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FS2004 Winter textures only

A

Aviasim

Guest
Hello, I am in the process of added winter textures to my scenery. I have read the wiki article on the ASM tweak (Using FS2002 gamepack) but the article doesnt seem clear...or things have changed since.

Anyway, I succesfully added in the texture tweaks... but the second tweak is the one that gets me, I do not know where or how to do it... here is my ASM

;--------- WARNING - WARNING - WARNING - WARNING - WARNING - WARNING ---------
;
; This file was automatically generated from C:\Users\Darren\Desktop\Aerial.X
; using the MakeMDL tool. Do not edit by hand, re-run the
; tool instead.
;
; generated on 12/29/11 12:50:37
;
;--------- WARNING - WARNING - WARNING - WARNING - WARNING - WARNING ---------
; BGL model for C:\Users\Darren\Desktop\Aerial.X
;
; $Header:$
;
;----------------------------------------------------------------------------
;
; Final Status: 24 polys
; Alpha Status: 0 polys
; Light Status: 0 polys
; Library Status: 0 polys
;
; Start Time: 12/29/11 12:50:37
; Stop Time : 12/29/11 12:50:37
;
; Modeling units = 2.0000
; Radius = 1367.6525
; Radius in meters = 1367.6525
; Radius in modeling units = 2736
;
Aerial_top label BGLCODE
BGL_BEGIN 0800h ; version = 8.00
TEXTURE_LIST_BEGIN
TEXTURE_DEF TEXTURE_AIRCRAFT , <255,255,255,255>, 282.467783, "EDRJ1.BMP" ; 0
TEXTURE_DEF TEXTURE_AIRCRAFT , <255,255,255,255>, 282.467783, "EDRJ1_WI.BMP" ; 1
TEXTURE_DEF TEXTURE2_NIGHT , <255,255,255,255>, 282.467783, "EDRJ1_LM.BMP" ; 2
TEXTURE_DEF TEXTURE_AIRCRAFT , <255,255,255,255>, 282.599328, "EDRJ11.BMP" ; 3
TEXTURE_DEF TEXTURE_AIRCRAFT , <255,255,255,255>, 282.599328, "EDRJ11_WI.BMP" ; 4
TEXTURE_DEF TEXTURE2_NIGHT , <255,255,255,255>, 282.599328, "EDRJ11_LM.BMP" ; 5
TEXTURE_DEF TEXTURE_AIRCRAFT , <255,255,255,255>, 282.615692, "EDRJ12.BMP" ; 6
TEXTURE_DEF TEXTURE_AIRCRAFT , <255,255,255,255>, 282.615692, "EDRJ12_WI.BMP" ; 7
TEXTURE_DEF TEXTURE2_NIGHT , <255,255,255,255>, 282.615692, "EDRJ12_LM.BMP" ; 8
TEXTURE_DEF TEXTURE_AIRCRAFT , <255,255,255,255>, 282.674814, "EDRJ13.BMP" ; 9
TEXTURE_DEF TEXTURE_AIRCRAFT , <255,255,255,255>, 282.674814, "EDRJ13_WI.BMP" ; 10
TEXTURE_DEF TEXTURE2_NIGHT , <255,255,255,255>, 282.674814, "EDRJ13_LM.BMP" ; 11
TEXTURE_DEF TEXTURE_AIRCRAFT , <255,255,255,255>, 282.616012, "EDRJ2.BMP" ; 12
TEXTURE_DEF TEXTURE_AIRCRAFT , <255,255,255,255>, 282.616012, "EDRJ2_WI.BMP" ; 13
TEXTURE_DEF TEXTURE2_NIGHT , <255,255,255,255>, 282.616012, "EDRJ2_LM.BMP" ; 14
TEXTURE_DEF TEXTURE_AIRCRAFT , <255,255,255,255>, 282.743496, "EDRJ3.BMP" ; 15
TEXTURE_DEF TEXTURE_AIRCRAFT , <255,255,255,255>, 282.743496, "EDRJ3_WI.BMP" ; 16
TEXTURE_DEF TEXTURE2_NIGHT , <255,255,255,255>, 282.743496, "EDRJ3_LM.BMP" ; 17
TEXTURE_DEF TEXTURE_AIRCRAFT , <255,255,255,255>, 282.780725, "EDRJ4.BMP" ; 18
TEXTURE_DEF TEXTURE_AIRCRAFT , <255,255,255,255>, 282.780725, "EDRJ4_WI.BMP" ; 19
TEXTURE_DEF TEXTURE2_NIGHT , <255,255,255,255>, 282.780725, "EDRJ4_LM.BMP" ; 20
TEXTURE_DEF TEXTURE_AIRCRAFT , <255,255,255,255>, 199.830499, "EDRJ5.BMP" ; 21
TEXTURE_DEF TEXTURE_AIRCRAFT , <255,255,255,255>, 199.830499, "EDRJ5_WI.BMP" ; 22
TEXTURE_DEF TEXTURE2_NIGHT , <255,255,255,255>, 199.830499, "EDRJ5_LM.BMP" ; 23
TEXTURE_DEF TEXTURE_AIRCRAFT , <255,255,255,255>, 282.489460, "EDRJ6.BMP" ; 24
TEXTURE_DEF TEXTURE_AIRCRAFT , <255,255,255,255>, 282.489460, "EDRJ6_WI.BMP" ; 25
TEXTURE_DEF TEXTURE2_NIGHT , <255,255,255,255>, 282.489460, "EDRJ6_LM.BMP" ; 26
TEXTURE_DEF TEXTURE_AIRCRAFT , <255,255,255,255>, 282.704602, "EDRJ7.BMP" ; 27
TEXTURE_DEF TEXTURE_AIRCRAFT , <255,255,255,255>, 282.704602, "EDRJ7_WI.BMP" ; 28
TEXTURE_DEF TEXTURE2_NIGHT , <255,255,255,255>, 282.704602, "EDRJ7_LM.BMP" ; 29
TEXTURE_DEF TEXTURE_AIRCRAFT , <255,255,255,255>, 282.712300, "EDRJ8.BMP" ; 30
TEXTURE_DEF TEXTURE_AIRCRAFT , <255,255,255,255>, 282.712300, "EDRJ8_WI.BMP" ; 31
TEXTURE_DEF TEXTURE2_NIGHT , <255,255,255,255>, 282.712300, "EDRJ8_LM.BMP" ; 32
TEXTURE_DEF TEXTURE_AIRCRAFT , <255,255,255,255>, 282.719613, "EDRJ9.BMP" ; 33
TEXTURE_DEF TEXTURE_AIRCRAFT , <255,255,255,255>, 282.719613, "EDRJ9_WI.BMP" ; 34
TEXTURE_DEF TEXTURE2_NIGHT , <255,255,255,255>, 282.719613, "EDRJ9_LM.BMP" ; 35
TEXTURE_LIST_END

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, 3.200000 ; 0
MATERIAL_LIST_END

VERTEX_LIST_BEGIN
VERTEX_DEF -1063.710815, 0.000012, 1044.880615, 0.000000, 1.000000, 0.000000, 0.000500,0.999000 ; 0 part= 1 prim=0
VERTEX_DEF -1063.014038, 0.000012, 247.040207, 0.000000, 1.000000, 0.000000, 0.000500,0.000500 ; 1 part= 1 prim=0
VERTEX_DEF -265.869659, 0.000012, 1045.577271, 0.000000, 1.000000, 0.000000, 0.999000,0.999000 ; 2 part= 1 prim=0
VERTEX_DEF -265.173370, 0.000012, 247.736969, 0.000000, 1.000000, 0.000000, 0.999500,0.000500 ; 3 part= 1 prim=0
VERTEX_DEF -1062.316406, 0.000012, -550.799805, 0.000000, 1.000000, 0.000000, 0.001107,0.998993 ; 4 part= 1 prim=2
VERTEX_DEF -1061.619263, 0.000012,-1348.639893, 0.000000, 1.000000, 0.000000, 0.000677,0.000677 ; 5 part= 1 prim=2
VERTEX_DEF -264.476196, 0.000012, -550.103088, 0.000000, 1.000000, 0.000000, 0.999110,0.999110 ; 6 part= 1 prim=2
VERTEX_DEF -263.779480, 0.000012,-1347.943237, 0.000000, 1.000000, 0.000000, 0.998600,0.000800 ; 7 part= 1 prim=2
VERTEX_DEF -264.476196, 0.000012, -550.103088, 0.000000, 1.000000, 0.000000, 0.001100,0.999200 ; 8 part= 1 prim=4
VERTEX_DEF -263.779480, 0.000012,-1347.943237, 0.000000, 1.000000, 0.000000, 0.001007,0.001007 ; 9 part= 1 prim=4
VERTEX_DEF 533.363647, 0.000012, -549.406311, 0.000000, 1.000000, 0.000000, 0.999110,0.999110 ; 10 part= 1 prim=4
VERTEX_DEF 534.060364, 0.000012,-1347.246338, 0.000000, 1.000000, 0.000000, 0.998330,0.000890 ; 11 part= 1 prim=4
VERTEX_DEF 533.363647, 0.000012, -549.406311, 0.000000, 1.000000, 0.000000, 0.000955,0.998732 ; 12 part= 1 prim=6
VERTEX_DEF 534.060364, 0.000012,-1347.246338, 0.000000, 1.000000, 0.000000, 0.000890,0.000890 ; 13 part= 1 prim=6
VERTEX_DEF 1331.203613, 0.000012, -548.709656, 0.000000, 1.000000, 0.000000, 0.998993,0.998993 ; 14 part= 1 prim=6
VERTEX_DEF 1331.900024, 0.000012,-1346.549561, 0.000000, 1.000000, 0.000000, 0.998841,0.001159 ; 15 part= 1 prim=6
VERTEX_DEF -265.869659, 0.000012, 1045.577271, 0.000000, 1.000000, 0.000000, 0.001000,0.999000 ; 16 part= 1 prim=8
VERTEX_DEF -265.173370, 0.000012, 247.736969, 0.000000, 1.000000, 0.000000, 0.001109,0.001365 ; 17 part= 1 prim=8
VERTEX_DEF 531.970154, 0.000012, 1046.273804, 0.000000, 1.000000, 0.000000, 0.999000,0.999000 ; 18 part= 1 prim=8
VERTEX_DEF 532.666687, 0.000012, 248.433670, 0.000000, 1.000000, 0.000000, 0.999000,0.000690 ; 19 part= 1 prim=8
VERTEX_DEF 531.970154, 0.000012, 1046.273804, 0.000000, 1.000000, 0.000000, 0.001357,0.998643 ; 20 part= 1 prim=10
VERTEX_DEF 532.666687, 0.000012, 248.433670, 0.000000, 1.000000, 0.000000, 0.001280,0.001224 ; 21 part= 1 prim=10
VERTEX_DEF 1329.809814, 0.000012, 1046.970825, 0.000000, 1.000000, 0.000000, 0.998643,0.998643 ; 22 part= 1 prim=10
VERTEX_DEF 1330.506470, 0.000012, 249.130417, 0.000000, 1.000000, 0.000000, 0.999353,0.001415 ; 23 part= 1 prim=10
VERTEX_DEF 1329.809814, 0.000012, 1046.970825, 0.000000, 1.000000, 0.000000, 0.001007,0.998993 ; 24 part= 1 prim=12
VERTEX_DEF 1330.506470, 0.000012, 249.130417, 0.000000, 1.000000, 0.000000, 0.000890,0.000890 ; 25 part= 1 prim=12
VERTEX_DEF 2127.650146, 0.000012, 1047.667358, 0.000000, 1.000000, 0.000000, 0.998841,0.998643 ; 26 part= 1 prim=12
VERTEX_DEF 2128.346924, 0.000012, 249.827133, 0.000000, 1.000000, 0.000000, 0.998643,0.001357 ; 27 part= 1 prim=12
VERTEX_DEF 2127.650146, 0.000012, 1047.667358, 0.000000, 1.000000, 0.000000, 0.000500,0.998841 ; 28 part= 1 prim=14
VERTEX_DEF 2128.346924, 0.000012, 249.827133, 0.000000, 1.000000, 0.000000, 0.001159,0.001159 ; 29 part= 1 prim=14
VERTEX_DEF 2526.570068, 0.000012, 1048.015869, 0.000000, 1.000000, 0.000000, 0.999111,0.998720 ; 30 part= 1 prim=14
VERTEX_DEF 2527.267090, 0.000012, 250.175522, 0.000000, 1.000000, 0.000000, 0.999110,0.000890 ; 31 part= 1 prim=14
VERTEX_DEF -1063.014038, 0.000012, 247.040207, 0.000000, 1.000000, 0.000000, 0.000576,0.999455 ; 32 part= 1 prim=16
VERTEX_DEF -1062.316406, 0.000012, -550.799805, 0.000000, 1.000000, 0.000000, 0.000585,0.001100 ; 33 part= 1 prim=16
VERTEX_DEF -265.173370, 0.000012, 247.736969, 0.000000, 1.000000, 0.000000, 0.999317,0.999243 ; 34 part= 1 prim=16
VERTEX_DEF -264.476196, 0.000012, -550.103088, 0.000000, 1.000000, 0.000000, 0.999433,0.000595 ; 35 part= 1 prim=16
VERTEX_DEF -265.173370, 0.000012, 247.736969, 0.000000, 1.000000, 0.000000, 0.000961,0.998541 ; 36 part= 1 prim=18
VERTEX_DEF -264.476196, 0.000012, -550.103088, 0.000000, 1.000000, 0.000000, 0.001100,0.001100 ; 37 part= 1 prim=18
VERTEX_DEF 532.666687, 0.000012, 248.433670, 0.000000, 1.000000, 0.000000, 0.998993,0.998993 ; 38 part= 1 prim=18
VERTEX_DEF 533.363647, 0.000012, -549.406311, 0.000000, 1.000000, 0.000000, 0.998841,0.001159 ; 39 part= 1 prim=18
VERTEX_DEF 532.666687, 0.000012, 248.433670, 0.000000, 1.000000, 0.000000, 0.001357,0.998643 ; 40 part= 1 prim=20
VERTEX_DEF 533.363647, 0.000012, -549.406311, 0.000000, 1.000000, 0.000000, 0.001159,0.001159 ; 41 part= 1 prim=20
VERTEX_DEF 1330.506470, 0.000012, 249.130417, 0.000000, 1.000000, 0.000000, 0.998643,0.998643 ; 42 part= 1 prim=20
VERTEX_DEF 1331.203613, 0.000012, -548.709656, 0.000000, 1.000000, 0.000000, 0.999196,0.001159 ; 43 part= 1 prim=20
VERTEX_DEF 1330.506470, 0.000012, 249.130417, 0.000000, 1.000000, 0.000000, 0.001159,0.998643 ; 44 part= 1 prim=22
VERTEX_DEF 1331.203613, 0.000012, -548.709656, 0.000000, 1.000000, 0.000000, 0.001007,0.001007 ; 45 part= 1 prim=22
VERTEX_DEF 2128.346924, 0.000012, 249.827133, 0.000000, 1.000000, 0.000000, 0.998993,0.998993 ; 46 part= 1 prim=22
VERTEX_DEF 2129.043457, 0.000012, -548.012939, 0.000000, 1.000000, 0.000000, 0.998841,0.001159 ; 47 part= 1 prim=22
VERTEX_LIST_END


; NonAlpha
Aerial_NonAlpha label BGLCODE
MATERIAL 0,0 ; <255,255,255,255> EDRJ1.JPG;EDRJ1_LM.JPG;;
DRAW_TRI_BEGIN 0, 4
DRAW_TRI 0, 1, 2 ; poly=16 part=1
DRAW_TRI 3, 2, 1 ; poly=15 part=1
DRAW_TRI_END
MATERIAL 0,2 ; <255,255,255,255> EDRJ11.JPG;EDRJ11_LM.JPG;;
DRAW_TRI_BEGIN 4, 4
DRAW_TRI 0, 1, 2 ; poly=2 part=1
DRAW_TRI 3, 2, 1 ; poly=1 part=1
DRAW_TRI_END
MATERIAL 0,4 ; <255,255,255,255> EDRJ12.JPG;EDRJ12_LM.JPG;;
DRAW_TRI_BEGIN 8, 4
DRAW_TRI 0, 1, 2 ; poly=4 part=1
DRAW_TRI 3, 2, 1 ; poly=3 part=1
DRAW_TRI_END
MATERIAL 0,6 ; <255,255,255,255> EDRJ13.JPG;EDRJ13_LM.JPG;;
DRAW_TRI_BEGIN 12, 4
DRAW_TRI 3, 2, 1 ; poly=5 part=1
DRAW_TRI 0, 1, 2 ; poly=6 part=1
DRAW_TRI_END
MATERIAL 0,8 ; <255,255,255,255> EDRJ2.JPG;EDRJ2_LM.JPG;;
DRAW_TRI_BEGIN 16, 4
DRAW_TRI 3, 2, 1 ; poly=17 part=1
DRAW_TRI 0, 1, 2 ; poly=18 part=1
DRAW_TRI_END
MATERIAL 0,10 ; <255,255,255,255> EDRJ3.JPG;EDRJ3_LM.JPG;;
DRAW_TRI_BEGIN 20, 4
DRAW_TRI 3, 2, 1 ; poly=19 part=1
DRAW_TRI 0, 1, 2 ; poly=20 part=1
DRAW_TRI_END
MATERIAL 0,12 ; <255,255,255,255> EDRJ4.JPG;EDRJ4_LM.JPG;;
DRAW_TRI_BEGIN 24, 4
DRAW_TRI 3, 2, 1 ; poly=21 part=1
DRAW_TRI 0, 1, 2 ; poly=22 part=1
DRAW_TRI_END
MATERIAL 0,14 ; <255,255,255,255> EDRJ5.JPG;EDRJ5_LM.JPG;;
DRAW_TRI_BEGIN 28, 4
DRAW_TRI 0, 1, 2 ; poly=24 part=1
DRAW_TRI 3, 2, 1 ; poly=23 part=1
DRAW_TRI_END
MATERIAL 0,16 ; <255,255,255,255> EDRJ6.JPG;EDRJ6_LM.JPG;;
DRAW_TRI_BEGIN 32, 4
DRAW_TRI 0, 1, 2 ; poly=8 part=1
DRAW_TRI 3, 2, 1 ; poly=7 part=1
DRAW_TRI_END
MATERIAL 0,18 ; <255,255,255,255> EDRJ7.JPG;EDRJ7_LM.JPG;;
DRAW_TRI_BEGIN 36, 4
DRAW_TRI 3, 2, 1 ; poly=9 part=1
DRAW_TRI 0, 1, 2 ; poly=10 part=1
DRAW_TRI_END
MATERIAL 0,20 ; <255,255,255,255> EDRJ8.JPG;EDRJ8_LM.JPG;;
DRAW_TRI_BEGIN 40, 4
DRAW_TRI 3, 2, 1 ; poly=11 part=1
DRAW_TRI 0, 1, 2 ; poly=12 part=1
DRAW_TRI_END
MATERIAL 0,22 ; <255,255,255,255> EDRJ9.JPG;EDRJ9_LM.JPG;;
DRAW_TRI_BEGIN 44, 4
DRAW_TRI 0, 1, 2 ; poly=14 part=1
DRAW_TRI 3, 2, 1 ; poly=13 part=1
DRAW_TRI_END
BGL_END
BGL_RETURN



;--------- WARNING - WARNING - WARNING - WARNING - WARNING - WARNING ---------
;
; This file was automatically generated from C:\Users\Darren\Desktop\Aerial.X
; using the MakeMDL tool. Do not edit by hand, re-run the
; tool instead.
;
; generated on 12/29/11 12:50:37
;
;--------- WARNING - WARNING - WARNING - WARNING - WARNING - WARNING ---------

I am only adding the Winter texture since the normal texture looks good in summer, fall and spring.

Any help on this would be great!
Again, I have read the wiki article and it doesnt seem clear to me !
 

arno

Administrator
Staff member
FSDevConf team
Resource contributor
Messages
31,943
Country
netherlands
Hi,

I assume these are FS2002 style ground polygons. In that case it might be easier for you to use the ground polygon wizard of ModelConverterX. It can add the winter textures automatically for you.

But sometimes tweaking yourself is easier, so let me explain that part as well. For adding the winter textures to the texture list you almost did it correct. The only problem is that now you only have the night texture in the winter, you need to add the night texture for both the winter and summer variant. So that is going to look like this:

Code:
TEXTURE_DEF TEXTURE_AIRCRAFT , <255,255,255,255>, 282.467783, "EDRJ1.BMP"	; 0
TEXTURE_DEF TEXTURE2_NIGHT , <255,255,255,255>, 282.467783, "EDRJ1_LM.BMP"	; 1
TEXTURE_DEF TEXTURE_AIRCRAFT , <255,255,255,255>, 282.467783, "EDRJ1_WI.BMP"	; 2
TEXTURE_DEF TEXTURE2_NIGHT , <255,255,255,255>, 282.467783, "EDRJ1_LM.BMP"	; 3
TEXTURE_DEF TEXTURE_AIRCRAFT , <255,255,255,255>, 282.599328, "EDRJ11.BMP"	; 4
TEXTURE_DEF TEXTURE2_NIGHT , <255,255,255,255>, 282.599328, "EDRJ11_LM.BMP"	; 5
TEXTURE_DEF TEXTURE_AIRCRAFT , <255,255,255,255>, 282.599328, "EDRJ11_WI.BMP"	; 6
TEXTURE_DEF TEXTURE2_NIGHT , <255,255,255,255>, 282.599328, "EDRJ11_LM.BMP"	; 7

Now to the real part of your question. Lower in the ASM code you see the material command that assigns a certain texture to the polygons. This assignment needs to become different based on the season. So if you we take the first line of code:

Code:
MATERIAL 0,0 ; <255,255,255,255> EDRJ1.JPG;EDRJ1_LM.JPG;;

You need to add a check to use texture 0 for the summer and texture 2 for winter (texture 1 is the night texture). So the lines then becomes:

Code:
IFIN1 tex_01, 0000006f8h, 0, 0
MATERIAL 0,2
JUMP tex_verder
tex_01 label word
MATERIAL 0,0
tex_verder label word

For each material command in the ASM file you need to do this. So the second one will become:

Code:
IFIN1 tex2_01, 0000006f8h, 0, 0
MATERIAL 0,6
JUMP tex2_verder
tex2_01 label word
MATERIAL 0,4
tex2_verder label word

Hope this helps!
 
A

Aviasim

Guest
Hi,

I assume these are FS2002 style ground polygons. In that case it might be easier for you to use the ground polygon wizard of ModelConverterX. It can add the winter textures automatically for you.

But sometimes tweaking yourself is easier, so let me explain that part as well. For adding the winter textures to the texture list you almost did it correct. The only problem is that now you only have the night texture in the winter, you need to add the night texture for both the winter and summer variant. So that is going to look like this:

Code:
TEXTURE_DEF TEXTURE_AIRCRAFT , <255,255,255,255>, 282.467783, "EDRJ1.BMP"	; 0
TEXTURE_DEF TEXTURE2_NIGHT , <255,255,255,255>, 282.467783, "EDRJ1_LM.BMP"	; 1
TEXTURE_DEF TEXTURE_AIRCRAFT , <255,255,255,255>, 282.467783, "EDRJ1_WI.BMP"	; 2
TEXTURE_DEF TEXTURE2_NIGHT , <255,255,255,255>, 282.467783, "EDRJ1_LM.BMP"	; 3
TEXTURE_DEF TEXTURE_AIRCRAFT , <255,255,255,255>, 282.599328, "EDRJ11.BMP"	; 4
TEXTURE_DEF TEXTURE2_NIGHT , <255,255,255,255>, 282.599328, "EDRJ11_LM.BMP"	; 5
TEXTURE_DEF TEXTURE_AIRCRAFT , <255,255,255,255>, 282.599328, "EDRJ11_WI.BMP"	; 6
TEXTURE_DEF TEXTURE2_NIGHT , <255,255,255,255>, 282.599328, "EDRJ11_LM.BMP"	; 7

Now to the real part of your question. Lower in the ASM code you see the material command that assigns a certain texture to the polygons. This assignment needs to become different based on the season. So if you we take the first line of code:

Code:
MATERIAL 0,0 ; <255,255,255,255> EDRJ1.JPG;EDRJ1_LM.JPG;;

You need to add a check to use texture 0 for the summer and texture 2 for winter (texture 1 is the night texture). So the lines then becomes:

Code:
IFIN1 tex_01, 0000006f8h, 0, 0
MATERIAL 0,2
JUMP tex_verder
tex_01 label word
MATERIAL 0,0
tex_verder label word

For each material command in the ASM file you need to do this. So the second one will become:

Code:
IFIN1 tex2_01, 0000006f8h, 0, 0
MATERIAL 0,6
JUMP tex2_verder
tex2_01 label word
MATERIAL 0,4
tex2_verder label word

Hope this helps!

Good lord!

Ok, this is harder than doing the PAPI lights! I can not do this so I will do the MCX method, however using MCX, it gives me very strange way to place it such as "52.0000000 5.000000" I want "N49* 18'44.52" E006* 40'11.42"
 

arno

Administrator
Staff member
FSDevConf team
Resource contributor
Messages
31,943
Country
netherlands
Hi,

At the moment ModelConverterX only supports coordinates in the decimal format, but it is easy to convert the other formats to this.

You have HH DD MM.mmmm format. So get that into decimal in this way:

HH.hhhhh = HH + (DD + (MM.mmmm / 60) / 60)
 
A

Aviasim

Guest
Hi,

At the moment ModelConverterX only supports coordinates in the decimal format, but it is easy to convert the other formats to this.

You have HH DD MM.mmmm format. So get that into decimal in this way:

HH.hhhhh = HH + (DD + (MM.mmmm / 60) / 60)

Thanks Arno, but I have no A grade in maths
 
A

Aviasim

Guest
Got it! just one problem, one of my polygons were missing, the texture beig used on this polygon is EDRJ9.BMP and EDRJ_WI.BMP, this polygon is over a flatten and has the same layer as all the other textures, any idea why it has been completely took out of my poly? on Model Converter X it's their, but in the sim it is not
 
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