sca. no shadow call help

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
 

arno

Administrator
Staff member
FSDevConf team
Resource contributor
Hi,

This scasm code is defining the library object. I suspect the shadow call command is in the code that places this library object. I am not too familiar with cfs2, but is the placement done with scasm as well?
 
Hi arno,
I can make a api out of this object and have no shadow when placed with airportforwindows and tweek the placement bgl like the code below
by adding ZBias( 1 ) and ZBias( 0 )

ZBias( 1 )
CallLibObj( 0 xxxxxxxx xxxxxxxx xxxxxxxx xxxxxxxx )
ZBias( 0 )
Return

I can add
RotateToAircraft( :xxxxxxx 0 0 0
0 0 1 0000 0000 0000 )
Return
and get a single object placed with the mission builder editor to have no shadow but when making an exploding object that has to be placed with the mission builder editor, because they are two models it just will not work.
I can make trees with EOD and make a library object with no shadows but cannot combine them to make an exploding object or add lods with EOD
yet.
many thanks.
Robert John
 
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