• Which the release of FS2020 we see an explosition of activity on the forun and of course we are very happy to see this. But having all questions about FS2020 in one forum becomes a bit messy. So therefore we would like to ask you all to use the following guidelines when posting your questions:

    • Tag FS2020 specific questions with the MSFS2020 tag.
    • Questions about making 3D assets can be posted in the 3D asset design forum. Either post them in the subforum of the modelling tool you use or in the general forum if they are general.
    • Questions about aircraft design can be posted in the Aircraft design forum
    • Questions about airport design can be posted in the FS2020 airport design forum. Once airport development tools have been updated for FS2020 you can post tool speciifc questions in the subforums of those tools as well of course.
    • Questions about terrain design can be posted in the FS2020 terrain design forum.
    • Questions about SimConnect can be posted in the SimConnect forum.

    Any other question that is not specific to an aspect of development or tool can be posted in the General chat forum.

    By following these guidelines we make sure that the forums remain easy to read for everybody and also that the right people can find your post to answer it.

Autogen exclusion

Messages
65
Country
ecuador
Hi my friends!...i'm working on SEQU Quito Scenery, at Ecuador....i have a question:

When i export my BGL file, i see an aera around the airport that excludes all visual scenery (autogen scenery), and i can't find what makes this thing in gmax. I'm using gmax 1.0 and FSSC for disappear some custom airport buildings that i don't want to see in my new scenery.
 
Last edited by a moderator:
Hi,

For GMax objects, autogen is removed in a square fitting around your scene (object). So in general this should not have a really big influence on the autogen.

With FSSC this can be different. Especially the old road commands seem to have a bad influence on the framerate. On way to solve this is the use the VTP style roads as MS does or on the AvSim forum we found a way to fix it by adding a dummy RotatedCall command. If you search there for autogen exclusion you will find a big thread discussing this.
 
Hi Arno and other folks,

My search skills must be slacking, I didn't find too much on this topic at AVSIM relevant to my current challenge:

Are there ways to minimize or eliminate the exclusion zone around a gmax object? I note with Ogden Point my object is 600m by 600m and some autogen occurs inside it! The rest goes right to the edge.

But now I have a new object of similar size and the exclusion area is massive.

Also, I'm using AGenT, an annotator replacement, to replace the autogen excluded by my VTP photoscenery, but I am having a problem: only about half the autogen is showing up on top of my VTP photo scenery. Any ideas why?

BTW autogen is set to "extremely dense".

Jon
 
Last edited:
Hi Jon,

JonPatch said:
My search skills must be slacking, I didn't find too much on this topic at AVSIM relevant to my current challenge

This is the thread I reffered to (warning it is rather long :)).

http://forums.avsim.net/dcboard.php...opic_id=9134&mesg_id=9134&listing_type=search

JonPatch said:
Are there ways to minimize or eliminate the exclusion zone around a gmax object? I note with Ogden Point my object is 600m by 600m and some autogen occurs inside it! The rest goes right to the edge.

The dummy RotatedCall command as discussed in the AvSim thread should solve it for you (in ASM it would become a dummy INSTANCE_CALL). I think it might be a good idea if I put this on my MDL Tweaker II wishlist as well :).

JonPatch said:
Also, I'm using AGenT, an annotator replacement, to replace the autogen excluded by my VTP photoscenery, but I am having a problem: only about half the autogen is showing up on top of my VTP photo scenery. Any ideas why?

I thought there was a limit of the amount of object listed in the SDK, could it be that you are reaching this limit? Else I have no clear idea what is causing this (but I am not using autogen that often that you can call me an export on iit).
 
Thanks Arno, as always, for your help. I'll check that thread out.

I'm a long way from the autogen max (300 buildings per square kilometer and the pieces of vegetation displayed to 600 per square kilometer). Although I did discover part of the autogen was not appearing because it was too close to VTP roads.

Jon
 
OK, so out of that thread I got that little gem:

RotatedCall( :R 0 0 0 ) ; dummy call here saves all the autogen in the defined "Area"

Sounds very promising!!!

However I am mostly ignorant of asm. Where would I learn what format to use for the INSTANCE_CALL and where to place that in my asm file?

Jon
 
Thanks, Arno! And it appears I still need info on the asm structure. Where and how would I find out how to embed that INSTANCE_CALL into this code:

Code:
; compile with BGLC /MDL C:\xxx

Projects\xxx\Scenery\xxx.asm
    db  'R','I','F','F'				; RIFF file identifier
    dd  bgl_data_end - $ - 4		    ; size of RIFF data
    db  'M','D','L','9'				; file identifire (FS9 model)

    db  'M','D','L','H'
    dd  visual_model_header_end - $ - 4
    dd  visual_model_header_end - $ - 4
    dd  0
    dd  0
    dd  372
    dd  0
    dd  0
    dd  152
    db  'F','S','8','0'
    dd  2304
visual_model_header_end  label dword

    db  'I','S','F','T'   
    dd  ver_end - $ - 4  
    db  "MakeMDL - FS90 (9.00.030612.02)",0
ver_end label word       

bounding_box_riff_start	label	word
    db  'B','B','O','X'   
    dd  bounding_box_riff_end - $ - 4
    real4  -293.393, 0.000, -102.905  
    real4  322.103, 31.604, 234.997  
bounding_box_riff_end label word       

model_outside    label    BGLCODE
model_shadow label BGLCODE
etc.
 
Hi John.

The above example applied to FS2002.

You may be able to allow autogen by reducing the Bounding Box:

Code:
bounding_box_riff_start	label	word
    db  'B','B','O','X'   
    dd  bounding_box_riff_end - $ - 4
    real4  -0.1, 0.000, -0.1  
    real4  0.1, 0.1, 0.1 
bounding_box_riff_end label word

In this case, the bounding box is reduced to less than a meter, and your underlying autogen would peek through.


Dick
 
Thanks, Dick. That worked very well, with some tweaking.

With numbers that are much smaller than the real size of the object, the object would disappear when close. However I simply divided the numbers by 2 and it worked.

I appreciate your help with this.

Jon
 
Ah, sorry Jon. I forgot that you are using the new gamepack :). I think the dummy INSTANCE_CALL idea does not even work with the new RIFF file structure. The bounding box could indeed work, but as you noticed you should be very carefull with it, as it is very easy to get your object dissapearing if you make it the wrong size. Therefore in generic I prefer to keep it at the real size.

Maybe it would be a good idea to try if the dummy call still works in the BGL section. I will give that a go later.
 
Back
Top