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Abuou ground texture design with GMAX

Messages
8
Country
china
I wanna ask something about making airport.
It's the first time that I make the airport by myself.
I have to make some ground texture,such as taxi way , gate number and red zone for dangerous, but I'm not sure whether should I firstly make a plane or a polygon in GMAX. Should I add any code in the file of ground property ?

I had read ''How to create the polygons'',but result is like this:
2008011611343863.jpg

the new ground texture and default guound texture aways flashing
My question is: i can creating a ground texture on gmax,after export as .xml and .mdl files, need modify .xml code? If need, what's the key code?

Need helps,thanks!!!
 
Yeah did you use the fs2002 gamepack and edit the asm files and adjust the layers? from what it looks like you have not edited the asm.
 
I saw fs2002 SDK had lot of tools ,
to edit asm's tools it's a plugings for GMAX or a stand software??
 
OK , now i export .asm files

like this:

;--------- WARNING - WARNING - WARNING - WARNING - WARNING - WARNING ---------
;
; This file was automatically generated from E:\gmax\meshes\hanger
; using the MakeMDL tool. Do not edit by hand, re-run the
; tool instead.
;
; generated on 01/17/08 11:10:13
;
;--------- WARNING - WARNING - WARNING - WARNING - WARNING - WARNING ---------
; BGL model for E:\gmax\meshes\hanger
;
; $Header:$
;
;----------------------------------------------------------------------------
;
; Final Status: 679 polys
; Alpha Status: 0 polys
; Light Status: 0 polys
; Library Status: 0 polys
;
; Start Time: 01/17/08 11:10:13
; Stop Time : 01/17/08 11:10:13
;
; Modeling units = 1.0000
; Radius = 423.2742
; Radius in meters = 423.2742
; Radius in modeling units = 424
;
hanger_top label BGLCODE
texture_riff_start_hanger label word
db 'T','E','X','T'
dd texture_riff_end_hanger - $ - 4
TEXTURE_LIST_BEGIN
TEXTURE_DEF TEXTURE_BUILDING , <255,255,255,255>, 19.790571, "ASPH.BMP" ; 0
TEXTURE_DEF TEXTURE_BUILDING , <255,255,255,255>, 39.249481, "BA.BMP" ; 1
TEXTURE_DEF TEXTURE2_NIGHT , <255,255,255,255>, 39.249481, "BA_LM.BMP" ; 2
TEXTURE_DEF TEXTURE_BUILDING , <255,255,255,255>, 46.745777, "CA.BMP" ; 3
TEXTURE_DEF TEXTURE2_NIGHT , <255,255,255,255>, 46.745777, "CA_LM.BMP" ; 4
TEXTURE_DEF TEXTURE_BUILDING , <255,255,255,255>, 50.585611, "CB.BMP" ; 5
TEXTURE_DEF TEXTURE2_NIGHT , <255,255,255,255>, 50.585611, "CB_LM.BMP" ; 6
TEXTURE_DEF TEXTURE_BUILDING , <255,255,255,255>, 72.946144, "HANGARUP.BMP" ; 7
TEXTURE_DEF TEXTURE2_NIGHT , <255,255,255,255>, 72.946144, "HANGARUP_LM.BMP" ; 8
TEXTURE_DEF TEXTURE_BUILDING , <255,255,255,255>, 50.824284, "HANGER_BASE.BMP" ; 9
TEXTURE_DEF TEXTURE2_NIGHT , <255,255,255,255>, 50.824284, "HANGER_BASE_LM.BMP" ; 10
TEXTURE_LIST_END
BGL_RETURN
texture_riff_end_hanger label word


material_riff_start_hanger label word
db 'M','A','T','E'
dd material_riff_end_hanger - $ - 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_hanger label word


vertex_riff_start_hanger label word
db 'V','E','R','T'
dd vertex_riff_end_hanger - $ - 4
VERTEX_LIST_BEGIN
VERTEX_DEF -327.116028, 0.000000, -130.836014, 0.000000,-1.000000, 0.000000, -2.825659,2.357879 ; 0 part= 1 prim=0
VERTEX_DEF -327.116028, 0.000000, -130.836014, 0.000000, 1.000000, 0.000000, -2.825659,2.357879 ; 1 part= 1 prim=0
VERTEX_DEF -323.784027, 0.000000, -272.624023, 0.000000,-1.000000, 0.000000, -2.625866,-0.658929 ; 2 part= 1 prim=0
VERTEX_DEF -323.784027, 0.000000, -272.624023, 0.000000, 1.000000, 0.000000, -2.625866,-0.658929 ; 3 part= 1 prim=0
VERTEX_DEF -206.764008, 0.000000, -136.104004, 0.000000,-1.000000, 0.000000, 4.395408,2.245764 ; 4 part= 1 prim=0
........
........

which code can set adjust layer??how to modify?
IN this file,include building and ground texture,i think the ground texture need a single file to save,is it right?
 
Now i follow the Wiki's "Ground polygons with Gmax - How to create the polygons" to export .asm file, the g_0.asm file like this:


;--------- WARNING - WARNING - WARNING - WARNING - WARNING - WARNING ---------
;
; This file was automatically generated from E:\gmax\meshes\g
; using the MakeMDL tool. Do not edit by hand, re-run the
; tool instead.
;
; generated on 01/17/08 20:18:53
;
;--------- WARNING - WARNING - WARNING - WARNING - WARNING - WARNING ---------
; BGL model for E:\gmax\meshes\g
;
; $Header:$
;
;----------------------------------------------------------------------------
;
; Final Status: 4 polys
; Alpha Status: 0 polys
; Light Status: 0 polys
; Library Status: 0 polys
;
; Start Time: 01/17/08 20:18:53
; Stop Time : 01/17/08 20:18:53
;
; Modeling units = 1.0000
; Radius = 423.2742
; Radius in meters = 423.2742
; Radius in modeling units = 424
;
g_top label BGLCODE
texture_riff_start_g label word
db 'T','E','X','T'
dd texture_riff_end_g - $ - 4
TEXTURE_LIST_BEGIN
TEXTURE_DEF TEXTURE_BUILDING , <255,255,255,255>, 19.790571, "ASPH.BMP" ; 0
TEXTURE_LIST_END
BGL_RETURN
texture_riff_end_g label word


material_riff_start_g label word
db 'M','A','T','E'
dd material_riff_end_g - $ - 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_g label word


vertex_riff_start_g label word
db 'V','E','R','T'
dd vertex_riff_end_g - $ - 4
VERTEX_LIST_BEGIN
VERTEX_DEF -327.116028, 0.000000, -130.836014, 0.000000,-1.000000, 0.000000, -2.825659,2.357879 ; 0 part= 1 prim=0
VERTEX_DEF -327.116028, 0.000000, -130.836014, 0.000000, 1.000000, 0.000000, -2.825659,2.357879 ; 1 part= 1 prim=0
VERTEX_DEF -323.784027, 0.000000, -272.624023, 0.000000,-1.000000, 0.000000, -2.625866,-0.658929 ; 2 part= 1 prim=0
VERTEX_DEF -323.784027, 0.000000, -272.624023, 0.000000, 1.000000, 0.000000, -2.625866,-0.658929 ; 3 part= 1 prim=0
VERTEX_DEF -206.764008, 0.000000, -136.104004, 0.000000,-1.000000, 0.000000, 4.395408,2.245764 ; 4 part= 1 prim=0
VERTEX_DEF -206.764008, 0.000000, -136.104004, 0.000000, 1.000000, 0.000000, 4.395408,2.245764 ; 5 part= 1 prim=0
VERTEX_DEF -182.928009, 0.000000, -305.476013, 0.000000,-1.000000, 0.000000, 5.825659,-1.357879 ; 6 part= 1 prim=0
VERTEX_DEF -182.928009, 0.000000, -305.476013, 0.000000, 1.000000, 0.000000, 5.825659,-1.357879 ; 7 part= 1 prim=0
VERTEX_LIST_END
BGL_RETURN
vertex_riff_end_g label word


bgl_riff_start_g label BGLCODE
db 'B','G','L',' '
dd bgl_riff_end_g - $ - 4
LOD_0_g label BGLCODE

; NonAlpha
g_NonAlpha label BGLCODE
BGL_CALL_32 g_MasterScale_1 ; Node 1 - MasterScale
BGL_END
BGL_RETURN


g_MasterScale_1 label BGLCODE
MATERIAL 0,0 ; <255,255,255,255> ASPH.BMP;;;
DRAW_TRI_BEGIN 0, 8
DRAW_TRI 3, 7, 5 ; poly=2 part=1
DRAW_TRI 2, 0, 4 ; poly=3 part=1
DRAW_TRI 4, 6, 2 ; poly=4 part=1
DRAW_TRI 5, 1, 3 ; poly=1 part=1
DRAW_TRI_END
BGL_RETURN


bgl_riff_end_g label BGLCODE

;--------- WARNING - WARNING - WARNING - WARNING - WARNING - WARNING ---------
;
; This file was automatically generated from E:\gmax\meshes\g
; using the MakeMDL tool. Do not edit by hand, re-run the
; tool instead.
;
; generated on 01/17/08 20:18:53
;
;--------- WARNING - WARNING - WARNING - WARNING - WARNING - WARNING ---------


but i havd a problem ,in Wiki's "Ground polygons with GMax
" said find this field:

OBJECT_0_START label word
IFIN1 OBJECT_0_FAIL, image_complex, 2, 32767
ADDOBJ OBJECT_0_SCALE
SHADOW_CALL OBJECT_0_SCALE
OBJECT_0_FAIL label BGLCODE

but in my .asm files can not found.

why?

need help

thanks ~~~~~
 
Also from the code it seems you are using the FS2004 GMax gamepack, not the FS2002 one. You can only tweak the FS2002 output. The tweaks do not work in the FS2004 MDL files.
 
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