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keeping the autogen.

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unitedkingdom
Hi

Does anyone know if it is possible to actually stop the bounding box of a model from excluding the autogen placed around my object in FSX? I'm working on photo scenery so I'm able to control where the autogen appears easily, but one of my larger gmax models compiled with FSX SDK has a large bounding box and will remove way too much of the autogen around it. I'd like to have the AG and gmax model exist happily together without any exclusion. Can it be done? :confused:
 
In FS9, we manually tweaked the .asm to reduce the bounding box size. In FSX I'm hopeful that when Arno gets around to MdlTweakerX, we'll be able to use that to adjust the bounding box in the model.

However reducing the bounding box by more than half can result in visibility issues: the object may disappear at the periphery of the view.

Jon
 
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Hi Jon

:) Thankyou for your reply. Yes , I can remember tweaking the bounding box in that way with FS9 asm code. But I was wondering if FSX had given us the ability to turn off the effect that the bounding box has on autogen. Or if it was now possible to manipulate the bounding box within Gmax itself perhaps.

Quite a while ago I found the below code somewhere and kept it because it looked like it might have some use with this. Though I'm not at all a coder myself ( copy & paste only really ) and I don't now remember the source.
Perhaps somebody knows if it is useful?

Code:
     <xs:sequence>
           <xs:element name="NoAutogenSuppression" 
type="ctNoAutogenSuppression" minOccurs="0" maxOccurs="1" />
           <xs:element name="NoCrash" type="ctNoCrash" minOccurs="0" 
maxOccurs="1" />
           <xs:element name="NoFog" type="ctNoFog" minOccurs="0" 
maxOccurs="1" />
           <xs:element name="NoShadow" type="ctNoShadow" minOccurs="0" 
maxOccurs="1" />
           <xs:element name="NoZWrite" type="ctNoZWrite" minOccurs="0" 
maxOccurs="1" />
           <xs:element name="NoZTest" type="ctNoZTest" minOccurs="0" 
maxOccurs="1" />
       </xs:sequence>

I noted at the time, that the above had been introduced to BGLcomp as of Febuary 2006. Obviously it's the " NoAutogenSuppression" part that might possbly be of help in answering my question this time. Does anyone have an idea if it is relevant?

Thanks
Darren
 
In FS2002 and FS2004, you could use a dummy RotatedCall() before call to refpoint. There's plenty of information in a giant AutoGen-related thread at Avsim Scenery Design forums.
 
Peter, doesn't it seem odd that the trees appear not to be considered autogen? They are unchanged from before to after.

Bob
 
Hi

Thanks all!! :) Worked perfectly. Just so very simple... once you know how eh?
Works for me with trees too Bob.
 
Hi all,

Glad it works.

And Bob,
doesn't it seem odd that the trees appear not to be considered autogen
I suppose it is because the bounding box of this simple box is not very big. I did not check it further. But the trees in the scene are certainly autogen (I checked that but setting the autogen slider to zero).

EDIT: I changed the example to make it more clear: http://www.narrator.dk/autogensupptest.html

Peter
 
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is this for fsx or fs9? tried to compile it with the original bglcomp from the fs2004sdk but it didnt turn up any .bgl file then?
 
i've been searching for information about the same problem in fs9 and everybody mentions boundingbox or rotatedcall but noone describes how to do that,

do you have any information how to make the autogen to stay near the objects?
 
This thread should contain all information about the dummy RotatedCall trick we used in Fs2002.
 
Hi,

If you are doing the model in gmax it is possible to reduce the size of the bounding box by tweaking the asm-file (several threads here on the BGLC tweaking subforum). However - as Arno has pointed out several times - your object may disappear if the bounding box is too small. The best way - as Arno has also pointed out - is to reduce the size of the model itself (making several individual models and combining them in the xml placement file - instead of lumping many objects in one scene, compiled as one mdl-file).

Peter
 
how big is the boundingbox default? does it just fit the object or is it bigger?

i'm a bit curious about what will happen if i split my exported objects into several files to make the area of the boundingboxes smaller.
the thought just crossed my mind that the area should be a bit bigger though my autogen dissapears in directions where no objects are nearby so if i draw a box to fit all my objects, the autogen area is affected far more than that.
so is it enough just to export the objects one by one?

my groundpolygons (fs2002gamepack) stoped affecting the autogen when i added a instance_call, as arno described.
 
Normally your bounding box indeed fits nicely aournd your object. That is why you should really design all their objects around their own local origin and then place them with the XML code.

I don't think that exporting them one by one, from one big scene will give the desired result, as they would still have their origin far away. But it might be worth a try.
 
ok, but the problem is that its, for me anyhow, a bit difficult placing objects with big precision just by xml.

i create my whole scenery in gmax with groundpolygons and buildings and everything in one single .gmax file and then export the different types of objects with different gamepack (fs2002/fs2004).

that way has been working very well for me, exept for this problem i'm facing right now.

do you have any suggestions how to solve this that would work with the way i produce my scenery?
 
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