Thanks George! Believe it or not I tried to limit the complexity by using 6 or 8-sided cylinders for much of the engine, and using textures for detail, but it grew to enormous proportions anyway. Not a problem with modern hardware and FS9 though.
If you really want to see intricate 3D modeling, with no constraints by game performance, look here:
http://www.military-meshes.com/forums/index.php
Go into the “Aviation Hangar” forum. You’ll have to register (free) to see attached images, but it’s worth it. The Gloster Gladiator is amazing.
“EDIT: Prop, could you post the location of where Luka's tutorial is on this subject? I looked through FFDS for it and didnt find a tutorial by Luka on models. Only Panel window popups. (Perhaps it was started by another member and Luka added his input on this concept?).”
Bill,
There isn’t a tutorial as such, the posts are all over the place, spanning 3 years or more from 2006-2009, from the 4mm weld cure to the LOD fix for the 65K limit. I believe the first one for the weld thing is here:
http://www.aerodynamika.com/cgi-bin...neral;action=display;num=1134887975;start=8#8
and a search for “4 mm” or “4 mm weld” might turn up others.
For the 65K limit:
http://www.aerodynamika.com/cgi-bin/yabb/YaBB.cgi?num=1238961638/0
will get you started on LOD’s.
I’m reminded that two concerns when using the scaled method are: “What happened to my aircraft radius and VC eyepoint?”
The answer is if you edit the scaled up main .asm file properly, you’ll never see any difference between the model file compiled by BGLC9, and a normal sized model file spewed out by makemdl – except the file from BGLC9 won’t have mangled small parts, and if you bust the 65K limit, an invisible model.
I worked out the following by trial and error with a little common sense thrown in for good measure. I was using AFCAD to edit the model radius, but that left the VC eyepoint awry, so I began to look at the differences between a normal main .asm file, and a scaled file. If I recall correctly (it’s been awhile), I saw that the number “102”, which was showing up in AFCAD as the radius, was right there at the top, so I changed it to “7”, and that restored the model radius to normal. I went through the rest of the file looking for “102” and found some further differences which I mention below. My current procedure is to return the scaled main .asm file to the values found in a normal file.
There are eight numbers (not seven as I stated in my first post) that need to be edited (lines in bold):
; compile with BGLC /MDL C:\x files panel - instrument panel.asm
db 'R','I','F','F'
dd aircraft_model_end - $ - 4
db 'M','D','L','8'
db 'M','D','L','H'
visual_model_header label dword
dd visual_model_header_end - $ - 4
dd 0
dd 0
dd 102 (This needs to be changed)
dd 0
dd 0
dd 152
db 'F','S','8','0'
dd 2304
visual_model_header_end label dword
db 'D','I','C','T'
param_extension_dictionary label dword
I CUT THE ANIMATION CODE FROM HERE FOR BREVITY.
param_extension_dictionary_end label dword
db 'B','B','O','X'
dd bbox_end - $ - 4
df -11.603, -11.496, -3.048
df 11.825, 11.382, 31.936
bbox_end label word
db 'I','S','F','T'
dd ver_end - $ - 4
db "MakeMDL - FS90 (9.00.030612.02)",0
ver_end label word
db 'B','G','L',' '
dd aircraft_model_end - $ - 4
aircraft_model label BGLCODE
VPOSITION no_model,0,102,AIRCRAFT_PARAMS.llapbh.lla(So does this.)
VFILE_MARKER AIRCRAFT_PARAMS.texture_dir
IFMSK inside,AIRCRAFT_PARAMS.gen_model,GEN_MODEL_OUTSIDE+GEN_MODEL_DISPLAY
BGL_CALL shadow
VPOSITION no_model,0,102,AIRCRAFT_PARAMS.llapbh.lla(Here too)
SUPER_SCALE no_model,0,0,6 (and here)
VINSTANCE_CALL model_outside,AIRCRAFT_PARAMS.llapbh.pbh
no_model label BGLCODE
BGL_RETURN
shadow label BGLCODE
BGL_IF AIRCRAFT_PARAMS.gen_model,GEN_MODEL_NOSHADOW
BGL_RETURN
BGL_ENDIF
SHADOW_VPOSITION AIRCRAFT_PARAMS.llapbh.lla
SUPER_SCALE shadow_out,0,102,6 (this one too)
SHADOW_VICALL model_shadow,AIRCRAFT_PARAMS.llapbh.pbh
shadow_out label BGLCODE
BGL_RETURN
inside label BGLCODE
IFMSK inside2,AIRCRAFT_PARAMS.gen_model,GEN_MODEL_FRONT
inside1 label BGLCODE
BGL_RETURN
inside2 label BGLCODE
IFMSK inside3,AIRCRAFT_PARAMS.gen_model,GEN_MODEL_DOWNWARD
BGL_CALL shadow
BGL_RETURN
inside3 label BGLCODE
VPOSITION no_model,0,102,AIRCRAFT_PARAMS.llapbh.lla(one more)
SUPER_SCALE no_model,0,0,6 (last one)
VINSTANCE_CALL model_inside,AIRCRAFT_PARAMS.llapbh.pbh
BGL_RETURN
Using an .asm file from a normal, properly scaled model, get the numbers from the places shown above to use as a baseline. For my project, the numbers were “7” and “2”. In the scaled x 16 .asm file, they’re “102” and “6”.
After editing, it should look like this:
; compile with BGLC /MDL C:\x files panel - instrument panel.asm
db 'R','I','F','F'
dd aircraft_model_end - $ - 4
db 'M','D','L','8'
db 'M','D','L','H'
visual_model_header label dword
dd visual_model_header_end - $ - 4
dd 0
dd 0
dd 7 (Changed to “7”)
dd 0
dd 0
dd 152
db 'F','S','8','0'
dd 2304
visual_model_header_end label dword
db 'D','I','C','T'
param_extension_dictionary label dword
I CUT THE ANIMATION CODE FROM HERE FOR BREVITY.
param_extension_dictionary_end label dword
db 'B','B','O','X'
dd bbox_end - $ - 4
df -93.472, -28.206, -98.866
df 93.472, 28.157, 36.136
bbox_end label word
db 'I','S','F','T'
dd ver_end - $ - 4
db "MakeMDL - FS90 (9.00.030612.02)",0
ver_end label word
db 'B','G','L',' '
dd aircraft_model_end - $ - 4
aircraft_model label BGLCODE
VPOSITION no_model,0,7,AIRCRAFT_PARAMS.llapbh.lla (Changed to 7)
VFILE_MARKER AIRCRAFT_PARAMS.texture_dir
IFMSK inside,AIRCRAFT_PARAMS.gen_model,GEN_MODEL_OUTSIDE+GEN_MODEL_DISPLAY
BGL_CALL shadow
VPOSITION no_model,0,7,AIRCRAFT_PARAMS.llapbh.lla (Changed to 7)
SUPER_SCALE no_model,0,0,2 (Changed to 2)
VINSTANCE_CALL model_outside,AIRCRAFT_PARAMS.llapbh.pbh
no_model label BGLCODE
BGL_RETURN
shadow label BGLCODE
BGL_IF AIRCRAFT_PARAMS.gen_model,GEN_MODEL_NOSHADOW
BGL_RETURN
BGL_ENDIF
SHADOW_VPOSITION AIRCRAFT_PARAMS.llapbh.lla
SUPER_SCALE shadow_out,0,7,2 (Changed to 7 & 2)
SHADOW_VICALL model_shadow,AIRCRAFT_PARAMS.llapbh.pbh
shadow_out label BGLCODE
BGL_RETURN
inside label BGLCODE
IFMSK inside2,AIRCRAFT_PARAMS.gen_model,GEN_MODEL_FRONT
inside1 label BGLCODE
BGL_RETURN
inside2 label BGLCODE
IFMSK inside3,AIRCRAFT_PARAMS.gen_model,GEN_MODEL_DOWNWARD
BGL_CALL shadow
BGL_RETURN
inside3 label BGLCODE
VPOSITION no_model,0,7,AIRCRAFT_PARAMS.llapbh.lla (Changed to 7)
SUPER_SCALE no_model,0,0,2 (Changed to 2)
VINSTANCE_CALL model_inside,AIRCRAFT_PARAMS.llapbh.pbh
BGL_RETURN
Now BGLC9 will compile a properly scaled model with a normal aircraft radius and VC eyepoint.
It can be a little confusing when you first start out with editing .asm files. Absent the animation stuff, the main file is actually pretty simple, the model files are far more complex, but well worth the effort involved to get into them, since you can massage materials and work around even more of makemdl’s limitations.
You can’t make any mistakes though, if you drop a comma from a material property line, or mis-number a model line or include then BGLC9 will choke on it. So go slow and be methodical, and remember, if it doesn’t compile, don’t be discouraged, you made a mistake (or several) somewhere, and once corrected it will work okay.
Once mastered, it puts the fun back into modeling for FS9, and removes several frustrations all at once.
“Awesome work on your Radial. I am building an old Warner Scarab presently. The tops of those cylinders are not easy to make. A very sophisticated shape. Nice work on the ribbing on the center crank case. How on earth did you get all the detail for the back mechanicals? You even have the engine mount frame, lol... Nice attention to detail.”
Thanks. Yeah the rocker boxes on the single row P&W engines are a complex shape, compounded by the fact that the exhaust side is built up with extra fins for cooling so the whole jug from the head upwards is asymmetrical. The ribs on the nose case was easy compared to the cylinders.
I modeled the accessories from photos of them, and from illustrations in manuals.