• 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.

gmax export old-style asm

Messages
537
Country
canada
Hi,

Does anybody know whether it is possible to change the gamepack in some way, perhaps bringing back the old gamepack from gmax 1.1, so that the export would generate the xxxx.asm and xxxx_0.asm for the old BGLC?

There are some very desirable features in the old style that I'd like to retain, but I don't have gmax 1.1 installed anymore. According to the more experienced folks, the new export method can't do shadows on objects, for example.

Or would it be easier just to re-install gmax 1.1 in my old computer?

Thanks

Fern
 
Hi Fern,

Have a look at the documentation of the new gamepack. In one of the documents it tells you have to use both the old and the new together (on the same GMax thus). That is also how I have it installed here.
 
Two gamepacks

Hi, Arno

That's how I have it installed here, too. I can open gmax as FS2004 or FS2002, and export as either.

However, using the FS2002 mode, it exports and creates the two xxxx.asm and xxxx_0.asm, but they don't look much like the old respective .asm files from gmax 1.1. The commands on the old ones used to be vaguely similar to an API.

I am interested in exporting again as the old asms occasionally, so I can do the shadow thing (remember my Arecibo Observatory picture) when I need. It worked very well then, and it doesn't work very well at all with the new stuff.

I was hoping that it would be possible to create old-style asm files with gmax 1.2 (perhaps with some special gamepack that someone had). Otherwise I'll have to re-install gmax 1.1 in my old computer.

Any hints?

Thanks!

Fern
 
Hi Fern,

The version of GMax should not have any influence. It is the gamepack that makes the ASM file, not GMax. So using 1.1 or 1.2 should have no difference.

If you start GMax with the Fs2002 shortcut, you should get the same source code as you got before when you were only using the Fs2002 gamepack.
 
Indeed

Hi, Arno

First, let me apologise. I tried it, I really did... He he he he he... but, somehow, the xxxx.asm file I got was totally different from the xxxx.asm file I used to get with the old gamepack.

I knew that gmax had nothing to do with it, but when it didn't work I though "they" had changed something else in the FS2002 gamepack and the old style xxxx.asm was not done anymore.

But, I tried again just now, and it was all there, exactly the way it used to be, hehehehe. I am embarrassed, and I apologise.

The good news is... That the shadow in the old style works very well.

Therefore, if there is the need for shadows to appear ON objects, I believe this to be a good alternative: use the FS2002 export, edit the xxxx.asm, compile directly with bglc and Bob is your uncle.

Here is a picture of a quick object. The object is off the ground by about 2 metres, the plane is above the object by about 2 or 3 metres, and the shadows match. The object, of course, has no shadow of itself.

If anyone is interested, just let me know and I have the xxxx.asm editing required.

Once again, thanks a lot, and my apologies for not having seen it the first time. I swear I tried it... He he he he he he he

Fern
 
That looks great. Good you got it working now without having to do extra installs etc :).

I assume this tweak is just remove the ShadowCall command? Or did you also add a ADDCAT command to the source, as described for ground polygons?
 
Back
Top