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Runway polygon flickering

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ca-ontario
hello everyone,

I've been playing around with the tutorial about Creating High-Detail fs ground polygons, got it good until the part where I have to tweak the ASM files.... for some reason my ASM files do not have the same text as the tutorials. Here's the example:

Tutorial:

The first tweak is opening rwy_base.asm using notepad and finding this entry:

OBJECT_0_START label word


IFIN1 OBJECT_0_FAIL, image_complex, 1, 32767


ADDOBJ OBJECT_0_SCALE


SHADOW_CALL OBJECT_0_SCALE

To get rid of the shadow and create a true ground poly, I change it to this:

OBJECT_0_START label word


IFIN1 OBJECT_0_FAIL, image_complex, 1, 32767


ADDCAT OBJECT_0_SCALE, 8

I deleted the SHADOW_CALL line altogether, changed “ADDOBJ” to “ADDCAT”, and gave my poly a layer number by including “, 8” after OBJECT_0_SCALE. I usually make my base layer number 8, then increment in multiples of 4 as a add layers. Higher layer numbers display over the top of lower layer numbers without flickering.

--------------------------

Mine:

ASM
; compile with BGLC /MDL C:\Program Files\Microsoft Games\Flight Simulator 9\Gmax\gamepacks\fs2004\scenery\rwy_base.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 1545
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 -22.850, 0.000, -1544.100
real4 22.850, 0.000, 1544.099
bounding_box_riff_end label word


model_outside label BGLCODE
model_shadow label BGLCODE
model_inside 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:\Program Files\Microsoft Games\Flight Simulator 9\Gmax\gamepacks\fs2004\scenery\rwy_base_0.asm
exterior_riff_end_0 label BGLCODE



bgl_data_end label BGLCODE


Can anyone help me on that please?
Thanks
Nick
 
Nick,

You used the FS2004 gamepack to export your ground polygons, but to be able to apply the tweaks you need to use the FS2002 gamepack. This produces different ASM code structures.

If you do not have the FS2002 gamepack, you could also capture the FS2004 X file and run that through the FS2002 MakeMDL. This Wiki article describes that process.
 
Thanks Arno,
It's working now.
But I have another problem, now the custom runway isn't showing in FS now, can you tell me how to flatten the whole default airport?
and I have another question, is there a forum link where I can find a tutorial on how to add lights to the runways?

Thnks
Nick
 
Last edited:
Hi,

But I have another problem, now the custom runway isn't showing in FS now, can you tell me how to flatten the whole default airport?

Are you making it for FS2004 or FSX? For FS2004 I would use SBuilder to make the flatten, for FSX SBuilderX or ADE are good choices. Btw, without a flatten you should still see part of your polygons. If you see nothing at all something else might be wrong. For example you entered the wrong coordinates during the export.

and I have another question, is there a forum link where I can find a tutorial on how to add lights to the runways?

I don't think we have a tutorial about that on the Wiki, but in the forum you will find many threads about this subject.
 
Thanks arno for replying,
I'm doing it for FS2004, I downloaded Excbuilder, but since you metioned Sbuilder, I'll download that one too.

Is it possible to create a new layout in AFCAD then overlay custom ground textures on the airport?

Nick
 
Hi Nick,

No, the custom ground polygons will always be on top of the AFCAD airport layout, there is no way to reverse that.
 
Thanks arno for the answer.

by the way, is there a tutorial on how to use the sbuilder? i'm a lil bit confused x)

thnks

Nick
 
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