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Hi
The flight sim I develope for is cfs2 and the 3d design tool I am using is gmax. I have read information about removing shadow call from the .asm file but developing for cfs2 we do not use the .asm we only use the 0.asm
Can I add no shadow to the .sca file below.
Any help please, thankyou.
; ----------------------------------------
; DEAD_TREES1.BGL disassembled by BGLAnalyze (c) on Thu Mar 07 11:59:09 2013
; ----------------------------------------
Header( 1 N90:00:00.00 S90:00:00.00 E180:00:00.00 W180:00:00.00 )
LatRange( S90:00:00.00 N90:00:00.00 )
; since SCASM does not support multiple latitude ranges
; the range has been set to the minimum/maximum latitude.
; LatRange information in the BGL file is given as comment.
; If you want to use band separation, you must edit
; the source file manually.
; Insert the "Set( FSVers 0x800 )" instruction at the beginning
; of the file, if you want to use the FS2002 instructions
; for the facilities section
mif( [$Version < 285] )
Error( You need at least SCASM version 2.85 to compile this code )
mifend
; ----------------------------------------
; Library section
; ----------------------------------------
; ----------------------------------------
; Library Object #1, Offset 0x0018, size 774 (= 0xA70178)
; ----------------------------------------
ObjID( EC602D55 793E4DDF 9E5255DC FA706999 )
LibObj(
PWR 0
SIZE 11
SCALE 0.500
TYPE 0
NAME "dead_tree_1" )
IfVarAnd( :L000058 0024 0040 )
Jump( :L00005E )
:L000058
Jump32( :L00005E )
:L00005E
BGLVersion( 0800 )
TextureList( 0
1 FF 255 255 255 0 111.19275
DEAD_TREES.BMP ; texture 0
)
MaterialList( 0
; material 0
1.000 1.000 1.000 1.000 ; diffuse color
0.392 0.392 0.392 1.000 ; ambient color
0.000 0.000 0.000 1.000 ; specular color
0.000 0.000 0.000 1.000 ; emissive color
0.000 ; specular power
)
VertexList( 0
-20.000 0.000 0.000 0.000 0.000 1.000 0.002 0.846 ; vertex 0
-20.000 0.000 0.000 0.000 0.000 -1.000 0.002 0.846 ; vertex 1
-20.000 60.000 0.000 0.000 0.000 1.000 0.002 0.998 ; vertex 2
-20.000 60.000 0.000 0.000 0.000 -1.000 0.002 0.998 ; vertex 3
0.000 0.000 20.000 -1.000 0.000 0.000 0.002 0.846 ; vertex 4
0.000 0.000 20.000 1.000 0.000 0.000 0.002 0.846 ; vertex 5
0.000 0.000 -20.000 -1.000 0.000 0.000 0.162 0.846 ; vertex 6
0.000 0.000 -20.000 1.000 0.000 0.000 0.162 0.846 ; vertex 7
0.000 60.000 20.000 -1.000 0.000 0.000 0.002 0.998 ; vertex 8
0.000 60.000 20.000 1.000 0.000 0.000 0.002 0.998 ; vertex 9
0.000 60.000 -20.000 -1.000 0.000 0.000 0.162 0.998 ; vertex 10
0.000 60.000 -20.000 1.000 0.000 0.000 0.162 0.998 ; vertex 11
20.000 0.000 0.000 0.000 0.000 1.000 0.162 0.846 ; vertex 12
20.000 0.000 0.000 0.000 0.000 -1.000 0.162 0.846 ; vertex 13
20.000 60.000 0.000 0.000 0.000 1.000 0.162 0.998 ; vertex 14
20.000 60.000 0.000 0.000 0.000 -1.000 0.162 0.998 ; vertex 15
)
SetMaterial( 0 0 )
DrawTriList( 0
2 14 0 ; 0
1 13 15 ; 1
15 3 1 ; 2
7 5 11 ; 3
9 11 5 ; 4
4 6 10 ; 5
10 8 4 ; 6
12 0 14 ; 7
)
EndVersion
Return
EndObj
; ----------------------------------------
; end of SCASM source
Robert John
The flight sim I develope for is cfs2 and the 3d design tool I am using is gmax. I have read information about removing shadow call from the .asm file but developing for cfs2 we do not use the .asm we only use the 0.asm
Can I add no shadow to the .sca file below.
Any help please, thankyou.
; ----------------------------------------
; DEAD_TREES1.BGL disassembled by BGLAnalyze (c) on Thu Mar 07 11:59:09 2013
; ----------------------------------------
Header( 1 N90:00:00.00 S90:00:00.00 E180:00:00.00 W180:00:00.00 )
LatRange( S90:00:00.00 N90:00:00.00 )
; since SCASM does not support multiple latitude ranges
; the range has been set to the minimum/maximum latitude.
; LatRange information in the BGL file is given as comment.
; If you want to use band separation, you must edit
; the source file manually.
; Insert the "Set( FSVers 0x800 )" instruction at the beginning
; of the file, if you want to use the FS2002 instructions
; for the facilities section
mif( [$Version < 285] )
Error( You need at least SCASM version 2.85 to compile this code )
mifend
; ----------------------------------------
; Library section
; ----------------------------------------
; ----------------------------------------
; Library Object #1, Offset 0x0018, size 774 (= 0xA70178)
; ----------------------------------------
ObjID( EC602D55 793E4DDF 9E5255DC FA706999 )
LibObj(
PWR 0
SIZE 11
SCALE 0.500
TYPE 0
NAME "dead_tree_1" )
IfVarAnd( :L000058 0024 0040 )
Jump( :L00005E )
:L000058
Jump32( :L00005E )
:L00005E
BGLVersion( 0800 )
TextureList( 0
1 FF 255 255 255 0 111.19275
DEAD_TREES.BMP ; texture 0
)
MaterialList( 0
; material 0
1.000 1.000 1.000 1.000 ; diffuse color
0.392 0.392 0.392 1.000 ; ambient color
0.000 0.000 0.000 1.000 ; specular color
0.000 0.000 0.000 1.000 ; emissive color
0.000 ; specular power
)
VertexList( 0
-20.000 0.000 0.000 0.000 0.000 1.000 0.002 0.846 ; vertex 0
-20.000 0.000 0.000 0.000 0.000 -1.000 0.002 0.846 ; vertex 1
-20.000 60.000 0.000 0.000 0.000 1.000 0.002 0.998 ; vertex 2
-20.000 60.000 0.000 0.000 0.000 -1.000 0.002 0.998 ; vertex 3
0.000 0.000 20.000 -1.000 0.000 0.000 0.002 0.846 ; vertex 4
0.000 0.000 20.000 1.000 0.000 0.000 0.002 0.846 ; vertex 5
0.000 0.000 -20.000 -1.000 0.000 0.000 0.162 0.846 ; vertex 6
0.000 0.000 -20.000 1.000 0.000 0.000 0.162 0.846 ; vertex 7
0.000 60.000 20.000 -1.000 0.000 0.000 0.002 0.998 ; vertex 8
0.000 60.000 20.000 1.000 0.000 0.000 0.002 0.998 ; vertex 9
0.000 60.000 -20.000 -1.000 0.000 0.000 0.162 0.998 ; vertex 10
0.000 60.000 -20.000 1.000 0.000 0.000 0.162 0.998 ; vertex 11
20.000 0.000 0.000 0.000 0.000 1.000 0.162 0.846 ; vertex 12
20.000 0.000 0.000 0.000 0.000 -1.000 0.162 0.846 ; vertex 13
20.000 60.000 0.000 0.000 0.000 1.000 0.162 0.998 ; vertex 14
20.000 60.000 0.000 0.000 0.000 -1.000 0.162 0.998 ; vertex 15
)
SetMaterial( 0 0 )
DrawTriList( 0
2 14 0 ; 0
1 13 15 ; 1
15 3 1 ; 2
7 5 11 ; 3
9 11 5 ; 4
4 6 10 ; 5
10 8 4 ; 6
12 0 14 ; 7
)
EndVersion
Return
EndObj
; ----------------------------------------
; end of SCASM source
Robert John