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FSDS v3 Emissive material and Textures??

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unitedstates
Hi Arno,seems everywhere you turn with the new format..Mdl there is something new to try to figure out..OK ..I used to be able to make a part (emissive) glowing and apply a texture-place it in fs9 and the texture would glow..but with fsds v3 if you apply a texture over an emissive part and compile it as MDL the texture does not glow..It appears in the FSDS v3 work window as glowing but in fs9..dark..any clues??
 
Hi,

I am not a real regular FSDS user myself, so I would have to see the ASM code created by it to see if that explains this behaviour. Do you have an ASM file for me to look at? Then I can compare it with a GMax file for example.
 
Hi Arno..I ran this test object again as a different name and got a better asm file with more info below..thanks..Im sure anyone who has FSDS v3 could have this proB.

;--------- WARNING - WARNING - WARNING - WARNING - WARNING - WARNING ---------
;
; This file was automatically generated from C:\Documents and Settings\Owner\Desktop\BEST GAME\FS9\Scenery creators\FSDS X to MDL TESTING\A.x
; using the MakeMDL tool. Do not edit by hand, re-run the
; tool instead.
;
; generated on 01/02/06 08:52:33
;
;--------- WARNING - WARNING - WARNING - WARNING - WARNING - WARNING ---------
; BGL model for C:\Documents and Settings\Owner\Desktop\BEST GAME\FS9\Scenery creators\FSDS X to MDL TESTING\A.x
;
; $Header:$
;
;----------------------------------------------------------------------------
;
; Final Status: 4 polys
; Alpha Status: 0 polys
; Light Status: 0 polys
; Library Status: 0 polys
;
; Start Time: 01/02/06 08:52:33
; Stop Time : 01/02/06 08:52:33
;
; Modeling units = 1.0000
; Radius = 13.7657
; Radius in meters = 13.7657
; Radius in modeling units = 14
;
A_top label BGLCODE
texture_riff_start_A label word
db 'T','E','X','T'
dd texture_riff_end_A - $ - 4
TEXTURE_LIST_BEGIN
TEXTURE_DEF TEXTURE_BUILDING , <255,255,255,255>, 5.945719, "RJRAINBOWTESTTRANS2.BMP" ; 0
TEXTURE_DEF TEXTURE2_NIGHT , <255,255,255,255>, 5.945719, "RJRAINBOWTESTTRANS2_LM.BMP" ; 1
TEXTURE_LIST_END
BGL_RETURN
texture_riff_end_A label word


material_riff_start_A label word
db 'M','A','T','E'
dd material_riff_end_A - $ - 4
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
BGL_RETURN
material_riff_end_A label word


vertex_riff_start_A label word
db 'V','E','R','T'
dd vertex_riff_end_A - $ - 4
VERTEX_LIST_BEGIN
VERTEX_DEF -2.816000, 0.180000, -0.048000, 0.000000, 0.000000, 1.000000, 1.000000,0.000061 ; 0 part= 1 prim=0
VERTEX_DEF -2.816000, 0.180000, -0.072000, 0.000000, 0.000000,-1.000000, 0.000000,0.000061 ; 1 part= 1 prim=0
VERTEX_DEF -2.816000, 13.472001, -0.048000, 0.000000, 0.000000, 1.000000, 1.000000,1.000061 ; 2 part= 1 prim=0
VERTEX_DEF -2.816000, 13.472001, -0.060000, 0.000000, 0.000000,-1.000000, 0.000000,1.000061 ; 3 part= 1 prim=0
VERTEX_DEF 2.500000, 0.180000, -0.048000, 0.000000, 0.000000, 1.000000, 0.000000,0.000000 ; 4 part= 1 prim=0
VERTEX_DEF 2.500000, 0.180000, -0.072000, 0.000000, 0.000000,-1.000000, 1.000000,0.000061 ; 5 part= 1 prim=0
VERTEX_DEF 2.500000, 12.940001, -0.048000, 0.000000, 0.000000, 1.000000, 0.000000,0.960083 ; 6 part= 1 prim=0
VERTEX_DEF 2.500000, 12.940001, -0.072000, 0.000000, 0.000000,-1.000000, 1.000000,0.960083 ; 7 part= 1 prim=0
VERTEX_LIST_END
BGL_RETURN
vertex_riff_end_A label word


bgl_riff_start_A label BGLCODE
db 'B','G','L',' '
dd bgl_riff_end_A - $ - 4
LOD_0_A label BGLCODE

; NonAlpha
A_NonAlpha label BGLCODE
BGL_FTAG "RotateAroundX", 0.00 ; Node 1
BGL_CALL_32 A_RotateAroundX_1 ; Node 1 - RotateAroundX
BGL_END
BGL_RETURN


A_RotateAroundX_1 label BGLCODE
MATERIAL 0,0 ; <255,255,255,255> RJRAINBOWTESTTRANS2.BMP;RJRAINBOWTESTTRANS2_LM.BMP;;
DRAW_TRI_BEGIN 0, 8
DRAW_TRI 4, 2, 6 ; poly=2 part=1
DRAW_TRI 1, 5, 7 ; poly=3 part=1
DRAW_TRI 1, 7, 3 ; poly=4 part=1
DRAW_TRI 4, 0, 2 ; poly=1 part=1
DRAW_TRI_END
BGL_RETURN


bgl_riff_end_A label BGLCODE

;--------- WARNING - WARNING - WARNING - WARNING - WARNING - WARNING ---------
;
; This file was automatically generated from C:\Documents and Settings\Owner\Desktop\BEST GAME\FS9\Scenery creators\FSDS X to MDL TESTING\A.x
; using the MakeMDL tool. Do not edit by hand, re-run the
; tool instead.
;
; generated on 01/02/06 08:52:33
;
;--------- WARNING - WARNING - WARNING - WARNING - WARNING - WARNING ---------
 
Last edited:
Hi,

That was the ASM file I was looking for (so I have removed all the others, that made the thread harder to read).

If I look at that material list, it is clear that there is no emissive value in it. So if you are sure that you have set it in FSDS3, it could be that during export it gets lost.

I have just tried the same in GMax and it also seems to happen there, so maybe it is a problem of MakeMDL and not of FSDS3. You could try to add the emissive value manually in the ASM file.
 
ThankZ very much Arno..Your the man!! I have gotten it to work through asm
editing..I post what I change here below if someone looks for the same thing here one day

This is the portion of my file (Myfile_0.asm) that I change
BEFORE
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

AFTER MATERIAL_DEF 0.000000,0.000000,0.000000,1.000000, 0.000000,0.000000,0.000000, 0.000000,0.000000,0.000000, 0.800000,0.800000,0.800000, 0.000000 ; 0

This causes the object,texture and all to be lit emissive..in my case-a Rainbow object for placing in EZ-Scenery..there are still things to be worked out..I compiled it in FSDS v3 to only appear at DAY but it appears all day,dusk,night..and a strange thing after the tweak..the light on it shines at ony DAy and dusk and turns off at night leaving a dark object
I also wish to tweak it in MDL tweaker 2 for rotate to aircraft ect But I get this error -Below a pic..Thanks again
 

Attachments

  • fsscr004.jpg
    fsscr004.jpg
    31.5 KB · Views: 581
ThankZ Arno..I turned the Debug=1 to Debug=0 and still wont load..will try more after work..I like also hand tweaking the asm..do ya think there is a tutorial on it say for rotate to aircraft ect or setting distance?? :stirthepo
 
OK thanks Arno..got it working now..I thought you meant-change the debug for mdl tweaker to compile it right..I started from scratch with the debug=0 and all is a go even with asm tweaking..lOOki'n good from here on out..over and out
 
Once you get MDL Tweaker running, you can also use it for the condition and the rotate to user of course. Saves you from some manual tweaking :).

One other warning, it seems that the structure of the FSDS MDL files is slightly different. More translation matrices are used and any part that has just a matrix applied can no longer rotate to the user. So in the few tests I have done so far, the rotate to user tweak did not really work with FSDS objects.
 
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