.google.com/search?q=Cre...hUKEwidztzq6IyOAxXp4MkDHVrUBcgQrQIoAnoECCAQAw


If you still want to do this in GMAX to learn legacy GMAX methods for comparison with newer ones, please see Tic's wiki:

https://www.fsdeveloper.com/wiki/index.php/Ground_Poly_Tutorial_for_the_year_2014+

https://www.fsdeveloper.com/forum/threads/gmax-and-the-tutorial-for-ground-polygons.440622/page-2


BTW: "Plasma" is a 3DSMAX / GMAX output format for a deprecated 3D content product line by the Discreet div. of Autodesk.:

https://investors.autodesk.com/news...eases-new-version-gmax-games-mod-software-new


Note as well that ADE GP-Editor by Don Grovestine has a workflow to create G-Polys which allows them to be seen in ADE GUI.



I recommend using Sketchup where you have considerable insight and practice over recent years ...via MCX G-Poly Wizard.


You may also wish to review linked info on how to achieve this type of object using Sketchup via Soarfly Concets' tutorials

https://www.youtube.com/c/Soarflyconcepts/videos


https://www.google.com/search?q=soa...B6QYwgcJMC4xMC4yMC4yyAdq&sclient=gws-wiz-serp


FYI: Bill Womack's tutorial "Creating High-Detail FS Ground Polygons" on IBlueYonder / SimPilot websites are no longer online.

GaryGB
 
Last edited:
Did you start up GMax via the GamePack shortcut? Else you will not have the BGL format available to choose from.
 
Yes, I started it via the GamePack on my desktop. When I open Gmax, it says FS2002 GamePack at the top left. So, I assume I'm opening it via the GamePack. But there's still no BGL to choose from and I don't why. Are there other reasons that could cause this? I do have the gamepacks for FS2002, FS2004, and FSX, all installed. Could it be that the SDK is in the wrong location, and If so, where should it be placed?

Ken.
 
Last edited:
Hi Ken:

Bill Womack's tutorial targets FSX, but any G-Poly imported via Arno's MCX Ground Polygon Wizard can target FS2Kx-P3D.

Hi Gary,
Thanks so much for posting these links. I'll definitely check them out. Yes, I knew Bill Womack's tutorial was targeting FSX. I was just using the GamePack FS2002 because that's what Bill was using in his tutorial. I did not use the FS2004 nor the FSX gamepacks because it's export uses the MDL and not bgl. The problem is that there's no BGL to choose from in my Gmax FS2002 and it should be there. There's got to be a reason why it's not there.

NOTE: IMHO, do not create FSX native MDL-based G-Polys as they have numerous display issues; use SCASM / ASM FS8-type.

That's what I've heard and been reading about. But I'm not familiar with the use of SCASM/ASM FS8 Types, what that's all about, and how to use it. I very much like to learn more about it.

BTW: "Plasma" is a 3DSMAX / GMAX output format for a deprecated 3D content product line by the Discreet div. of Autodesk.:

I'm glad to know that.

I recommend using Sketchup where you have considerable insight and practice over recent years ...via MCX G-Poly Wizard.

I still do on occasions but I'm beginning to like Gamx as well, since I've learned a lot from using it. But I curious if Gmax has layer capabilities as in Sketchup. I'm still trying to learn more about modeling in Blender.

FYI: Bill Womack's tutorial "Creating High-Detail FS Ground Polygons" on IBlueYonder / SimPilot websites are no longer online.

GaryGB

Yes, you're right.

Ken.
 
Yes, I started it via the GamePack on my desktop. When I open Gmax, it says FS2002 GamePack at the top left. So, I assume I'm opening it via the GamePack. But there's still no BGL to choose from and I don't why. Are there other reasons that could cause this? I do have the gamepacks for FS2002, FS2004, and FSX, all installed. Could it be that the SDK is in the wrong location, and If so, where should it be placed?

Ken.
It's really a long time ago I used the FS2002 gamepack, I do sometimes still use the FS2004 one.
Are you really making something for FS2002? Because else there is probably no need to use the old one.
 
Hi Ken:

Arno's ModelConverterX (aka "MCX") Ground Polygon Wizard (aka "G-Poly Wizard") can import most FS2Kx 3D Models and control all necessary parameters to configure G-Poly output in legacy FS8 (aka FS-2002) BGL format.

Regardless of whether you use GMAX or Sketchup to 3D model the flat, level G-Poly, IMHO, your best results will be achieved by using legacy FS8 (aka FS-2002) BGL format via MCX G-Poly Wizard.

You have not yet stated, IIRC, which version of FS you are targeting for output of your G-Poly(s); we will need to know, so we can advise you on how to configure MCX G-Poly Wizrd for output. ;-)

GaryGB
 
Hi Ken:

Arno's ModelConverterX (aka "MCX") Ground Polygon Wizard (aka "G-Poly Wizard") can import most FS2Kx 3D Models and control all necessary parameters to configure G-Poly output in legacy FS8 (aka FS-2002) BGL format.

Regardless of whether you use GMAX or Sketchup to 3D model the flat, level G-Poly, IMHO, your best results will be achieved by using legacy FS8 (aka FS-2002) BGL format via MCX G-Poly Wizard.

You have not yet stated, IIRC, which version of FS you are targeting for output of your G-Poly(s); we will need to know, so we can advise you on how to configure MCX G-Poly Wizrd for output. ;-)

GaryGB

Hi Gary,

I am targeting the FS2002, and it's the Pro version. I'm just using it for learning purposes. You mentioned that my best results will be achieved by using the legacy FS8 FS2002 BG> format via MCX G-Poly Wizard. That's why I need to get the BGL in the Export File Type box. Well, I think I have this figured out, but I don't know if I done everything correctly. I got this information from the FS2004 GamePack text file entitled "Installing the FS2004 Gmax SDK over the FS2002 Gmax SDK." It appears to me that the files in the FS2002 GamePack are not placed correctly, or something to that effect. I followed what was outlined in the text file and the BGL option nows shows in the Export box. Here's the text file:

Installing the FS2004 Gmax SDK over the FS2002 Gmax SDK


1. Create a new folder in C:\Gmax\gamepacks called FS2002.
2. Create a new folder in C:\Gmax\gamepacks\FS2002 called plugins
3. Move MakeMDL.* from C:\Gmax\plugins into C:\Gmax\gamepacks\FS2002\plugins
4. Move FSMdlExp.DLE from C:\Gmax\plugins into C:\Gmax\gamepacks\FS2002\plugins
5. Create a new file in C:\Gmax\gamepacks\FS2002 called Gmax.ini with the following contents:

[Directories]
Fonts=gamepacks\FS2002
Scenes=gamepacks\FS2002
Import=gamepacks\FS2002
Export=gamepacks\FS2002
Help=Help
Expressions=gamepacks\FS2002
Sounds=gamepacks\FS2002
PlugCFG=gamepacks\FS2002
Heidi Drivers=Drivers
AutoBackup=autoback
Materials=gamepacks\FS2002\texture
GmaxStart=gamepacks\FS2002\scenes
Scripts=gamepacks\FS2002\scripts
[BitmapDirs]
Dir1=gamepacks\FS2002\textures
[XReferenceDirs]
Dir1=scenes
[Performance]
DeferredPluginLoading=0
UnitType=5
UnitScale=1.000000
AutoUnitConvert=0
[Utility Sets]
ModifierSetName0=
ModSetEntry0=1010183319 1606892208 307388827 306186243 1924876789 -1482568881 1470835552 1493529333 1855492501 1576747447 1698601430 1759998750 -1479269395 1692309753 -1923732607 0 1163371204 1600820 761473067 1521299528 929757223 190734547 81152088 382825757
ModifierSetName1=Gmax default
ModSetEntry1=307388827 306186243 1924876789 -1482568881 1470835552 1493529333 1855492501 1576747447 1698601430 1759998750 -1479269395 1692309753 -1923732607 0 1163371204 1600820 761473067 1521299528 929757223 190734547 81152088 382825757
CurrentModSet=0

6. Create a new file in C:\Gmax\gamepacks\FS2002 called plugin.ini with the following contents:
[Directories]
Standard Gmax plug-ins=StdPlugs\
Additional Gmax plug-ins=plugins\
FS2002=gamepacks\FS2002\plugins\
[Help]

7. Create a new shortcut in C:\Gmax\gamepacks\FS2002 called FS2002.lnk.
a. Edit the shortcut to have a ‘target’ of: %GMAXLOC%Gmax.exe -i gamepacks\FS2002\Gmax.ini -p gamepacks\FS2002\plugin.ini
b. Edit the ‘Start in’ directory of the shortcut to be: %GMAXLOC%

Note: When you installed the FS2004 gmax SDK, the setup program placed copies of gmax.ini, plugin.ini, and FS2002.lnk as described above in steps 5, 6, and 7 in the c:\gmax\gamepacks\fs2004\docs directory.


Step 1 says to Create a new folder in C:\Gmax\gamepacks called FS2002. That folder is already there.
Step 2 says Create a new folder in C:\Gmax\gamepacks\FS2002 called plugins. That folder did not exist in that location. It was in the Flightsim folder. So, I created a folder named plugins and placed MakeMDL and FSMdlExp.DLE to this folder, which is Steps 3 and 4.
Steps 5 says to Create a new file in C:\Gmax\gamepacks\FS2002 called Gmax.ini with the following contents, which is listed above. But there is already a Gamx.ini file in this folder, but it does not have the same contents listed above. In my Gmax.ini file, it says:

[Directories]
Fonts=C:\gmax\Fonts
Scenes=C:\gmax\Scenes
Import=C:\gmax\Meshes
Export=C:\gmax\Meshes
Help=C:\gmax\Help
Expressions=C:\gmax\Express
Sounds=C:\gmax\Sounds
PlugCFG=C:\gmax\PlugCFG
gmaxStart=C:\gmax\Scenes
Heidi Drivers=C:\gmax\Drivers
AutoBackup=C:\gmax\AutoBack
Materials=C:\gmax\MatLibs
Scripts=C:\gmax\Scripts
Startup Scripts=C:\gmax\Scripts\Startup
[BitmapDirs]
Dir1=C:\gmax\Maps
Dir2=C:\gmax\downloads
[Performance]
TransformGizmoRestoreAxis=0
SFMask=1
Degrade=0
ACIPalette=0
ActiveColorIndex=16
HorizTextButtons=1
FixedWidthTextButtons=1
TextButtonWidth=70
LargeButtons=1
CrossHairCursor=0
SpinnerWrap=0
UndoLevels=20
UnitType=1
UnitScale=1.000000
AutoPlayPreview=1
LockUILayout=0
AutoUnitConvert=0
AutoCross=0
AutoCrossDir=0
USDefaultUnit=0
UnitDispType=2
UnitDispMetricType=2
UnitDispUSType=3
UnitDispUSFraction=3
UnitDispCustomName=FL
UnitDispCustomValue=660.000000
UnitDispCustomUnit=1
RealTimePlayback=1
PlayActiveOnly=1
[PlugInKeys]
Enabled=1
[CommandPanel]
Columns=1
RollupBreakThreshold=50
[Modstack]
Visible=0
ModStackHeight=128
ShowAllIcons=0
ShowAllSets=1
[WindowState]
GFXType=HEIDI
GFXRenderer=SZB7.hdi
GFXDevice=GDI7.hdi
Size=800 600
Place=130 130
Maximized=1
SaveUIonExit=1
[CustomMenus]
FileName=C:\gmax\UI\MaxMenus.mnu
[Material Editor]
AmbientColor=0.000000 0.000000 0.000000
[ObjectSnapSettings]
DisplaySnapMarkers=1
SnapMarkerSize=15
SnapMarkerColor=0.000000 1.000000 1.000000
UseAxisConstraints=0
SnapToFrozen=0
[62f565d6,110a1f97]
ObjectSnapPluginState=1 0
[24960fd5,343a4913]
ObjectSnapPluginState=0 0
[1f120de7,30bc716f]
ObjectSnapPluginState=0 0
[52256183,106b5fda]
ObjectSnapPluginState=0 0 0 0 0 0
[MaterialBrowserDialogPosition]
ModalDimension=790 265 340 509
Dimension=52 151 497 509
Maximized=0
[MtlEditorPosition]
MainWindow=1159 64 376 497
[MAXHistoryList]
DefaultType=AllFormats
Count=3
History_00=C:\gmax\Scenes
History_01=C:\Users\Admin\Desktop\Plum Island Project
History_02=C:\Users\Admin\Desktop\KDFW Model\BMP Textures - 24 bits
[ImageFilePicker]
EnablePreview=1
SequenceFlag=0
MaxHistory=16
[SpinnerPrecision]
SpinnerDecimals=3
[FileList]
File1=C:\gmax\Scenes\Plum Island 2B2_1.gmax
File2=C:\gmax\Scenes\Plum Island 2B2.gmax

My question is do I delete everything in this file and replace it with what's listed above in step 5, or do I just add it to the ini file?

Step 6 says to Create a new file in C:\Gmax\gamepacks\FS2002 called plugin.ini with the following contents:

[Directories]
Standard Gmax plug-ins=StdPlugs\
Additional Gmax plug-ins=plugins\
FS2002=gamepacks\FS2002\plugins\
[Help]

There's already a plugin.ini file but in my file, it says:

[Directories]
Standard gmax plug-ins=C:\gmax\StdPlugs
Additional gmax plug-ins=C:\gmax\PlugIns
[Help]

At first, I added the contents mentioned in step 6 to mine. When I try to open Gmax, I got an error message saying:

Loading Plugins

Class <Assign Vertex Colors> from <ApplyVC.dlu> has duplicate class ID: not loading.
This may be due to a duplicate plug-in path.
Continue showing this warning for other duplicates?

It gives me the option to click Yes or No. If I continue to click Yes, it shows more errors. If I click No, Gmax continues to open. I renamed the original plugin.ini to plugin_backup.ini and added the contents listed above in step 6 and I no longer get the error messages. But I want to be sure everything was done correctly. I don't know if I'm supposed to add the contents above when creating a new ini file or am I supposed to delete the contents shown and replace them with those listed above.
It tells me what to do but it doesn't consider the fact that I readly have the Gmax.ini and the plugin.ini and rather if I should add them or replace them.

Step 7, a and b, says to Create a new shortcut in C:\Gmax\gamepacks\FS2002 called FS2002.lnk.
a. Edit the shortcut to have a ‘target’ of: %GMAXLOC%Gmax.exe -i gamepacks\FS2002\Gmax.ini -p gamepacks\FS2002\plugin.ini
b. Edit the ‘Start in’ directory of the shortcut to be: %GMAXLOC%

I haven't done this part yet because I don't understand what it's saying here. I can create the ini file but there is nothing to edit.

So, it appears to me that the reason for the BGL not to show up in the Export box is because of missplaced folders and missed files and I don't know why it was installed this way in the first place.

Ken.
 
It's really a long time ago I used the FS2002 gamepack, I do sometimes still use the FS2004 one.
Are you really making something for FS2002? Because else there is probably no need to use the old one.

No, I'm just using FS2002 for learning purposes.
 
Hi Ken:

My point is, output from GMAX (or Sketchup) used to make a G-Poly , is best optimized via MCX for each FS2Kx version.

Notice in MCX Ground Polygon Wizard (aka "GPW") GUI, at least (5) FS2Kx versions are shown in that MCX Ground Polygon
configuration dialog box.

Other G-Poly tweaks may also be needed that are not shown in that dialog box, and may not be explained in the MCX PDF Manual.

Instead, they may require extensive review of older FS forum threads



The June 9, 2025 MCX Manual section on the G-Poly Wizard follows:

7.2 Ground polygon wizard
If you use normal scenery objects for your custom ground polygons they will typically flicker,
because the different textures have not been layered correctly. And for FSX and Prepar3D you
will also run into the issue of floating polygons due to the curve of the earth. The ground polygon
wizard, see Figure 7.2, is a tool that will help you to create a ground polygon BGL file without
these issues.

1750944217938.png


Figure 7.2: Ground polygon wizard

When using the wizard you will fill in all details of the window, the steps are:

1. Select the object that contains the ground polygons using the ... button. The check-boxes to
Project flat polygons and Filter out non-ground polygons affect how your object is
loaded from the specified file. By default both these options are enabled and that will give
the best results in general.

Projecting polygons on the ground means that all polygons for which the dot product of the
normal vector and the upwards normal is above the specified threshold value will be projected
onto ground level. This lowers them to the ground. So for example the roof of a house will
then become a ground plane.
Filtering out non ground polygons means that all polygons whose Z coordinate values are
not zero will be removed from the object.

2. Select the output BGL file for the ground polygon using the ... button.

3. After selecting the object to convert, the list of materials in the object will be filled. In this
grid you see the material name, layer, viability, night texture and seasonal texture status.

You can alter any of these columns to specify how the ground polygon should be created.

For FS2004 and FSX the layer values are positive and typically an increment of 4 is used
between the layers The higher the layer number the more priority the texture has. For
Prepar3D the layer values are negative, the more negative the number the higher the priority
of the texture is. The wizard will make sure that the numbering convention of the selected
output simulator is used, so if you enter positive layers, but export to Prepar3D that will be
fixed.

The visibility value indicates at which distance the polygon should become visible. This is
only supported for FS2004 and FSX output, else this column will be disabled.
The night texture (_LM) checkbox indicates if this material has a night texture assigned. You
will have to ensure yourself that the corresponding texture file also exists.
The seasonal texture checkbox indicates if this material has seasonal textures assigned. This
is only supported for FS2004, FSX and Prepar3D v4 output, else this column is disabled.

4. With the Convert textures checkbox you can indicate if the textures of the object should
be converted as well. If enabled, the output folder is specified in the textbox below (you can
use the ... button to select the folder). With the Overwrite existing textures checkbox
you can indicate if existing textures should be overwritten during the conversion.

5. Specify the position where the ground polygons should be placed. See section 13.1 for more
information about how to specify the position.

6. In the options section select for which FS version you want to create ground polygons. Certain
options might be disabled based on the version you select.

7. The Slice polygons checkbox determines if polygons should be sliced into pieces of 100
meter. To be able to follow the curve of the earth correctly your polygons need to be small
enough, so when you disable this option make sure you slice them in your modelling tool.

8. The Group polygons checkbox determines if polygons are grouped together. These grouped
polygons than become one object or reference point in the output BGL file. In general
grouping the polygons together for a given area improves the performance in the simulator.
With the textbox you can specify the size of the grid that is used for grouping.

9. The Optimize reference point checkbox determines if the reference point is placed optimally
in the center of the object. When grouping polygons this option is always enabled.

10. The Prevent autogen exclusion checkbox determines if your ground polygons should
prevent autogen object suppression or not. For FS2004 and FSX output a hack is used to
prevent the suppression, for other versions the BGLComp placement flag is used.

11. The DX10 compatibility checkbox determines if the FSX output is written in such a way
that it also works in DX10 mode of FSX. This however disables the use of night textures.

12. With the All textures _LM checkbox you can quickly enable or disable the night texture
status on all materials.

13. With the All textures seas checkbox you can quickly enable or disable the seasonal texture
status on all materials.

14. With the Define seasons button you open the editor to define the seasons, see section 6.11
for more details.

15. Once all settings are set, you can use the Convert button to start the creation of the ground
polygon BGL file.

With the Save settings button you can save all the settings that you made for the ground polygons
to a file, so that you can reuse them later when you want to convert the same object again. With
the Load settings button you can load them back in again.

GaryGB
 
Last edited:
Just emphasize Gary‘s comments, the model converter X ground polygon wizard accepts MDL files, so you can use the FS 2004 GMAX game pack. If you’re targeting FS 2002, I would choose FS 2004 as your choice in that dialogue box, since I believe that those ground polygons are identical.
 
Hi,

I pretty much understand the Ground Polygon Wizard and how to use it. The focus should be on Gmax and the tutorial, and I still haven't got any answers regarding what I've posted about Gmax. It seems to me that I'm getting information that is off topic rather than Gmax and answering my questions directly. I wish that everything stay on topic and the problem I'm having and not go off into another topic. Don't get me wrong and I appreciate the information very much. It just that it has not answered any of my questions. The focus should be on Gmax and it's folder structure and files that I've talked about in my last post. So, I'm still stuck right back from where I started.

I've decided to target FSX rather than targeting FS2002 for 2 reasons. I'm still using the FS2002 GamePack but I'm going to target FSX. One reason is that Bill Womacks tutorial is targeting FSX. The other reason is because when I tried to export my runway in Gamx using the BGL export, the bgl file would not show up in the FS2002 Addon Scenery, Scenery folder. Not only that, it never exported the asm files that were supposed to be exported along with the bgl file. Now this is another problem. So, I tried exporting the bgl file again, but this time into FSX Addon Scenery / Scenery folder. Now the bgl file shows but there are no asm files. In the tutorial, it says when the bgl file is exported, it will open the MakeBGL to enter the coordinates, heading, and make selections in the Options tab. In the Options, Bill says to uncheck Crash and tick Keep Files. In the MakeBGL Options in mine, there is a Crash box but there is no Keep Files box to check. When I click the Start button, it only exports the bgl file and there are no asm files. Bill says that clicking the Keep Files box and unchecking the Crash box will allow MakeMDL to save the two ASM files along with the BGL, which is crucial for the next step. But I do not see any asm files, just a bgl file. So I can't go any farther until this is rectified. I don't know way but I noticed that he says MakeMDL rather than MakeBGL. When the export button is clicked, MakeBGL opens, not MakeMDL.

Ken.
 
Other readers wishing to follow Bill Womack's tutorial that Ken refers to in this thread ...may download it here:

https://www.mediafire.com/file/r3mj...ating+High-Detail+FS+Ground+Polygons.zip/file


This is a FireFox saved 'web page, complete' with images, containing a *.html web page and *._files sub-folder.

Simply download and un-ZIP, then open the *.html web page in your favorite web browser.


NOTE: As mentioned above, Christian Stock's online SimPilot Magazine from which this archive is derived, no longer exists.


PS: Bill's original WordPress Blog, is on his iBlueYonder website; read about creating his 2B2 Plum Island RWY / scenery here:

https://iblueyonder.wordpress.com/page/8/

GaryGB
 
Last edited:
Back
Top