- Messages
- 80
- Country
-
I develop for cfs2 and would like a little understanding of what I done with the asm code ,why it works, and is there a easier way. Objects in gsl scenery do not show night textures. I found a work around. The first object I do give the material the bright_name, when I save the asm, no mention of bright_ and is not bright in the game.
I then texture a object with the built in gmax white material and give the material opacity of 1. I then copy MATERIAL_DEF 0.000000,0.000000,0.000000,0.007843, 0.000000,0.000000,0.000000, 0.000000,0.000000,0.000000, 0.992157,0.992157,0.992157, 0.000000 ; 0 and past MATERIAL_DEF 0.000000,0.000000,0.000000,0.007843, 0.000000,0.000000,0.000000, 0.000000,0.000000,0.000000, 0.992157,0.992157,0.992157, 0.000000 ; 0 to the third object.
Hoping this is legible.
FIRST OBJECT
; Modeling units = 2.0000
; Radius = 60.0000
; Radius in meters = 60.0000
; Radius in modeling units = 121
;
fire_top label BGLCODE
BGL_BEGIN 0800h ; version = 8.00
TEXTURE_LIST_BEGIN
TEXTURE_DEF TEXTURE_AIRCRAFT , <255,255,255,255>, 185.952416, "RJ_EFFECT.BMP" ; 0
TEXTURE_LIST_END
MATERIAL_LIST_BEGIN
MATERIAL_DEF 1.000000,1.000000,1.000000,1.000000, 0.392157,0.392157,0.392157, 0.000000,0.000000,0.000000, 0.000000,0.000000,0.000000, 0.000000 ; 0
MATERIAL_LIST_END
SECOND OBJECT
; Modeling units = 2.0000
; Radius = 60.0000
; Radius in meters = 60.0000
; Radius in modeling units = 121
;
bright_top label BGLCODE
BGL_BEGIN 0800h ; version = 8.00
MATERIAL_LIST_BEGIN
MATERIAL_DEF 0.000000,0.000000,0.000000,0.007843, 0.000000,0.000000,0.000000, 0.000000,0.000000,0.000000, 0.992157,0.992157,0.992157, 0.000000 ; 0 MATERIAL_LIST_END
THIRD OBJECT
; Modeling units = 2.0000
; Radius = 60.0000
; Radius in meters = 60.0000
; Radius in modeling units = 121
;
fire_top label BGLCODE
BGL_BEGIN 0800h ; version = 8.00
TEXTURE_LIST_BEGIN
TEXTURE_DEF TEXTURE_AIRCRAFT , <255,255,255,255>, 185.952416, "RJ_EFFECT1.BMP" ; 0
TEXTURE_LIST_END
MATERIAL_LIST_BEGIN
MATERIAL_DEF 0.000000,0.000000,0.000000,0.007843, 0.000000,0.000000,0.000000, 0.000000,0.000000,0.000000, 0.992157,0.992157,0.992157, 0.000000 ; 0 MATERIAL_LIST_END
I then texture a object with the built in gmax white material and give the material opacity of 1. I then copy MATERIAL_DEF 0.000000,0.000000,0.000000,0.007843, 0.000000,0.000000,0.000000, 0.000000,0.000000,0.000000, 0.992157,0.992157,0.992157, 0.000000 ; 0 and past MATERIAL_DEF 0.000000,0.000000,0.000000,0.007843, 0.000000,0.000000,0.000000, 0.000000,0.000000,0.000000, 0.992157,0.992157,0.992157, 0.000000 ; 0 to the third object.
Hoping this is legible.
FIRST OBJECT
; Modeling units = 2.0000
; Radius = 60.0000
; Radius in meters = 60.0000
; Radius in modeling units = 121
;
fire_top label BGLCODE
BGL_BEGIN 0800h ; version = 8.00
TEXTURE_LIST_BEGIN
TEXTURE_DEF TEXTURE_AIRCRAFT , <255,255,255,255>, 185.952416, "RJ_EFFECT.BMP" ; 0
TEXTURE_LIST_END
MATERIAL_LIST_BEGIN
MATERIAL_DEF 1.000000,1.000000,1.000000,1.000000, 0.392157,0.392157,0.392157, 0.000000,0.000000,0.000000, 0.000000,0.000000,0.000000, 0.000000 ; 0
MATERIAL_LIST_END
SECOND OBJECT
; Modeling units = 2.0000
; Radius = 60.0000
; Radius in meters = 60.0000
; Radius in modeling units = 121
;
bright_top label BGLCODE
BGL_BEGIN 0800h ; version = 8.00
MATERIAL_LIST_BEGIN
MATERIAL_DEF 0.000000,0.000000,0.000000,0.007843, 0.000000,0.000000,0.000000, 0.000000,0.000000,0.000000, 0.992157,0.992157,0.992157, 0.000000 ; 0 MATERIAL_LIST_END
THIRD OBJECT
; Modeling units = 2.0000
; Radius = 60.0000
; Radius in meters = 60.0000
; Radius in modeling units = 121
;
fire_top label BGLCODE
BGL_BEGIN 0800h ; version = 8.00
TEXTURE_LIST_BEGIN
TEXTURE_DEF TEXTURE_AIRCRAFT , <255,255,255,255>, 185.952416, "RJ_EFFECT1.BMP" ; 0
TEXTURE_LIST_END
MATERIAL_LIST_BEGIN
MATERIAL_DEF 0.000000,0.000000,0.000000,0.007843, 0.000000,0.000000,0.000000, 0.000000,0.000000,0.000000, 0.992157,0.992157,0.992157, 0.000000 ; 0 MATERIAL_LIST_END