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Rotated LOD???

:wizard: I can confirm that it is the attach points that are causing the problem and that removing them cures the rotated lod oddity. I just got stuck in thinking it was my lod creation procedure that was at fault. Instead of using the attach script I have now merged the original gmax files into my object and all is fine.I don't think there is much point in trying to make this work now if substituting the attatch script with merging gives the required result.( Unless it interests you of course,I know you like a challenge. :stirthepo )
Talking of a challenge........Do you think it is possible to add the rotate to user command to just one of the LODs? :duck:

Wouldn't have got there without your help so a big thanks.

Vincent
 
LOL :D

I missed your reply while I was composing my own. Your a genius. I can go back to my original plan now.Thankyou.

Vincent
 
Hi Vincent,

vincent said:
Do you think it is possible to add the rotate to user command to just one of the LODs? :duck:

Yes, I think that should be possible. I think each LOD is called now using a BGL_CALL_32 and if you replace the one for the LOD you want with the rotate command, then it should work (not tested though :)).
 
Hi Arno

Looking at your example http://www.scenerydesign.org/forum/showthread.php?t=88&highlight=ROTATE+USER I canot see how to implement the code into only one of the lods of my test.Replacing the highlighted part would result in the whole model rotating.Can you offer me an example to look at of how it should be. :)




Code:
bgl_riff_start_FST0001	label	BGLCODE
    db	'B','G','L',' '
    dd	bgl_riff_end_FST0001 - $ - 4
LOD_0_FST0001	label	BGLCODE

[COLOR=Red]; NonAlpha
FST0001_NonAlpha label BGLCODE
    BGL_CALL_32 FST0001_MasterScale_1        ; Node 1 - MasterScale
    BGL_END
    BGL_RETURN[/COLOR]

FST0001_MasterScale_1 label BGLCODE

    ; Node 3 - RotateAroundX transform:

     BGL_SET_MATRIX_INDIRECT	0
    IFSIZEV  FST0001_lod_1, 1397,1000 ; lod test 0..30
    JUMP     FST0001_skip_1
FST0001_lod_1 label BGLCODE

    ; Node 4 - FST0001 transform:

     BGL_SET_MATRIX_INDIRECT	1
    BGL_CALL_32 FST0001_FST0001_2        ; Node 4 - FST0001
FST0001_skip_1 label BGLCODE
    IFSIZEV  FST0001_skip_2, 1397,1000 ; lod test 30..100

    ; Node 5 - FST0001 transform:

     BGL_SET_MATRIX_INDIRECT	2
    BGL_CALL_32 FST0001_FST0001_3        ; Node 5 - FST0001
FST0001_skip_2 label BGLCODE
    BGL_RETURN
 
Hi Vincent,

Skip this first BGL_CALL_32 command, but in the code you posted you see two other BGL_CALL_32 commands, these are for the different LOD models. By replacing these you should be able to rotate only one LOD.
 
Ok. :whiteflag I've been trying but without success.Here is what I did to the above code to try to only rotate LOD_030

Code:
bgl_riff_start_FST0001	label	BGLCODE
    db	'B','G','L',' '
    dd	bgl_riff_end_FST0001 - $ - 4
LOD_0_FST0001	label	BGLCODE

; NonAlpha
FST0001_NonAlpha label BGLCODE
    BGL_CALL_32 FST0001_MasterScale_1        ; Node 1 - MasterScale
    BGL_END
    BGL_RETURN


FST0001_MasterScale_1 label BGLCODE

    ; Node 3 - RotateAroundX transform:

     BGL_SET_MATRIX_INDIRECT	0
    IFSIZEV  FST0001_lod_1, 1397,1000 ; lod test 0..30
    JUMP     FST0001_skip_1
FST0001_lod_1 label BGLCODE

    ; Node 4 - FST0001 transform:

     BGL_SET_MATRIX_INDIRECT	1
    BGL_CALL_32 FST0001_FST0001_2        ; Node 4 - FST0001
FST0001_skip_1 label BGLCODE
    IFSIZEV  FST0001_skip_2, 1397,1000 ; lod test 30..100

    ; Node 5 - FST0001 transform:

     BGL_SET_MATRIX_INDIRECT	2
[COLOR=Red]    SPRITE_VICALL FST0001_FST0001_3_MasterScale_1, 0, 0, 0, 0, 0, 0, 0, 1, 0   [/COLOR]      ; Node 5 - FST0001
FST0001_skip_2 label BGLCODE
    BGL_RETURN



removing "FST0001_3" from the line allows the asm to compile but the object crashes the sim.

Vincent
 
Hi Vincent,

Why did you change the label name from FST0001_FST0001_3 to FST0001_FST0001_3_MasterScale_1? Have you tried it with the label FST0001_FST0001_3 in the SPRITE_VICALL command?
 
Hi Arno


Got the "MasterScale_1" from the example and thought it was required.I can see now that it is'nt.The tweak works as you said perfectly so once again Thankyou!

Vincent
 
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