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ADE Version 1.60.4836 Beta Released

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So, it would appear it's an XP refresh issue. Since you sent me that link re XP, I assume you are using XP. Unfortunately, I don't have an XP system at my disposal. But, now that I know what I'm looking for, I may be able to force a refresh that XP will accept without degrading Vista/Win7 operation. (Win 7 "likes" things the way they are.)

Re the drag option, there's still an issue (as you have discovered). "Back to the drawing board" on that one. Please note, however, moving a vertex in the GP editor does not change the physical position (i.e. lat/lon) of the vertex. It only changes the texture U/V. If you actually want to move the vertex, you must do that from the ADE display.

Don
 
Thanks Don.

Another observation.

I created a line and rotated/moved it such that it was over the "pedestrian crossing" pattern and accepted it.

When I again edit it to change the layer, the line was in the original 'real-world' orientation. Do I need to re-align with the texture?
 
When I again edit it to change the layer, the line was in the original 'real-world' orientation. Do I need to re-align with the texture?
If the position of the vertices haven't changed, then you shouldn't have to re-align the texture. I'll check it.

Now, some good news. Having taken another look at FenceBuilder Pro, I discovered some code which was inserted to address the reverse of your "no-display" difficulty. It seems Win 7 and XP control refresh operate differently. I wrote FenceBuilder Pro initially for XP and had to add this code to make it work (i.e., eliminate similar no-display problems) in Win7.

So, that extra code (which works in FenceBuilder for both XP and Win 7) now also resides in ADE-GP. Thanks for sticking with me on this one.

New release - probably tomorrow - when I also have a fix for the new issue you just discovered.

Don
 
Don,

what should happen when I mark one of the nodes of either line or poly and then try to rotate, drag or resize? I might be doing something completely wrong, but it does not change anything for me.
 
Just a reminder of the division of responsibilities:

If you want to add, delete or move vertices then you need to do that in ADE. ADE is responsible for the size shape and location of the GP object.

Selecting and manipulating textures together with line widths and GP drawing layers is done in the GP Editor. This is intended to match the general principle of ADE where manipulation of shapes is done in the main display and setting properties is done in the editor.
 
Yes, I have understood that reading the last posts, Jon. What I would expect now is that the texture moves, rotates etc. within the "fixed shape" that is defined within ADE. But that is not what I am seeing here.

I know that I have kind of a "concept understanding" issue just now :o But why is it that - if the shape is only defined in ADE - you can rotate the whole shape in Don's editor when you select all nodes?
 
Yes, I have understood that reading the last posts, Jon. What I would expect now is that the texture moves, rotates etc. within the "fixed shape" that is defined within ADE. But that is not what I am seeing here.

I know that I have kind of a "concept understanding" issue just now :o But why is it that - if the shape is only defined in ADE - you can rotate the whole shape in Don's editor when you select all nodes?

Don needs to answer that Martin but I would guess that the editor rotates the shape to align the texture rather than rotating the texture for the shape. Also there is probably a difference here between irregular polys and regular polys such as rectangles. It seems a common use for this would be placing signage on the ground - that is why we offered the use of a helper shape to create the basis of a ground poly.
 
This makes sense, Jon. But then I don't understand what the purpose is that you may select and manipulate less than "all polys" (equals the shape).

1. You define the shape in ADE and only there you may change it
2. If this is true, then all operations within Don's editor regarding the shape are only in order to align them with the texture. For example I rotate the original shape so that it matches the lines of a texture.

But if 1. and 2. is true, I should not be able to change the appearance of the shape. I think I am able to do this with the resize for example.

I guess I am still lost...
 
Just tried the first compile to see if I can understand the concept better by just trying various things.

This resulted in a larger-than-screen list of compile errors, all saying:

ADE-GP.asm(xy): warning A4006: too many arguments in macro call
TEXTURE_DEF(1) Macro called from ....

Let me try an educated guess - is this the comma delimiter biting me for the 1000th time???? :rolleyes:
 
This makes sense, Jon. But then I don't understand what the purpose is that you may select and manipulate less than "all polys" (equals the shape).

1. You define the shape in ADE and only there you may change it
2. If this is true, then all operations within Don's editor regarding the shape are only in order to align them with the texture. For example I rotate the original shape so that it matches the lines of a texture.

But if 1. and 2. is true, I should not be able to change the appearance of the shape. I think I am able to do this with the resize for example.

I guess I am still lost...

Well if you resized the poly then you would change it relative to the texture? I am getting clearer that the editor should manipulate the texture in respect of the shape which should stay fixed. However I am not sure how that would be done.

To be really honest I do not understand the manipulation of the texture in respect of the shape. I assume that you should be able to:

  • Shift it relative to the shape to present a different part of the texture
  • Rotate it relative to the shape to be able to align say lettering to a bounding rectangle

I don't understand what U and V are - but I assume they are indexed offsets to the texture origin (why not use X and Y). Is there an idiots guide to this stuff??? :o
 
I get no errors on compile, but also no output file :eek:

Do you mean no Bgl file George?

When ADE compiles it looks to see if there are GP objects and if so it will call the compiler code. A command window appears for a second and then ADE reports a compile. A separate Bgl file with GP in the name should be created alongside the ADE Bgl file. Also there will be an .asm file in ADE's main folder called ADE-GP.asm. If neither the asm or Bgl files are being created then it points to ADE not seeing the GP objects and so not compiling. If the asm file is present but not the Bgl file then I guess it would be some compiler error...
 
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Do you get the .asm file? Can you email me the project file with the GP objects in and I will try here.
 
Martin

I have not tried with a comma decimal separator culture :o
 
George

There will also possibly be a file called ADE-GP.bgl in the main ADE folder. This is re-named and copied to the scenery folder. Perhaps it is not getting copied if it is present in the ADE main folder
 
There will also possibly be a file called ADE-GP.bgl in the main ADE folder. This is re-named and copied to the scenery folder. Perhaps it is not getting copied if it is present in the ADE main folder

There is what appears to be a valid asm file in the ADE main folder, but why would it be copied? Shouldn't it be compiled and then copied?

This is my directory structure. I compile to the top level and then copy the bgls to the scenery folder.

Code:
 Directory of Q:\Patterns

06/04/2013  14:09    <DIR>          .
06/04/2013  14:09    <DIR>          ..
05/04/2013  23:38             6,315 HJKJ_ADEX_GHD.ad3
05/04/2013  22:24             5,941 HJKJ_ADEX_GHD.ad3.bak
06/04/2013  14:09               528 HJKJ_ADEX_GHD.BGL
06/04/2013  14:09               228 HJKJ_ADEX_GHD_CVX.bgl
05/04/2013  09:25    <DIR>          Scenery
05/04/2013  08:48    <DIR>          Textures
               4 File(s)         13,012 bytes

 Directory of Q:\Patterns\Scenery

05/04/2013  09:25    <DIR>          .
05/04/2013  09:25    <DIR>          ..
05/04/2013  09:24               528 HJKJ_ADEX_GHD.BGL
05/04/2013  09:24               228 HJKJ_ADEX_GHD_CVX.bgl
               2 File(s)            756 bytes

 Directory of Q:\Patterns\Textures

05/04/2013  08:48    <DIR>          .
05/04/2013  08:48    <DIR>          ..
30/03/2012  11:04            11,010 gp_Asphalt-medium.bmp
10/04/2012  14:31           699,162 gp_Patterns.bmp
               2 File(s)        710,172 bytes

Another problem. Why does it create a texture folder under the folder in which the project and bgls are compiled? Surely they are common textures so should go in the main FSX texture folder?

I attach the project here.

Edit. The Scasm compiler is in the ADE\FS9 folder.
 
Last edited:
George

Can you show me the directory contents of your ADE main folder sorted with current date at the top please?

The asm file is not copied . The bgl file is copied after compile.

As to the location of texture folders - that is one for Don to cover since ADE does not create any folders.
 
More information.

If I manually compile the asm, it fails on every line :eek:

Code:
Q:\Drive E\TERRAIN_TOOLS\SCASM>scasm ADE-GP.asm
 Scenery Assembler Vers. 2.96
 Copyright(C)1995-2005 by Manfred Moldenhauer, Manfred.Moldenhauer@t-online.de
 Any unauthorized distribution prohibited

Error in line 9
  -> HEADER label word
  -> '(' expected !!!
Error in line 10
  -> dw  0001
  -> unknown command
Error in line 11
  -> dd  00055d0aeh
  -> unknown command
Error in line 12
  -> dd  00055d024h
  -> unknown command
Error in line 13
  -> dd  0FCC9D846H
  -> unknown command
Error in line 14
  -> dd  0FCC98CD9H
  -> unknown command
Error in line 15
  -> dw  20 dup(0)
  -> unknown command
Error in line 16
  -> dd  (offset OBJECT_DATA) - (offset HEADER)
  -> unknown command
Error in line 17
  -> dw  33 dup(0)
  -> unknown command
Error in line 18
  -> OBJECT_DATA label word
  -> unknown command
Error in line 19
  -> db  21
  -> unknown command
Error in line 20
  -> dw  02AE8H
  -> unknown command
Error in line 21
  -> dw  02AE8H
  -> unknown command
Error in line 22
  -> dd  (offset END_HEADER) - (offset OBJECT_DATA)
  -> unknown command
Error in line 23
  -> db  0
  -> unknown command
Error in line 24
  -> END_HEADER label word
  -> unknown command
Error in line 26
  -> LAYER_40 label BGLCODE
  -> unknown command
Error in line 27
  -> db  12
  -> unknown command
Error in line 28
  -> dd  00055d06ch, 0FCC9C1ACH
  -> unknown command
Error in line 29
  -> db  100
  -> unknown command
Error in line 30
  -> dd  (offset LAYER_40_END) - (offset LAYER_40)
  -> unknown command
Error in line 31
  -> LAYER_40_START label word
  -> unknown command
Error in line 32
  -> IFIN1      LAYER_40_FAIL, image_complex, 2, 32767
  -> unknown command
Error in line 33
  -> ADDCAT     LAYER_40_SCALE, 40
  -> unknown command
Error in line 34
  -> LAYER_40_FAIL label BGLCODE
  -> unknown command
Error in line 35
  -> BGL_JUMP_32 LAYER_40_END
  -> unknown command
Error in line 36
  -> LAYER_40_SCALE label BGLCODE
  -> unknown command
Error in line 37
  -> SCALE_AGL   LAYER_40_END, 10000, 100, 131072, 00055D06CH, 06468H,
  -> unknown command
Error in line 39
  -> BGL_BEGIN 0800h
  -> unknown command
Error in line 41
  -> TEXTURE_LIST_BEGIN
  -> unknown command
Error in line 42
  -> TEXTURE_DEF TEXTURE_AIRCRAFT, <255,255,255,255>, 138.4332, "GP_PA
  -> unknown command
Error in line 43
  -> TEXTURE_LIST_END
  -> unknown command
Error in line 45
  -> MATERIAL_LIST_BEGIN
  -> unknown command
Error in line 46
  -> MATERIAL_DEF 1.000000,1.000000,1.000000,1.000000,  0.392157,0.392
  -> unknown command
Error in line 47
  -> MATERIAL_LIST_END
  -> unknown command
Error in line 49
  -> VERTEX_LIST_BEGIN
  -> unknown command
Error in line 50
  -> VERTEX_DEF  -116.949505,   0.0,    -70.012774,     0.0, 1.0, 0.0,  1.4058
  -> unknown command
Error in line 51
  -> VERTEX_DEF  -159.882007,   0.0,    120.706300,     0.0, 1.0, 0.0,  -0.585
  -> unknown command
Error in line 52
  -> VERTEX_DEF  -148.682289,   0.0,    126.315510,     0.0, 1.0, 0.0,  -0.617
  -> unknown command
Error in line 53
  -> VERTEX_DEF  -103.883566,   0.0,    -66.273166,     0.0, 1.0, 0.0,  1.3967
  -> unknown command
Error in line 54
  -> VERTEX_DEF  47.128441,     0.0,    -144.675274,    0.0, 1.0, 0.0,  -0.510
  -> unknown command
Error in line 55
  -> VERTEX_DEF  62.571940,     0.0,    55.324807,      0.0, 1.0, 0.0,  0.9388
  -> unknown command
Error in line 56
  -> VERTEX_DEF  46.524506,     0.0,    55.324724,      0.0, 1.0, 0.0,  0.9302
  -> unknown command
Error in line 57
  -> VERTEX_DEF  31.176426,     0.0,    -143.443470,    0.0, 1.0, 0.0,  -0.509
  -> unknown command
Error in line 58
  -> VERTEX_DEF  68.411774,     0.0,    130.959365,     0.0, 1.0, 0.0,  1.4868
  -> unknown command
Error in line 59
  -> VERTEX_DEF  52.459543,     0.0,    132.191136,     0.0, 1.0, 0.0,  1.4871
  -> unknown command
Error in line 60
  -> VERTEX_LIST_END
  -> unknown command
Error in line 62
  -> MATERIAL 0,0
  -> unknown command
Error in line 63
  -> DRAW_TRI_BEGIN 0, 10
  -> unknown command
Error in line 64
  -> DRAW_TRI  0,       1,      3
  -> unknown command
Error in line 65
  -> DRAW_TRI  3,       1,      2
  -> unknown command
Error in line 66
  -> DRAW_TRI  4,       5,      7
  -> unknown command
Error in line 67
  -> DRAW_TRI  7,       5,      6
  -> unknown command
Error in line 68
  -> DRAW_TRI  6,       5,      9
  -> unknown command
Error in line 69
  -> DRAW_TRI  9,       5,      8
  -> unknown command
Error in line 70
  -> DRAW_TRI_END
  -> unknown command
Error in line 72
  -> BGL_END
  -> unknown command
Error in line 73
  -> LAYER_40_END label word
  -> unknown command
Error in line 75
  -> SCALE_AGL   END_LAYERS, 0, 0, 0, 0, 0, 0, 0, 0, 0
  -> unknown command
Error in line 77
  -> END_LAYERS label BGLCODE
  -> unknown command
Error in line 77
  -> EOF
  -> unknown command

  -> too many errors ( 61 )

Scasm compilation status: aborted

Does it need some macros?
 
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