Greatings everybody!
I just want to create simple apron for LYTV and I am still a little confused with creatig ground polygons.
I just do not understand which lines of text do I need to add in which .asm that is created with FS2004 gamepack to kill the shadows. There are so much lines of text!!!
The second question: Is it important where do I ading that text?
And finaly: Can somebody explain me , step by step procedure, how to make new .mdl from those . tweaked .asm with BGLC_9? And please be more precise with your answers becouse I am totaly new with this code editing.
This is what I have created:
..._0.asm
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;--------- WARNING - WARNING - WARNING - WARNING - WARNING - WARNING ---------
;
; This file was automatically generated from C:\gmax\meshes\ground1
; using the MakeMDL tool. Do not edit by hand, re-run the
; tool instead.
;
; generated on 04/18/05 23:20:38
;
;--------- WARNING - WARNING - WARNING - WARNING - WARNING - WARNING ---------
; BGL model for C:\gmax\meshes\ground1
;
; $Header:$
;
;----------------------------------------------------------------------------
;
; Final Status: 4 polys
; Alpha Status: 0 polys
; Light Status: 0 polys
; Library Status: 0 polys
;
; Start Time: 04/18/05 23:20:38
; Stop Time : 04/18/05 23:20:38
;
; Modeling units = 1.0000
; Radius = 246.2215
; Radius in meters = 246.2215
; Radius in modeling units = 247
;
ground1_top label BGLCODE
texture_riff_start_ground1 label word
db 'T','E','X','T'
dd texture_riff_end_ground1 - $ - 4
TEXTURE_LIST_BEGIN
TEXTURE_DEF TEXTURE_BUILDING , <255,255,255,255>, 187.955643, "PLATFORMA.BMP" ; 0
TEXTURE_LIST_END
BGL_RETURN
texture_riff_end_ground1 label word
material_riff_start_ground1 label word
db 'M','A','T','E'
dd material_riff_end_ground1 - $ - 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_ground1 label word
vertex_riff_start_ground1 label word
db 'V','E','R','T'
dd vertex_riff_end_ground1 - $ - 4
VERTEX_LIST_BEGIN
VERTEX_DEF -240.000015, 0.000000, 55.000004, 0.000000, 1.000000, 0.000000, -0.000559,0.873897 ; 0 part= 1 prim=0
VERTEX_DEF -240.000015, 0.000000, -55.000004, 0.000000, 1.000000, 0.000000, -0.000559,0.499031 ; 1 part= 1 prim=0
VERTEX_DEF 0.000000, 0.000000, 55.000004, 0.000000, 1.000000, 0.000000, -0.001663,0.372489 ; 2 part= 1 prim=0
VERTEX_DEF 0.000000, 0.000000, 55.000004, 0.000000, 1.000000, 0.000000, 0.998442,0.873896 ; 3 part= 1 prim=0
VERTEX_DEF 0.000000, 0.000000, -55.000004, 0.000000, 1.000000, 0.000000, -0.001663,-0.000455 ; 4 part= 1 prim=0
VERTEX_DEF 0.000000, 0.000000, -55.000004, 0.000000, 1.000000, 0.000000, 0.998442,0.499031 ; 5 part= 1 prim=0
VERTEX_DEF 240.000015, 0.000000, 55.000004, 0.000000, 1.000000, 0.000000, 0.998996,0.372489 ; 6 part= 1 prim=0
VERTEX_DEF 240.000015, 0.000000, -55.000004, 0.000000, 1.000000, 0.000000, 0.999500,0.000500 ; 7 part= 1 prim=0
VERTEX_LIST_END
BGL_RETURN
vertex_riff_end_ground1 label word
bgl_riff_start_ground1 label BGLCODE
db 'B','G','L',' '
dd bgl_riff_end_ground1 - $ - 4
LOD_0_ground1 label BGLCODE
; NonAlpha
ground1_NonAlpha label BGLCODE
BGL_CALL_32 ground1_MasterScale_1 ; Node 1 - MasterScale
BGL_END
BGL_RETURN
ground1_MasterScale_1 label BGLCODE
MATERIAL 0,0 ; <255,255,255,255> PLATFORMA.BMP;;;
BGL_ZBIAS 4
DRAW_TRI_BEGIN 0, 8
DRAW_TRI 5, 3, 1 ; poly=2 part=1
DRAW_TRI 2, 4, 6 ; poly=3 part=1
DRAW_TRI 7, 6, 4 ; poly=4 part=1
DRAW_TRI 0, 1, 3 ; poly=1 part=1
DRAW_TRI_END
BGL_ZBIAS 0
BGL_RETURN
bgl_riff_end_ground1 label BGLCODE
;--------- WARNING - WARNING - WARNING - WARNING - WARNING - WARNING ---------
;
; This file was automatically generated from C:\gmax\meshes\ground1
; using the MakeMDL tool. Do not edit by hand, re-run the
; tool instead.
;
; generated on 04/18/05 23:20:38
;
;--------- WARNING - WARNING - WARNING - WARNING - WARNING - WARNING ---------
__________________________________________________________________________________________________________________________________
AND .asm
__________________________________________________________________________________________________________________________________
; compile with BGLC /MDL C:\gmax\meshes\ground1.asm
db 'R','I','F','F' ; RIFF file identifier
dd bgl_data_end - $ - 4 ; size of RIFF data
db 'M','D','L','9' ; file identifire (FS9 model)
db 'M','D','L','H'
dd visual_model_header_end - $ - 4
dd visual_model_header_end - $ - 4
dd 0
dd 0
dd 247
dd 0
dd 0
dd 152
db 'F','S','8','0'
dd 2304
visual_model_header_end label dword
db 'I','S','F','T'
dd ver_end - $ - 4
db "MakeMDL - FS90 (9.00.030612.02)",0
ver_end label word
bounding_box_riff_start label word
db 'B','B','O','X'
dd bounding_box_riff_end - $ - 4
real4 -240.000, 0.000, -55.000
real4 240.000, 0.000, 55.000
bounding_box_riff_end label word
model_outside label BGLCODE
model_shadow label BGLCODE
model_inside label BGLCODE
crash_riff_start label BGLCODE
db 'C','R','A','S'
dd crash_riff_end - $ - 4
BGL_CRASH_START model_crash_end, 247
BGL_CRASH_OCTTREE crash_end_1
dw CRASH_FLAG_BUILDING_PLANE ; crash type
dw 1 ; nodes used
real4 -240.000000,0.000000,-55.000000 ; Box x,y,z
real4 480.000092,160.000031,160.000031 ; Box w,h,d
dw 1, 1, 1, 1, 1, 1, 1, 1 ; base offset into node table, one for each top-level branch
; So if you take branch 2 (count from 0), you add 1 to indices you encounter on that branch
; Nodes (254=empty 255=full, else an index into branch)
OCTTREE_NODE 254, 254, 254, 254, 254, 254, 254, 254 ; node 0
crash_end_1 label word
model_crash_end label word
BGL_RETURN
crash_riff_end label BGLCODE
exterior_riff_start_0 label BGLCODE
db 'E','X','T','E'
dd exterior_riff_end_0 - $ - 4
LOD_0L label BGLCODE
include C:\gmax\meshes\ground1_0.asm
exterior_riff_end_0 label BGLCODE
bgl_data_end label BGLCODE
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