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Dynamic Scenery - DynKit

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Hi, All

Does anyone know where to get DynKit?

It is relatated to making dynamic scenery.

I got it working, and have made dynamic scenery with DOD (Dynamic Object Designer), but its libraries contain objects that don't work so well in FS2004, altitude-wise.

It is great to see several little vehicles going around my airports in FS2004, but I want them to be on the ground, not 1 metre in the air.

If someone knows where DynKit is available, I'd appreciate very much.

Fern
 
Unfortunately it appears to no longer be available, or at least my googling hasn't yielded any source for it... :(
 
DynKit

Hi, n4gix

It may not be "available" in too many sites, but I am sure it is out there, and someone may have it. Considering that it was freeware from the beginnig, somoeone will have it and can pass it on to me.

Thanks, n4gix

Fern
 
Hi Fern:

I've been interested in tinkering with the legacy dynamic scenery tools as well, and have enjoyed reading your recent posts on the topic. :)

I have found just about every legacy freeware FS static and dynamic scenery creation utility for FS5 on up, to be available for download on the internet... but not DynKit, thus far.


I ran across several references to DynKit (mostly via old links on Abacus' site); it apparently was written by Konstantin Kukushkin, author of a number of FS commercial add-ons published by Abacus and Flight1 (most notably EZ-Scenery and Instant Scenery), but the links to that older part of his website are no longer working. :scratchch

Possibly someone with connections to him might inquire as to whether he'd be willing to make it available for download by interested parties again ? ;)

PS: Assuming it's freeware, if you 'end up' with a copy of DynKit, could I get it from you, perhaps ? :o

GaryGB
 
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DynKit

Hi, Dick!!!

Thanks for the lightning, fulminating, fast, no-nonsense answer!!!:D



And GaryGB

It looks like YOU are trying to do some dynamic scenery... Is that true? Perhaps we could exchange what we found so far. Let me know.

Fern
 
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Hi Fern:

I couldn't get it to install on Windows XP Pro yet. :(

I got some error messages I'm sorting through related to InstallShield, and AVG is throwing a (probably false positive) alert about a Trojan in one of the files it launches into the TEMP folder during setup. :confused:

Hopefully I can make more progress with this one soon; and I would be glad to discuss some dynamic scenery subjects (although I must confess I'm a newcomer to that aspect of the legacy methods and SCASM coding in general). :)

GaryGB
 

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Dynamic Scenery

Hi, Gary

Great to hear that someone else is interested! I don't know why FS9 more or less abandoned Dynamic Scenery, and it can add so much to the whole thing.

Here is where I stand at the moment.

1. I have a "test" PC, where I don't care much what happens. I will try to install DynKit there and let you know what the result is. If I learn anything about the problem you had, I will let you know.

2. I have found out a few things, mainly that I couldn't manage to create a library, not so far, anyway. I have another thread going and I just received a reply from another fellow who's helping. If I make any progress there, I will let you know. Unfortunately this one is still just creating a library of objects, not of DYNAMIC objects (hence DynKit).

3. Even if all else fails, I have managed to find a few vehicles that work reasonably well in FS9. The 5 libraries made by the same guy who created Dynamic Object Designer has many vehicles and aircraft, but they appear about 1 metre above the ground and there was nothing I could do to make them go down. The library of objects I found is called DIDL01.bgl and it has a few trucks. Because the paint was too "specific", I re-painted them, but that was trivial compared to the hassle of making the whole thing work.

4. FS will not accept more than one dynamic scenery bgl per area. You have to add all your dynamic vehicles (or aeroplanes, if you are using them) in the same bgl. Fortunately, that isn't very difficult.

5. I created a seed sca file with Dynamic Object Designer and have been editing it by hand ever since. It is reasonably easy to do it, once you figure out a few details, which I can pass onto you, if you want.

6. SCASM has the documentation available (even specifically for Dynamic Scenery), but not all the commands work. Actually, the one that would make life very easy (MoveToPos) doesn't work at all. I have to enter all the moves by entering so many metres east/west and so many metres north/south.

7. So, I created a bit of a spread sheet with OpenOfficeCalc (free), and in it I enter the distance to go and the true direction (not magnetic), and the thing gives me the east/west and north/south numers, already with signs, which I just copy and past onto my sca.

8. SCASM compiles it with no problem and there is my little truck, going around my North Bay airport, just like I wanted it to.

Now the only thing missing is being able to create my own vehicles.

Oh, by the way, the library that comes with FS9, which seems to be the same that was in FS95, FS98, FS2000, FS2002, has one fuel truck and a few aircraft that you can, believe it or not, make fly. The helicopter can be made to fly more like a helicopter than you can make with "traffic".

There you go. I'll let you know as soon as I have DynKit working, if I manage.

Fern
 
DynKit installed and working

Hi, Gary and Dick

I got DynKit installed and, apparently, working.

It is not very difficult to make it go. Actually, I didn't have to do anything other than install it and then try the buttons here and there.

Now.

I used one of the older macros that I have of a little truck.

1. The DynKit instructions say to create a bgl with the macro, locating it at position Lat 0 and Lon 0. I did that.

2. Then, using this bgl, create the library. It created the library of one object, in bgl format. I then de-compiled it to look inside, and it looked just like the DynLib I have been using for testing.

3. I, then, created a bgl to generate the dynamic scenery. First I used the Cessna in the DynLib, and it worked. Than I changed to the Learjet, just to confirm, and it worked.

4. But when I used the object id of the library with my little truck, nothing appeared.

I have no idea why it isn't working and, quite frankly, I am at a loss here, guys.

If you have any other suggestions, I will greatly appreciate.

Fern
 
Object not a pure FS98

You are probably right, Tom.

I am getting to the end of my rope on this one. Not too many people as interested in Dynamic Scenery as I am, I guess.

That fellow who made the Bremen airport EDDW impressed the wits out of me (and everyone I showed it to), because it works fantastic in FS2004.

I can make dynamic scenery showing the objects of DYNLIB.bgl (library native to FS?? through FS2004), and I can also make it with a few other libraries I found. Problem is that none of these had night textures. The Bremen airport vehicles all have night textures and look beautiful, and I'd like to make a few trucks like that.

Still hoping for a some help. C'mon, fellows, someone out there must know how to do this...

Fern
 
The truck object you made from your other post was already a dynamic object... there would be no need to use DynKit on it to make it into a dynamic object again.

Here's some other ideas...

You could use FSDyn! to make the movement BGLs:

FSDyn

You'll need the Fltrec.dll for FS2004:

FLTREC

Here's an old avsim post on some of this:

http://forum.avsim.net/topic/78503-dynamic-scenery/

Perhaps a better idea is BusyObjects:

BusyObjects

BusyObjects will take a 'normal' object and add movement to it. It works in FS2004... but I think it may loose the objects shadows.

It's been a very long time since I fooled with any of this. FSX missions really has put an end to dynamic scenery.

Dick
 
Movements are easy

Hi, Dick and all

Making the movements isn't the problem, I can do that. I have managed to create fairly accurate movements, turns, etc. The trucks [and a helicopter] go around exactly the way I want, at the speed I want,etc., but always using the libraries that already exist, such as DYNLIB.bgl (comes in FS9) and a couple of others I got off the Net.

My problem IS creating the library with an object that will appear. Even after you taught me to create the library with the truck, which I did, I used a "standard" movement file I made, compile it with scasm, and the truck doesn't show. I change the object ID number to any of the objects in DYNLIB.bgl or in one of the libraries I got off the net, and the object shows, no problem, going around exactly as I tell them.

Therefore, my problem is with the creation of the library or the object in the library.

I will try BusyObjects to see what that does. You are correct, DynKit is not what I need. It creates libraries with my objects, but they don't show either.

There seems to be a trick to what object will be accepted by the "Area 15" thing, and my truck isn't one of them (or any of the other objects I tried). That is the trick I need to know.

If you have any ideas along those lines, let me know.

I'll try BusyObjects to see what that does.

Thanks

Fern
 
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Have you been able to make any scenery object into a dynamic library object?

You could try using something like an FS98 or FS2000 drivable truck (for FSTraffic, etc.) and try to make a library object out of that?

Here's an example:

http://www.flightsim.com/kdl.php?fid=37229

Hope this helps,
 
Hi Fern:

Sorry I haven't been able to contribute much here as of yet; this complex subject would seem to merit considerable in-depth review and first-hand testing by me prior to my venturing any troubleshooting insights that I'd intend to be meaningful. :o


On a practical basis, though, if I were going to add dynamic scenery to FS9, I'd consider use of FS-Enhancer (originally published by LAGO), or AES / AES-Lite by Oliver Pabst, (still published by Aerosoft) for greater control, and so that both animated objects and sounds could be achieved (with moving shadows ?). :idea:


The custom Python-derived engine from Umberto Colapicchioni of FSDreamTeam / Cloud9 may also merit consideration (although IIRC their use of shadowing with dynamic / animated objects is more limited than that by Oliver Pabst's methods ?).


IIUC, the FS2004 work done by Oliver Pabst at some German airports, Emma Field, various Georenders, and in AES products... use Maurizio Gavioli's VistaMare legacy "ViMa" or "IScn" IntelliScene Modules for scheduling, buffering etc. in conjunction with very sophisticated SCASM dynamic library coding based on FSRegen type objects derived from FS2002 GMax version 1.1.

This technology has also reportedly been ported over to FSX by Maurizio Gavioli and Oliver Pabst within the last year or so.

To see just how well this method works, BOTH the FS2004 and FSX versions of Aerosoft's LOWI "Approaching Innsbruck" packages have (2) trains with multiple passenger cars that pass each other in opposite directions, precisely following curves in the rail bed past animated rail crossings complete with sound and flashing lights ! :eek:

The Innsbruck trains and other dynamic objects can be seen here: :cool:

http://www.youtube.com/v/OyxW46DPk2E&hl


Examination of the BGLs used in the FSX version of that package indicate that SCASM is still being used successfully to do these things in FSX as it was in FS2002 and earlier. ;)



BTW: For future consideration in FSX, Aerosoft's "Andras Field" package has shown how developer Andras Kozma used current GMAX / 3DSMax methods to produce complex and yet very realistic animations (with accompanying sound via other methods external to the MDL file), that run with remarkable fluidity... without killing FSX frame rates.

The Andras Field animations can be seen here:

http://www.youtube.com/watch?v=r5pEp2XeuW4


IMHO, these developers are "movers and shakers" in the FS world, whose methods merit consideration for future FSX development. :p



For FS9 implementation of very simple "silent" objects with or without shadows, I like the idea of being able to generate such tracks by capturing one's path via a flight recorder such as "fltrec" or perhaps an edited "FS-Recorder" type data file, while still being able to precisely control object turns and other parameters in animated tracks via vector or 3D editors before compilation.


Perhaps the "Busy Objects" methods for FS2004 best implements this hybrid approach, and helps one become oriented to GMAX / 3DSMAX methods for creating both dynamic scenery and animated objects that may also be possible to achieve in FSX through somewhat 'comparable' technology.


Alternatively, scheduling AI Traffic ground vehicles might work as well, seems preferred by some FS developers, and does allow rendering of greater model details with rudimentary associated sounds / effects.



As a relative beginner in such endeavors, I anticipate learning more about this rather specialized technology over time, and hope to see a utility and/or a set of GMAX / 3DSMAX scripts developed that simplifies the process for doing this in FS... as it seems to be a daunting topic to address for even the more advanced FS Developers here as well ! :)


Regards,

GaryGB
 
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