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FS2004 I want my autogen!

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unitedstates
Greetings all,

I have several scenery addons designed by others that are Scasm based. They look and perform great in FS9 except for the complete obliteration of autogen surrounding the airport.

I have researched this issue here and elsewhere.

My question for the community is, how can I restore my autogen?

I have read that V2= controls autogen excludes and lowering that number will restore autogen. I have had little success with this making any difference.

Given that I do not have the source files, is there anything else I can do?

Also, does the "bounding box" have any impact on this issue?

I have read that there is a tweak for ground polys that helps, but have not been able to find out how to implement it. Can I without the source files?

One of the FS2k2 sceneries in question reportedly has dynamic ground service vehicles that I cannot get to work in FS9. Should it, or was this function lost between FS2k2 and FS9?

All constructive replies will be greatly appreciated.

Have a great day!

Lane
 
Hi,

I would not alter the v2 value, as that can result in disappearing objects.

You could try the dummy rotatedcall trick, if I remember correctly that works in fs2004 (or was it fs2002).
 
Thanks for the reply, Arno

You could try the dummy rotatedcall trick
I have seen that referred to several times.

What I haven't seen is a tutorial or set of instructions on how to do it.:(

Unfortunately, my understanding of Scasm is basic, at best.

Lane
 
ALain,

Thanks for the link.

I have seen that thread and if I understand correctly that is code for BGLC,

I am looking for instructions for Scasm.

It appears to me I need to add a RotatedCall to each Area that is killing autogen.

Where do I add it, and what should it look like?

Thanks in advance,
Lane
 
As you do not have the scource files, the only thing I can think off is to decompile the bgl's with something like SCDis, add the rotate call, then try to recompile with scasm.

David
 
Thanks for your post, David. I do appreciate it.

I will add it to the list of posts that tell me what to do without telling me how to do it.

I can de-compile/compile .bgl files all day long.

It's the phrasing and placement of the rotatedcall in the .sca that I need help with.

thanks again.

Lane
 
Hi,

The dummy rotatedcall needs to go just before the enda command at the end of the scenery area.

The dummy just calls a label and returns directly.
 
I have added this to the file...
Code:
RotatedCall( : 0 0 0 )
EndA

Is this correct?

I am still seeing autogen exclusion within the "bounding box" defined by the furthest point in the cardinal directions.

Is this the best I can get?

Thanks again for all the help.

Lane
 
No, because : calls the end of the object. You'd better try something like this:

Code:
RotatedCall( :dummy 0 0 0 )
Jump( : )
:dummy
Return
 
Glad to hear you fixed it :).
 
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