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FSDS appron

Hi,

The FS2002 MakeMDL is enough. You have to tell MakeMDL though that you want to keep the source files, else the ASM files are not saved.

This doesnt seem to be the problem, I can get the ASM, the only thing I need to figure out is why it doesnt give me the correct ASM so that I can make the tweaking...

If nothing works, I ll just wait anxiously for your gPOLY!!!!! :D
 
Hi,

The FS2002 MakeMDL is enough. You have to tell MakeMDL though that you want to keep the source files, else the ASM files are not saved.



Gotcha..! Had to manually pass the .x file through MakeMDL and select Scenery, somehow FSDS assumes that everything is aircraft......Now will get down to it...
 
Hi,

The FS2002 MakeMDL is enough. You have to tell MakeMDL though that you want to keep the source files, else the ASM files are not saved.

Having set up the FS2002SDK, anyone know why FSDS3.5 calls MakeMDL2002while GMAX calls MakeBGL2002?

My results showed that even if I pass the FSDS-exported .x file through the MakeMDL2002 manually, it can still not produce the same ground polys that GMAX produces when you follow the standard procedure of export to .BGL.

Emilios
 
Thanks for this thread, it helped me tremendously so thought to share what worked:

1) I use FSDS v2.24 to compile the ground poly(s) in API format; FSDS v3 and above won't do this, hence reverting to the earlier version.

2) Open the resultant .api file(s) using MS Notepad. Follow the instructions posted by Gorchi above; particularly item #3, "You must remove ShadowCall() instruction and You must change PerspectiveCall( :PCall ) to LayerCall( :PCall 8 )". Make these changes and save the .api file(s).

3) I then add the modified .api files into SBuilder's scenery folder, ensuring the path is correct in SBuilder preferences, then place the polys as macro objects. A scenery .bgl is then compiled in SBuilder and added into the addon scenery folder of choice.

The result is groundpolys with absolutely no shadows bleeding from below, and both aircraft and building objects cast shadows atop them. A nice bonus being that these polys don't flicker even when viewing them from a distance. Hopefully I am not simply repeating the obvious, but wanted to share what worked. Once again, many thanks everyone for their help, this is a great resource here. (p.s. Everything works without a hitch in both FS2004 & FSX-SP2)
 
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Thanks for this thread, it helped me tremendously so thought to share what worked: QUOTE]

Many thanks for this guide indeed!

This might revive my interest in doing ground polys in FSDS again, as I have already switched to GMAX and 2002MDL method. Could I ask if you can handle multilayered ground polygons with that method? i.e. base layer at bottom and another layer with your markings on top of that by increasing the layer call by 4?

one problem with GMAx is the low resolution of the backdrop image, even if it is tiled in 1024x1024 images. FSDS 3.5 has a much better resolution when using backdrops to draw anything on top. Is the backdrop view supported in this older FSDS version? Although using SBUILDER seems even better, no need to bother about coordinates and such.....:)

Thanks again, this thread has indeed help me too!!

Regards
 
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Re: multilayered polys, I haven't a clue about that but it would seem to be skirting trouble, trying to force something to show through another object that's already there. Don't know for certain, but it might be better to try to fit everything around each other, sort of like a Tetris puzzle...as for backdrops, FSDS 2.24 does permit using them.

In the attached pic, the Canadian roundel & yellow ground markings behind the two fighters are among the groundpolys that now display shadows properly. The end result is well worth it.
 

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Re: multilayered polys, I haven't a clue about that but it would seem to be skirting trouble, trying to force something to show through another object that's already there. Don't know for certain, but it might be better to try to fit everything around each other, sort of like a Tetris puzzle...as for backdrops, FSDS 2.24 does permit using them.

In the attached pic, the Canadian roundel & yellow ground markings behind the two fighters are among the groundpolys that now display shadows properly. The end result is well worth it.

That's indeed very nice! good work..! the multi-layer is useful in case of runways and long taxiways and such....will post here if I find out a way to do multi-layers with that method...thanks for the info on FSDS2.24..
 
To come back to this old thread where I posted my first ever FSDeveloper question (!!!)......

After almost a year of ground polygon 'training', i decided that there is no substitute for gMAX I m afraid. Anyone willing to produce decent quality ground polygons for a custom airport must take the plunge! it really is rewarding..trust me
 
I actually stumbled upon an easy way to make ground poly's take a shadow. Simply add a transparency to the part by changing the material properties from "default" to "trans" and you're in business. You can use any alpha channel value up to pure white.
 
I actually stumbled upon an easy way to make ground poly's take a shadow. Simply add a transparency to the part by changing the material properties from "default" to "trans" and you're in business. You can use any alpha channel value up to pure white.

For FSDS? If so, how?
 
For FSDS? If so, how?

At least in FSDS 3.5.1 it is possible though I don't know if it is possible in earlier versions.

I'm not sure of the why's but applying a transparency seems to do the trick. Actually, you can use any greyscale value(s) for the alpha channel. I just used white (255,255,255) as an example so that the texture would be totally opaque
 
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