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FS2004 Help me...how to

Messages
34
Country
malaysia
Hello, I'm new here...

I' have some problem to create ground poly.
test1.jpg


After I create a plane and UVMap it, I Export this plane to bgl (FS2002 Gamepack)..Then, I insert the coordinate, heading..etc...in MakeMdl...

MakeMdl create 2 .asm file with one .bgl file.

I'm tweak the both of .asm file likes others designer make. Then, when I'm want to compile .asm file (not _0.asm) with BGLC_9.exe, .bgl file fail to create.

How to fix it?:confused:
 
Hi,

What are the errors you get when you compile?
 
Hi Arno,

MakeMDL compile successful and it create 2 .asm file and 1 .bgl file.

The problem is, when I want to compile ( eg: photo_base.asm) with BGLC_9..No bgl file create. It doesn't show any error report.:(

Problem with my BGLC_9 or ASM files?
 
Hi,

Most likely with the ASM files. Try to compile with BGLC_9 from the command prompt, that will show you the messages and errors from the compiler. So don't drag-and-drop the ASM files on BGLC_9.
 
Hi,

Most likely with the ASM files. Try to compile with BGLC_9 from the command prompt, that will show you the messages and errors from the compiler. So don't drag-and-drop the ASM files on BGLC_9.

Arno, I tried to compile BGLC_9 from CMD on Vista, but it's failed.

Yes Arno, I always drag and drop ASM file to BGLC_9..Sometime it work and sometime it fail.
 
Here my runway_base.asm

;compile with BGLC /BGL F:\gmax\gamepacks\fs2002\runway_base.asm
header label word
dw 0001 ; 00 World set number
dd 0000A77E6H ; 02 North bound
dd 0000A7028H ; 06 South bound
dd 048BDBD3AH ; 10 East bound
dd 048BDBD38H ; 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 00538h ;;lat min (inclusive) 512M units
dw 0053Ch ;;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 0000A7407h,048BDBD39h ; latitude,longitude
db 100 ; image power
dd (offset OBJECT_0_END) - (offset OBJECT_0)
OBJECT_0_START label word
IFIN1 OBJECT_0_FAIL, image_complex, 1, 32767
ADDCAT OBJECT_0_SCALE, 8

OBJECT_0_FAIL label BGLCODE
BGL_JUMP_32 OBJECT_0_END
OBJECT_0_SCALE label BGLCODE
SCALE_AGL OBJECT_0_RETURN, 30000, 991, 131072, 0000A7407h, 0F075h, 048BDBD39h, 09202h, 0, 0
INSTANCE_CALL OBJECT_0_BEGIN, 0, 0, 047D2h
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 F:\gmax\gamepacks\fs2002\runway_base_0.asm



OBJECT_0_END label word
EOF
 
And this is my runway_base_0.asm

;--------- WARNING - WARNING - WARNING - WARNING - WARNING - WARNING ---------
;
; This file was automatically generated from F:\gmax\gamepacks\fs2002\runway_base
; using the MakeMDL tool. Do not edit by hand, re-run the
; tool instead.
;
; generated on 10/03/10 11:36:40
;
;--------- WARNING - WARNING - WARNING - WARNING - WARNING - WARNING ---------
; BGL model for F:\gmax\gamepacks\fs2002\runway_base
;
; $Header:$
;
;----------------------------------------------------------------------------
;
; Final Status: 14 polys
; Alpha Status: 0 polys
; Light Status: 0 polys
; Library Status: 0 polys
;
; Start Time: 10/03/10 11:36:40
; Stop Time : 10/03/10 11:36:40
;
; Modeling units = 2.0000
; Radius = 990.7170
; Radius in meters = 990.7170
; Radius in modeling units = 1982
;
runway_base_top label BGLCODE
BGL_BEGIN 0800h ; version = 8.00
TEXTURE_LIST_BEGIN
TEXTURE_DEF TEXTURE_BUILDING , <255,255,255,255>, 11.108648, "RWY_BASE_03.BMP" ; 0
TEXTURE_LIST_END

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

VERTEX_LIST_BEGIN
VERTEX_DEF -46.000004, 0.000000, 1980.896118, 0.000000, 1.000000, 0.000000, -0.964021,63.545830 ; 0 part= 1 prim=0
VERTEX_DEF -46.000004, 0.000000, 1414.928101, 0.000000, 1.000000, 0.000000, -0.964025,45.532738 ; 1 part= 1 prim=0
VERTEX_DEF -46.000004, 0.000000, 848.960022, 0.000000, 1.000000, 0.000000, -0.964029,27.519642 ; 2 part= 1 prim=0
VERTEX_DEF -46.000004, 0.000000, 282.984009, 0.000000, 1.000000, 0.000000, -0.964033,9.506548 ; 3 part= 1 prim=0
VERTEX_DEF -46.000004, 0.000000, -282.984009, 0.000000, 1.000000, 0.000000, -0.964038,-8.506547 ; 4 part= 1 prim=0
VERTEX_DEF -46.000004, 0.000000, -848.960022, 0.000000, 1.000000, 0.000000, -0.964042,-26.519642 ; 5 part= 1 prim=0
VERTEX_DEF -46.000004, 0.000000,-1414.928101, 0.000000, 1.000000, 0.000000, -0.964046,-44.532734 ; 6 part= 1 prim=0
VERTEX_DEF -46.000004, 0.000000,-1980.896118, 0.000000, 1.000000, 0.000000, -0.964051,-62.545830 ; 7 part= 1 prim=0
VERTEX_DEF 46.000004, 0.000000, 1980.896118, 0.000000, 1.000000, 0.000000, 1.964051,63.545830 ; 8 part= 1 prim=0
VERTEX_DEF 46.000004, 0.000000, 1414.928101, 0.000000, 1.000000, 0.000000, 1.964046,45.532734 ; 9 part= 1 prim=0
VERTEX_DEF 46.000004, 0.000000, 848.960022, 0.000000, 1.000000, 0.000000, 1.964042,27.519642 ; 10 part= 1 prim=0
VERTEX_DEF 46.000004, 0.000000, 282.984009, 0.000000, 1.000000, 0.000000, 1.964038,9.506547 ; 11 part= 1 prim=0
VERTEX_DEF 46.000004, 0.000000, -282.984009, 0.000000, 1.000000, 0.000000, 1.964033,-8.506548 ; 12 part= 1 prim=0
VERTEX_DEF 46.000004, 0.000000, -848.960022, 0.000000, 1.000000, 0.000000, 1.964029,-26.519642 ; 13 part= 1 prim=0
VERTEX_DEF 46.000004, 0.000000,-1414.928101, 0.000000, 1.000000, 0.000000, 1.964025,-44.532738 ; 14 part= 1 prim=0
VERTEX_DEF 46.000004, 0.000000,-1980.896118, 0.000000, 1.000000, 0.000000, 1.964021,-62.545830 ; 15 part= 1 prim=0
VERTEX_LIST_END


; NonAlpha
runway_base_NonAlpha label BGLCODE
MATERIAL 0,0 ; <255,255,255,255> RWY_BASE_03.BMP;;;
DRAW_TRI_BEGIN 0, 16
DRAW_TRI 12, 11, 4 ; poly=8 part=1
DRAW_TRI 15, 14, 7 ; poly=2 part=1
DRAW_TRI 5, 6, 13 ; poly=3 part=1
DRAW_TRI 14, 13, 6 ; poly=4 part=1
DRAW_TRI 4, 5, 12 ; poly=5 part=1
DRAW_TRI 13, 12, 5 ; poly=6 part=1
DRAW_TRI 3, 4, 11 ; poly=7 part=1
DRAW_TRI 6, 7, 14 ; poly=1 part=1
DRAW_TRI 2, 3, 10 ; poly=9 part=1
DRAW_TRI 11, 10, 3 ; poly=10 part=1
DRAW_TRI 1, 2, 9 ; poly=11 part=1
DRAW_TRI 10, 9, 2 ; poly=12 part=1
DRAW_TRI 0, 1, 8 ; poly=13 part=1
DRAW_TRI 9, 8, 1 ; poly=14 part=1
DRAW_TRI_END
BGL_END
BGL_RETURN



;--------- WARNING - WARNING - WARNING - WARNING - WARNING - WARNING ---------
;
; This file was automatically generated from F:\gmax\gamepacks\fs2002\runway_base
; using the MakeMDL tool. Do not edit by hand, re-run the
; tool instead.
;
; generated on 10/03/10 11:36:40
;
;--------- WARNING - WARNING - WARNING - WARNING - WARNING - WARNING ---------
 
Hi,

The changes you made look fine. But did you maybe move the ASM files to a different folder after exporting them?

The first ASM has this line with an absolute path:

include F:\gmax\gamepacks\fs2002\runway_base_0.asm

If you change it to:

include runway_base_0.asm

You can compile them in any folder.
 
Arno, it's work.....Thanks for help and I appreciate that...:)

Other question Arno,
How to enable taxi and runway light during dusk till down on ground poly??? Sorry, because I'm an beginner in GMAX design.
 
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