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FS9 & FS8 Game pack

Messages
34
Country
belgium
Hi Everybody,

Until now I was working with FS8 ( fs2002 ) gamepack with gmax. To catch the new technologie, I've upgraded to FS9 game pack.
As soon as I upgraded a big problem has occured with my transparent objects.
I've created a box with normal texture applied. Just in front of this box I've create a plane object and texture with a DXT-3 semi-transparent file.

When I compile these two objects with FS9 gamepack and fireup FS, I saw that when you look through the plane you can see directly behind it just like there is no box behind it. :yikes: :yikes: :yikes: :banghead:
When I compile these two objects with FS8 gamepack and fireup FS, I saw that everything seems how it must be. I can only see the box behind the semi-transparent plane. :confused:

I think that there is something in the way of handling the transprency with FS9 gamepack. I would likte to compare two ASM file created with two different MAKEMDL.EXE. But I can't keep the files with FS9 MAKEMDL.EXE as it was FS8 MAKEMDL.EXE. And now I'm stuck.... :rotfl:

Questions :
1. Is there any way to keep files with fs9 gamepack makemdl.exe ?
2. How can I solve this transprency problem ?

Thank you all for any advise....
 
The easiest way is to make a file called makemdl.cfg in your plugin folder and give it the following text:

Code:
[Options]
Keep=1

This will make sure that the ASM files are saved again.

What you describe here (the transparancy problem) sounds like a drawing order problem. As far as I am aware this problem is also there in the old gamepack. GMax does unfortunately not provide a good way to control this order.
 
Just wondering if you're using FS2004 or FS2002...

If you're using FS2002 and using and FS2004 compiled MDL you'll have issues... Just wanting to make sure this base is covered... ;)
 
Hi There

I've attached a JPG file that shows my problem. I'm creating scenery for fs2004 so testing scenery in FS2004.
Last night I discovered that this issue has nothing to do with both of gamepacks.
Actually this issue has something to do with GMAX. In the image attached you'll see two different plane in front of the box. These two planes are using different named texture files. But the texture file are copied from another. So they are identical.
When I export each object as standalone BGL files ( that means three different BGL files ) no problem was occured.
As I wanted to create a building with windows, everything must be in one BGL file.
In GMAX these two textures are applied exactly same. Nothing differs form another.

Before I loose my head does any one have any ideas ? :banghead: :banghead:
 

Attachments

  • Trn.jpg
    Trn.jpg
    86.1 KB · Views: 498
Hi Arno ,

I'm going to read your article as soon as possible. But for now I found something strange.
I'm using .TGA files to apply texture in GMAX. And for FS9 I'm using the same name but .BMP extension. This is as far as I learned from tutorials.
Now When I create a Texture in GMAX with the name Window_Glass I've no problem. :yikes: :yikes: :yikes:
If I change the Texture name, the problem occurs. :banghead: :banghead: :banghead:
Do we have any name convention limitation ?
I'm doing nothing special then changing the .TGA file name, apply it to planes and export it to BGL file. Just changing the name solves the problem. Texture file is the same file that I was using until the begining. I did not make any changes in the txture file !!!
 
Last edited:
As far as I know the texture name should have totally no influence. If it does, then MakeMDL must be doing something really strange when creating the source files.
 
Hi Arno,
I did read the article that you had mentioned me. As far as I understand It was all about drawing order like you said.
Tonight I did some experiments again. And I found something interesting.
When I use WINDOW as a texture name everything is fine, perfect. But When I use PENCERE ( x name that I choose ) as the name of texture file, the same object without any change becomes wrong.
Here is a two different .ASM code that MAKEMDL.EXE generates.
I formated the interesting parts of two codes :

Code with WINDOW named texture :

bina_top label BGLCODE
BGL_BEGIN 0800h ; version = 8.00
TEXTURE_LIST_BEGIN
TEXTURE_DEF TEXTURE_AIRCRAFT , <255,255,255,255>, 21.213203, "TRM_OUT.BMP" ; 0
TEXTURE_DEF TEXTURE_AIRCRAFT , <255,255,255,255>, 11.163874, "WINDOW.BMP" ; 1
TEXTURE_LIST_END


; NonAlpha
bina_NonAlpha label BGLCODE
MATERIAL 0,0 ; <255,255,255,255> TRM_OUT.BMP;;;
DRAW_TRI_BEGIN 0, 24
DRAW_TRI 9, 6, 0 ; poly=12 part=0
DRAW_TRI 12, 15, 4 ; poly=2 part=0
DRAW_TRI 11, 22, 19 ; poly=3 part=0
DRAW_TRI 19, 8, 11 ; poly=4 part=0
DRAW_TRI 5, 16, 21 ; poly=5 part=0
DRAW_TRI 21, 10, 5 ; poly=6 part=0
DRAW_TRI 17, 14, 20 ; poly=7 part=0
DRAW_TRI 20, 23, 17 ; poly=8 part=0
DRAW_TRI 13, 2, 7 ; poly=9 part=0
DRAW_TRI 7, 18, 13 ; poly=10 part=0
DRAW_TRI 0, 3, 9 ; poly=11 part=0
DRAW_TRI 4, 1, 12 ; poly=1 part=0
DRAW_TRI_END
MATERIAL 0,1 ; <255,255,255,255> WINDOW.BMP;;;
DRAW_TRI_BEGIN 24, 25
DRAW_TRI 15, 16, 10 ; poly=18 part=0
DRAW_TRI 5, 6, 0 ; poly=14 part=0
DRAW_TRI 6, 5, 11 ; poly=15 part=0
DRAW_TRI 10, 11, 5 ; poly=16 part=0
DRAW_TRI 11, 10, 16 ; poly=17 part=0
DRAW_TRI 1, 0, 6 ; poly=13 part=0
DRAW_TRI 16, 15, 21 ; poly=19 part=0
DRAW_TRI 20, 21, 15 ; poly=20 part=0
DRAW_TRI 2, 1, 7 ; poly=21 part=0
DRAW_TRI 6, 7, 1 ; poly=22 part=0
DRAW_TRI 7, 6, 12 ; poly=23 part=0
DRAW_TRI 11, 12, 6 ; poly=24 part=0
DRAW_TRI 12, 11, 17 ; poly=25 part=0
DRAW_TRI 16, 17, 11 ; poly=26 part=0
DRAW_TRI 17, 16, 22 ; poly=27 part=0
DRAW_TRI 21, 22, 16 ; poly=28 part=0
DRAW_TRI 3, 2, 8 ; poly=29 part=0
DRAW_TRI 7, 8, 2 ; poly=30 part=0
DRAW_TRI 8, 7, 13 ; poly=31 part=0
DRAW_TRI 12, 13, 7 ; poly=32 part=0
DRAW_TRI 13, 12, 18 ; poly=33 part=0
DRAW_TRI 17, 18, 12 ; poly=34 part=0
DRAW_TRI 18, 17, 23 ; poly=35 part=0
DRAW_TRI 22, 23, 17 ; poly=36 part=0
DRAW_TRI 4, 3, 9 ; poly=37 part=0
DRAW_TRI 8, 9, 3 ; poly=38 part=0
DRAW_TRI 9, 8, 14 ; poly=39 part=0
DRAW_TRI 13, 14, 8 ; poly=40 part=0
DRAW_TRI 14, 13, 19 ; poly=41 part=0
DRAW_TRI 18, 19, 13 ; poly=42 part=0
DRAW_TRI 19, 18, 24 ; poly=43 part=0
DRAW_TRI 23, 24, 18 ; poly=44 part=0
DRAW_TRI_END

BGL_END
BGL_RETURN


and Here is the ASM code that I used PENCERE as name of texture :

bina_top label BGLCODE
BGL_BEGIN 0800h ; version = 8.00
TEXTURE_LIST_BEGIN
TEXTURE_DEF TEXTURE_AIRCRAFT , <255,255,255,255>, 11.163874, "PENCERE.BMP" ; 0
TEXTURE_DEF TEXTURE_AIRCRAFT , <255,255,255,255>, 21.213203, "TRM_OUT.BMP" ; 1
TEXTURE_LIST_END


; NonAlpha
bina_NonAlpha label BGLCODE
" MATERIAL 0,0 ; <255,255,255,255> PENCERE.BMP;;;
DRAW_TRI_BEGIN 0, 25
DRAW_TRI 7, 6, 12 ; poly=23 part=0
DRAW_TRI 6, 7, 1 ; poly=22 part=0
DRAW_TRI 23, 24, 18 ; poly=44 part=0
DRAW_TRI 19, 18, 24 ; poly=43 part=0
DRAW_TRI 18, 19, 13 ; poly=42 part=0
DRAW_TRI 14, 13, 19 ; poly=41 part=0
DRAW_TRI 13, 14, 8 ; poly=40 part=0
DRAW_TRI 9, 8, 14 ; poly=39 part=0
DRAW_TRI 8, 9, 3 ; poly=38 part=0
DRAW_TRI 4, 3, 9 ; poly=37 part=0
DRAW_TRI 22, 23, 17 ; poly=36 part=0
DRAW_TRI 18, 17, 23 ; poly=35 part=0
DRAW_TRI 1, 0, 6 ; poly=13 part=0
DRAW_TRI 5, 6, 0 ; poly=14 part=0
DRAW_TRI 6, 5, 11 ; poly=15 part=0
DRAW_TRI 10, 11, 5 ; poly=16 part=0
DRAW_TRI 11, 10, 16 ; poly=17 part=0
DRAW_TRI 15, 16, 10 ; poly=18 part=0
DRAW_TRI 16, 15, 21 ; poly=19 part=0
DRAW_TRI 20, 21, 15 ; poly=20 part=0
DRAW_TRI 2, 1, 7 ; poly=21 part=0
DRAW_TRI 13, 12, 18 ; poly=33 part=0
DRAW_TRI 17, 18, 12 ; poly=34 part=0
DRAW_TRI 11, 12, 6 ; poly=24 part=0
DRAW_TRI 12, 11, 17 ; poly=25 part=0
DRAW_TRI 16, 17, 11 ; poly=26 part=0
DRAW_TRI 17, 16, 22 ; poly=27 part=0
DRAW_TRI 21, 22, 16 ; poly=28 part=0
DRAW_TRI 3, 2, 8 ; poly=29 part=0
DRAW_TRI 7, 8, 2 ; poly=30 part=0
DRAW_TRI 8, 7, 13 ; poly=31 part=0
DRAW_TRI 12, 13, 7 ; poly=32 part=0
DRAW_TRI_END

MATERIAL 0,1 ; <255,255,255,255> TRM_OUT.BMP;;;
DRAW_TRI_BEGIN 25, 24
DRAW_TRI 9, 6, 0 ; poly=12 part=0
DRAW_TRI 0, 3, 9 ; poly=11 part=0
DRAW_TRI 7, 18, 13 ; poly=10 part=0
DRAW_TRI 13, 2, 7 ; poly=9 part=0
DRAW_TRI 20, 23, 17 ; poly=8 part=0
DRAW_TRI 17, 14, 20 ; poly=7 part=0
DRAW_TRI 21, 10, 5 ; poly=6 part=0
DRAW_TRI 5, 16, 21 ; poly=5 part=0
DRAW_TRI 19, 8, 11 ; poly=4 part=0
DRAW_TRI 11, 22, 19 ; poly=3 part=0
DRAW_TRI 12, 15, 4 ; poly=2 part=0
DRAW_TRI 4, 1, 12 ; poly=1 part=0
DRAW_TRI_END

I did not copied all the ASM source here. Just the parts that are interesting to me. I also attached two different ASM file here.
Conculusion :
As far as I examined these codes I realised that, the transparent texture file name placed in the code at last, according alphabetical order. And this effects DRAWING ORDER and changes it. :yikes: :yikes:
When the texture file name is on top of other texture files in aplhabetical order, the DRAWING ORDER changes :yikes: :yikes:

Very interesting...... ?
 

Attachments

That's a good find. I always thought the order in which you drew them in GMax determined the order in the source (maybe ttrue when using the same texture on both). But for the rest it seems GMax indeed uses all textures in alphabetic order. This is certainly something we should remember.
 
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