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Remove Shadow from GMax FS2002 Gamepack

Messages
481
Hi,

I tried removing the shadow for a supposed ground poligon, (gmax fs2002 gamepack) as the tutorial on the forum, but it seems that after I enter it into FSRegen, it doesn't work. Since the object has transparency, I have the shadow problem.

Sincerelly,

BrBlazer
 
Removing Shadows

Hi, BrBlazer

Are you using the editing of the xxxx.asm file to remove the shadow?

Fern
 
Hi BrBlazer,

If you are using FsRegen, then you should remove the shadow from the API macro you are using the place the object. The tweak as described in this forum is only when compiling the BGL directly from the ASM files. The shadow information is contained in the yourfile.asm file, while FsRegen only reads the yourfile_0.asm file.
 
Fern said:
Hi, BrBlazer

Are you using the editing of the xxxx.asm file to remove the shadow?

Fern

Yes. I found the shadow command and removed it, as well as renamed addlib to addcat or vice-versa :-)
 
arno said:
Hi BrBlazer,

If you are using FsRegen, then you should remove the shadow from the API macro you are using the place the object. The tweak as described in this forum is only when compiling the BGL directly from the ASM files. The shadow information is contained in the yourfile.asm file, while FsRegen only reads the yourfile_0.asm file.

Hi Arno,

Here is my api code. Do I just remove the shadow command or is there more to it? I made a simular macro with Novasim too and since I output an api file from that, as I didn't make a library, I just removed the shadowcall line but didn't work. Maybe it's different with an fsregen api.

mif (0)
Area( 5 %1 %2 1 )
RotatedCall( :symbol 0 0 %5 )
Jump( :endsymbl )
:symbol
RefPoint( 7 : 0.5 %1 %2 )
Points( 0
-41 0 -41
-41 0 40
40 0 40
40 0 -41
0 0 0
)
Poly( a 0 1 2 3 )
Poly( a 0 4 3 )
Return
:endsymbl
EndA
mifend

Area( 5 %1 %2 22 )
perspectivecall( :OBJ )
shadowcall( :OBJ )
jump( : )
:OBJ
mif( %11 )
refpoint( 2 :END %4 %1 %2 E= %11 v1= %10 %13 %14 )
melse
refpoint( 7 :END %4 %1 %2 v1= %10 %13 %14 )
mifend
rotatedcall( :ROT 0 0 %5 )
return
:ROT
callLibobj( 0 CD13D7C0 4CFB0867 E44C4697 532A42D1 )
:END
return
EndA
 
Yes, just removing (or commenting out with a ; ) the ShadowCall command should prevent your object from casting a shadow. In your macro you will also have to replce the PerspectiveCall command with a LayerCall command. Have a look at this article, it describes the different kind of API macros you can use with FsRegen:

http://www.scenerydesign.org/forum/showthread.php?t=107
 
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