ASM preventing autogen from ground polygon PROBLEM

mskhan1991

Resource contributor
So I made a custom landclass, using sbuilder9

Then applied ground polygons and this resulted in autogen disappearing due to big size of the polygons.

I tried the "SCALE_AGL OBJECT_0_RETURN, 0, 0, 0, 0, 0, 0, 0, 0, 0" tweak

Had the issued resolved for autogen but now I am getting textures bleed through from the custom ground polygons and greater in areas where the land rises from the default landclass. I've tried flattening/afcad but to no use.

Any help would be appreciated.
 

arno

Administrator
Staff member
FSDevConf team
Resource contributor
Hi,

Is this for fsx or fs2004?
 

mskhan1991

Resource contributor
this is for FS2004. This is really making me mad. Secondly the polygons are in editable mesh form in Gmax and not poly, does that affect the polygons?

sorry for the late reply i was admitted in hospital.
 

mskhan1991

Resource contributor
here is the code:
;compile with BGLC /BGL J:\Scenery Making\BGL 9\Doha_1.asm
header label word
dw 0001 ; 00 World set number
dd 0002AF2A6H ; 02 North bound
dd 0002AB92EH ; 06 South bound
dd 024AB201CH ; 10 East bound
dd 024AB201AH ; 14 West bound
dw 20 dup(0)
dd (offset OBJECT_DATA) - (offset header)
dw 33 dup(0)

OBJECT_DATA label word
db 21 ;;LATBAND_REL
dw 0155Ch ;;lat min (inclusive) 512M units
dw 0157Ah ;;lat max (exclusive)
dd (offset OBJECT_0) - (offset OBJECT_DATA)
db 0 ;;EOL
OBJECT_0 label BGLCODE
db 12 ; NEAR_FAR_HUGE_OBJECT_HEADER
dd 0002AD5EAh,024AB201Bh ; latitude,longitude
db 100 ; image power
dd (offset OBJECT_0_END) - (offset OBJECT_0)
OBJECT_0_START label word
ADDCAT OBJECT_0_SCALE, 4
OBJECT_0_FAIL label BGLCODE
BGL_JUMP_32 OBJECT_0_END
OBJECT_0_SCALE label BGLCODE
SCALE_AGL OBJECT_0_RETURN, 30000, 7356, 131072, 0002AD5EAh, 0853Ah, 024AB201Bh, 07010h, 0, 0
INSTANCE_CALL OBJECT_0_BEGIN, 0, 0, 0F05Bh
SCALE_AGL OBJECT_0_RETURN, 0, 0, 0, 0, 0, 0, 0, 0, 0
OBJECT_0_RETURN label word
BGL_RETURN
OBJECT_0_BEGIN label word
model_outside label BGLCODE
model_shadow label BGLCODE

LOD_0 label BGLCODE
BGL_JUMP_32 LOD_0L

model_inside label BGLCODE
BGL_RETURN
LOD_0L label BGLCODE
include J:\Scenery Making\BGL 9\Doha_1_0.asm



OBJECT_0_END label word
EOF
and here is the result

 

arno

Administrator
Staff member
FSDevConf team
Resource contributor
this is for FS2004. This is really making me mad. Secondly the polygons are in editable mesh form in Gmax and not poly, does that affect the polygons?
No, the mode in gmax does not matter. A polygon in the bgl is a polygon.

It is a long time ago that I made scenery for fs2004, I would have to look up again what the restrictions of the autogen tweak were. At first sight you applied it correctly. I'll check later, I am not behind my flightsim pc at the moment.
 

arno

Administrator
Staff member
FSDevConf team
Resource contributor
Hi,

I forgot to be honest.

How big is your bgl file? I have seen before that some tweaks only work on files that are not too big.
 

arno

Administrator
Staff member
FSDevConf team
Resource contributor
Hi,

Your code seems fine. I would try it first with less polygons, maybe only export part of the airport and see if that works.
 

mskhan1991

Resource contributor
i tried flattening the surface around the airport but to no use. I used only one layer but it seems that little hills are coming in between the runway area but when I press ctrl+s i can see the whole area has the problem. here a screen shot;

 

mskhan1991

Resource contributor
it doesnt happen with the default landclass, it happens only when i use sbuilder created landclass, excludes, flattens etc
 

arno

Administrator
Staff member
FSDevConf team
Resource contributor
Hi,

I am a bit confused, are we discussing a flatten problem here or a problem with autogen not showing? A flatten has no influence on autogen showing.
 

mskhan1991

Resource contributor
the problem i dont think rests with the asm tweaking, it has something to do with the sbuilder flatten. the shimmering is gone but the remaining part is of flatten and if you could help me on that, it would be grateful. btw, the solution to shimmering was not to use layer numbers 8,16,20 and 24......!
 
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