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Recent content by Stranger

  1. S

    FsX MDL format description

    Well, here is the progress so far: Right to left mirroring problem is solved by means of additional scale matrix applied to mesh: -1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1 The animation format is fully decoded and looks much more familiar now. Haven't tried to apply any animation yet as I...
  2. S

    FsX MDL format description

    That's it! All parts are in place. Thank you very much! Now I've discovered that model is flipped right to left. I also understand that to move control surfaces to neutral position the animation part have to be resolved. Am I right?
  3. S

    FsX MDL format description

    Thank you for clarification! I'll try to implement it in my code.
  4. S

    FsX MDL format description

    Thanks for the answer! Can we go through short example of actual data? ? Static matrix index AMAP 0: 1 0 AMAP 1: 1 1 AMAP 2: 2 2 AMAP 3: 2 3 AMAP 4: 2 4 AMAP 5: 2 5 AMAP 6: 2 6 Child Peer AMAP offset SCEN 0: 1 -1 0 0 SCEN 1: 2 11 8 0 SCEN 2: -1...
  5. S

    FsX MDL format description

    Hi guys, I've updated some parts of FSX MDL Wiki document. The text file attached contains descriptions of most MDL signatures posted by theisomizer. Actually I'm able to draw most of default objects although there still is a problem with static matrices in animated models. When applied...
  6. S

    Different surfaces in the same runway.

    Hi Lepo, Is that what you are looking for?
  7. S

    Cross plane objects

    Hi Sid, Here you can find a discussion on shading problem of cross-plane objects. I'd suggest you to use plane instead of box because even if you set box thikness to 0 it still has 12 polygons from which only 4 are used. You can use simple 1 section plane together with DS_ prefix for texture...
  8. S

    Lights inside a building

    There is a much simpler way to do lighted interior at night using textures only. Take a look on attached image to get an idea. Windows are cut using alpha channel.
  9. S

    How do I make a dome?

    Hi Sid, Converting to Editable Poly doesn't reduce poly count in FS. It renders triangles rather than polygons anyway. So only Editable Mesh polygon count gives you the real number. You can still reduce the number of polygons by deleting of hidden faces, using of simpler shapes and using...
  10. S

    Surface deleted...

    "Cap Holes" modifier caps holes in selected object ;) In other words it creates missing faces automatically using minimum possible number of triangles (polygons). It has one side effect - the object is converted to editable poly rather than editable mesh when modifier stack is collapsed...
  11. S

    Surface deleted...

    Cap Holes modifier may help you in such situation.
  12. S

    BGL Opcodes

    Good! Glad to be able to point to the right direction ;)
  13. S

    BGL Opcodes

    Have you took a look at BGLC_9_Source.htm, which is included in BGLC_9 archive? There you can find some info on BGL opcodes and data formats used by compiler. Let's do some research on mentioned opcode &HC4 for example. Search for '0C4h' string. It's found in following line...
  14. S

    error with BGLcomp in SceneGenX

    Following lines are incomplete: 00988 - <TaxiwayPath type = "UNKNOWN" start = "54" end = "53" width = "12.1898513499884" 00989 - weightLimit = "500000" ........./> 00990 - <TaxiwayPath type = "UNKNOWN" start = "55" end = "54" width = "12.1898513499884" 00991 - weightLimit = "500000"...
  15. S

    error with BGLcomp in SceneGenX

    Hi Cees, Looks like you have some unexpected character at line 990, 4-th character from the left. Probably you have forgot a quotation mark ("), equal sign (=) or any other formatting character. If you're unable to find the error, post a quote from your XML here including the problematic line...
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