FSX FS2002 ground ASM limits

Horst18519

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#1
On my latest project I need a huge number of lines and lights in 2002-style (ASM tweaking). It looks like there's a limitation for objects or vertices in the ASM, is there?
I'll attach the _0 file for my taxiway centerlight objects. It's 2.685 planes in one file, is that too much for the BGLC?

In FSX I see several of them, but the majority seems to be placed at the ref point, not at their real locations. Same with the other file that contains the lines. With some approx. 150 lines it was ok, but with 300 or more, a lot of them are also placed at the refpoint (0/0/0), not at their real locations.
 

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arno

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#2
Hi Thorsten,

You would hit limits when you have more than 32000 (or was it 64000) vertices in the same material. But I see you only have 2500 vertices. So I would not expect that to be a problem.

I do notice that a lot of your triangles seem to use the same vertices. So that would place them all on top of each other. Almost looks like some offset is missing or so.
 

Horst18519

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#3
It's some 2.680 rectangles/planes, so there should be around 10.000 vertices with the same material, I also thought this should be ok. In my max scene they're correctly placed, it's after I export as an X file and compile to 2002 bgl that they get errand coordinates.

I just found out that the error is in the x file already. I experienced that if you export some parts of a huge scene the x file contains much more than the actual exported parts, this seems to be the case here, too. The file is almost 10MB big. I'll save the parts I want to export in a temporary scene first and will export them, maybe that solves the issue.
 

Horst18519

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#4
Well, I should've used your Ground Polygon Wizard in the first place. :eek:

Never really took the time to test it, I was happy with the manual tweaking and compiling of my files. But in this case the wizard is what the name suggests: :wizard: :)

Just one tiny thing: what's happening if I get those error messages:
"Unknown BGL opcode A6"
"This is an empty object!"

The first message doesn't seem to cause any trouble, but the second is actually right. After using the wizard the BGL file is 885kb in size, but seems to be empty.
 

arno

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#5
Hi Thorsten,

I will check what command A6 is, but probably it is not so important.

Do you see your object when you use the wizard? Because in that case you can also ignore the "is empty" message. That sometimes happens when you have multiple objects in the same file.
 

Horst18519

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#6
I can open the MDL in MCX and it's fine. But after using the wizard it does not show in MCX, just like an empty MDL. Other layers work, but it's not related to the layer number.
 

arno

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#7
It could be that you have mutliple objects instead of one single one after using the wizard. Did you try to use next object?

Else I need to take a look at it :)
 

Horst18519

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#9
I seem to have reached some limit, not sure which one. I had some 20.000 vertices in my lines MDL, using 2 different textures. I didn't get the 64.000 vertices error on compiling the MDL, but the wizard wasn't able to compile it anyway, probably the same issue I had at the start of this thread using the BGLC manually. A bit weird though that with the wizard I was able to compile the light planes but not the lines.

Anyway, I split the file into 2 files and now it works. I don't expect the performance to be different it you have some 250 lines in 1 file or seperated in 2 files.
 
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