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FS2002 groundpolys + autogen supression

Messages
6
I have looked at the threads here depending on my problem.
I'm working on a airport who is surrounded with wood.
I placed a fs2002 gmx groundpoly with fototexture and the problem is that the autogentrees are supressed in a wider range that I suggested.

I also read the thread where the advice was to change the boundingbox.
but I can't find this intersection (bounding box) in the asm.file. does this only work for xml? and if this does not work are there other tricks to bring the trees back.

I will show two pics in the afternoon, one only with afcad where the autogen is right and one with the fotoscenery where you can see the supressed range.
hope you can help. thx in advance.

Michael
 
Hi Michael,

The bounding box is something of the Fs2004 MDL format, so that will not help you here.

You might try the Fs2002 method of using a dummy RotatedCall command (can't remember the BGLC name of that command at the moment). This prevent all autogen exclusion in Fs2002, I guess that trick should still work.
 
Hi Michael,

The bounding box is something of the Fs2004 MDL format, so that will not help you here.

You might try the Fs2002 method of using a dummy RotatedCall command (can't remember the BGLC name of that command at the moment). This prevent all autogen exclusion in Fs2002, I guess that trick should still work.

arno, big thx for response. can you teach me how to create a dummy RotatedCall and how to implement it. this woulde be much appreciated!
THX

Michael
 
Hi Michael,

I will have to lookup the example code again, at the moment I am not behind my normal PC, so I will try to look it up later.
 
I think what you are looking for is the BGL_INSTANCE_CALL command.

______________________________________

;compile with BGLC /BGL Object_Placer.asm

header label word
dw 0001 ; 00 World set number
dd 00046F8C9H ; 02 North bound
dd 00046F8C7H ; 06 South bound
dd 0C1B36C08H ; 10 East bound
dd 0C1B36C06H ; 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 0237Ch ;;lat min (inclusive) 512M units
dw 0237Dh ;;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 00046F8C8h,0C1B36C07h ; latitude,longitude
db 100 ; image power
dd (offset OBJECT_0_END) - (offset OBJECT_0)
OBJECT_0_START label word
ADDOBJ OBJECT_0_SCALE
SHADOW_CALL OBJECT_0_SCALE
OBJECT_0_FAIL label BGLCODE
BGL_JUMP_32 OBJECT_0_END
OBJECT_0_SCALE label BGLCODE
SCALE_AGL OBJECT_0_RETURN, 10000, 12, 1048576, 00046F8C8h, 0E158h, 0C1B36C07h, 0CE21h, 0, 0
INSTANCE_CALL OBJECT_0_BEGIN, 00000h, 00000h, 03FFFh ;; added line here
BGL_RETURN
;; BGL_CALL OBJECT_0_BEGIN commented out
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

BGL_LIBRARY_CALL 0C545A2A7h,011D2E2ECh,01000849Ch,02AE60C5Ah ;;0.1 1024 0 VEH_air_bagcart1

;; include Object_Placer_0.asm commented out

OBJECT_0_END label word
EOF
________________________________________

So to make it a "Dummy" wouldn't you just make all the values 00000h ?

Lou
 
Hi Lou,

Yes, that is it. But the dummy means something different. You have to add the command after the normal drawing code (so after the BGL_CALL you commented out) and let it point to a label that only has a RETURN statement after it. So it calls nothing actually.
 
@lou and arno:

thx for this advice but i think i have not understand exactly what to do.
would it be ok to attach my ground.asm file that you can edit it in the right way?
your help is most appreciated!
Thx


Michael
 

Attachments

Last edited:
Hi Michael,

Try it like this (I have not tested it in FS, but this is how we used to do it):

Code:
    SCALE_AGL   OBJECT_0_RETURN, 10000, 809, 131072, 00064E8F9h, 0647Dh, 09CAE5DBBh, 09506h, 0, 0
    INSTANCE_CALL   OBJECT_0_BEGIN, 0, 0, 0E000h
    INSTANCE_CALL   OBJECT_0_RETURN, 0, 0, 0
OBJECT_0_RETURN label word
    BGL_RETURN

As you can see I placed a second INSTANCE_CALL command right below the first one. And it is only pointing to a BGL_RETURN command.
 
Arno, you da great GMAX GURU!! your advice did the trick, now the autogen shows exactly on his position, a big huge of thx!!!

can i did this the same way with fs9gamepack compiled objects?

Michael
 
Hi Michael,

No, the code of a Fs2004 MDL file is totally different and you can not use tweaks like this with them. But for these objects setting the bounding box to the correct size should prevent exclusion in a big area.
 
Hi Arno,

I have a suggestion, perhaps you should add this to the bottom of the Ground polygons with GMax tutorial on the WiKi.

Cheers
David
 
Good point will try to do so, but it is a Wiki so anybody who has the urge to do it can do so :).
 
Hello,

I'm using that "dummy rotation" trick for a while, but some kind of bug popped up just lately.
Can someone confirm that if you turn off Autogen, the tweaked ground polygon layers disappear?
As soon as I move the slider to "Sparse", the polys pop up again. They seem to be kind of linked to the autogen density when using that dummy rotation workaround.

Thanks!
Jeff
 
Hi Arno,

I have a suggestion, perhaps you should add this to the bottom of the Ground polygons with GMax tutorial on the WiKi.

Cheers
David

Please tell me if you cannot edit this yourself, I want to encourage use of the WIKI ;)
 
Hi Jeff,

I'm using that "dummy rotation" trick for a while, but some kind of bug popped up just lately.
Can someone confirm that if you turn off Autogen, the tweaked ground polygon layers disappear?
As soon as I move the slider to "Sparse", the polys pop up again. They seem to be kind of linked to the autogen density when using that dummy rotation workaround.

That is interesting and it would not really surprise me, as we are trying to fool the scenery engine here. I have not really tested this tweak in Fs2004 (last time I really used it was in Fs2002), so I will try to verify what you are seeing. Are you sure you are not jumping to wrong positions, as that will also give strange results.
 
Hi Arno,

Yes, code is correct and returns properly. It happens at all airfields I made. Some users of our LSZH Scenery also experienced this...

Jeff
 
I realize this is an old thread but after several forum searches, this thread is the closest to the issue I'm having. I'm having the same "challenge" in FSX - the autogen trees disappear around the airfield ground textures that I built using FS2002 method (Bill Womack's tutorial).

I tried Arno's Dummy Command method described for FS2004 above - it compiles to BGLs just fine but airfield orientation shifts - is off by something like 45 deg - and it appears that I've managed to suppress all the Autogen for many miles around the airfield. Complete devastation! :yikes: Only my added scenery remains.

Lou's method also compiles but I get the same orientation shift and no effect on the autogen (no "wide area devastation" but still suppressed in an area close to the airfield).

Any ideas on how to solve this in FSX?
 
Hi,

Adding a dummy rotatedcall does not work in FSX anymore. Adding an empty reference point at the end of your file seems to work though:

Code:
SCALE_AGL   OBJECT_0_RETURN, 0, 0, 0, 0, 0, 0, 0, 0, 0
 
Hi Arno,

Thanks for the tip. I tried it but I think I must be doing something wrong - still no autogen trees near the airport. Here's an example of my asm file for the runway - my understanding was to add the line you recommended at the end of the file (in red below):

Code:
OBJECT_0_START label word
    ADDCAT      OBJECT_0_SCALE, 12
OBJECT_0_FAIL label    BGLCODE
    BGL_JUMP_32 OBJECT_0_END  
OBJECT_0_SCALE label    BGLCODE
    SCALE_AGL   OBJECT_0_RETURN, 10000, 783, 131072, 0003F0D7Bh, 01F78h, 0130F4198h, 09859h, 0, 0
    BGL_CALL        OBJECT_0_BEGIN
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    C:\Program Files (x86)\Microsoft Games\Microsoft Flight Simulator X\Addon Scenery\Leros\Scenery\RWY_0.asm

OBJECT_0_END label word
[COLOR="Red"]SCALE_AGL   OBJECT_0_RETURN, 0, 0, 0, 0, 0, 0, 0, 0, 0[/COLOR]
EOF

I also tried it just above the "OBJECT_0_END label word" - still no joy.

I think I must not be placing this line in the right position in the .asm file(s).

I'm certain its not anything else suppressing the autogen because if I remove the airfield bgl files, all the autogen trees are there.

Any thoughts?
 
Hi,

I would try like this:

Code:
SCALE_AGL   OBJECT_0_RETURN, 10000, 783, 131072, 0003F0D7Bh, 01F78h, 0130F4198h, 09859h, 0, 0
BGL_CALL        OBJECT_0_BEGIN
SCALE_AGL   OBJECT_0_RETURN, 0, 0, 0, 0, 0, 0, 0, 0, 0

But this method is also a tweak and it does not always seem to work. I have seen cases where it did not and if I split the polygons in 3 smaller BGL files it did work.
 
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