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Gate signs on the ground

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535
Country
germany
I know, we had this discussion before, but once again:

What is the best way for FS2004 to do the signs on the ground stating which gate you are.

Is it
a) with an API and SCASM Code or
b) with GMAX and a rectangle

I really tried to find some information about doing it with API's and SCASM, but I'm too dumb to find something useful. A also tried to read the SCASM-documenation ... I have no clue what to do ... :confused: :confused: :confused:

Please help!
 
Hi Georg,

I would say use the Fs2002 GMax gamepack with the source code tweak for ground polygons.
 
Are you sure, that the 2002 Gamepack will be supported by FS2006? I do not want to do the airports again in one year ... :rolleyes:


How about the scasm code? As far as I understand, it should be timeless, right?

Does anyone know a tutorial for scasm? I really don't get it :( just want to have rectangles showing a certain part of a texture file ...
 
Hi Georg,

Georg Aubele said:
Are you sure, that the 2002 Gamepack will be supported by FS2006? I do not want to do the airports again in one year ... :rolleyes:

No one can promise you that at the moment of course. But if the Fs2002 gamepack is no longer supported, then the SCASM code will not be as well. If you use the latest floating point SCASM commands then you get the same code as the Fs2002 gamepack. SCASM can not even create the Fs2004 format of the Fs2004 gamepack.

And when you start using the older SCASM code (like FSSC, AFW, etc still use), then the chance of it not being supported is even bigger then when you use the Fs2002 gamepack.
 
The downside of using GMax is that it could be a bit harder to place your object in the final scenery. You would have to find a good way to line it up with your other scenery elements (depends also on how you made those of course).

Unfortunately there isn't one tool that can do all we would want. So we willl have to mix different tools. But for creating small aprons and other small ground polygons I think GMax is the best choice at the moment. It gives you a lot of control over the texture mapping and uses the floating point commands.

Only for creating big airports and very complex layouts it is not perfect, as everything ends up in one reference point and for the performance that is not what we want. For small airports or only a few polygons it will not matter to much, but for big airports and total ground layouts it does.
 
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