Hi everyone! (Sorry if it has been discussed before, and also Sorry about this thread, it maybe too long)
We're working now on Naples Intl Airport in Italy (LIRN) project, and we want to create a seasonal textures for the ground (Not PhotoScenery, I mean ground polys), the problem is : FSX always loads Fall textures even if we start flight in Spring or Summer season (work normally for Hard or Heavy Winter, means FSX loads normally the winter textures when flying over it in winter season} )
We've used ModelConverterX, Ground Polygon Wizard to compile BGL, and here are the steps we followed:
1- Here are my textures of each season (I've just created textures for Fall and Hard or Heavy Winter seasons using Photoshop)
2- We've modeled ground using 3ds Max and have mapped only the normal texture which is : "grd_1x6" then have exported it into an .X file and then to Ground.MDL. Using ModelConverterX and Ground Polygon Wizard, We've checked "Seas" and have clicked on Define Seasons... and then checked another time : "Fall, HeavyWinter" to let FSX load the normal texture which is "grd_1x6" in Summer, Spring and winter seasons. Then we've clicked Set and Convert, like in this picture:
Here is the Scasm code, take a look at it, maybe something wrong which caused the problem:
After Compiling BGL, We moved it to scenery folder of Naples X and converted the textures to DDS DXT1 and placed them in the texture folder of Naples X:
I'm sure we've done something wrong!
To not remember, the problem is : FSX always loads Fall texture on spring and summer seasons.
We will be glad if you help us and any help would be great!!
Thank you so much guys!!
We're working now on Naples Intl Airport in Italy (LIRN) project, and we want to create a seasonal textures for the ground (Not PhotoScenery, I mean ground polys), the problem is : FSX always loads Fall textures even if we start flight in Spring or Summer season (work normally for Hard or Heavy Winter, means FSX loads normally the winter textures when flying over it in winter season} )
We've used ModelConverterX, Ground Polygon Wizard to compile BGL, and here are the steps we followed:
1- Here are my textures of each season (I've just created textures for Fall and Hard or Heavy Winter seasons using Photoshop)
2- We've modeled ground using 3ds Max and have mapped only the normal texture which is : "grd_1x6" then have exported it into an .X file and then to Ground.MDL. Using ModelConverterX and Ground Polygon Wizard, We've checked "Seas" and have clicked on Define Seasons... and then checked another time : "Fall, HeavyWinter" to let FSX load the normal texture which is "grd_1x6" in Summer, Spring and winter seasons. Then we've clicked Set and Convert, like in this picture:
Here is the Scasm code, take a look at it, maybe something wrong which caused the problem:
Code:
; SCASM source file for FS2002 style ground polygons
; Made by ModelConverterX
Set( fsvers 0x800 )
Set( buf 20480 )
Set( areamx 2048 )
Set( labels 25000 )
Set( patches 37500 )
Set( linbuf 32000 )
Header( 1 40.8840548219089 40.8827629109026 14.2898110583231 14.2883749768333 )
LatRange( 40.8827629109026 40.8840548219089 )
Area( C 40.8831839050489 14.2887959724294 50 )
LayerCall( :Lay50 50 )
Jump32( : )
:Lay50
Call32( :LayData50 )
Return
:Return50
Return
:LayData50
RefPoint( 7 :Return50 1 40.8831839050489 14.2887959724294 v1= 30000 v2= 36 )
BGLVersion( 800 )
MaterialList( 0
0.5880 0.5880 0.5880 1.0000 0.5880 0.5880 0.5880 1.0000 0.9000 0.9000 0.9000 1.0000 0.0000 0.0000 0.0000 1.0000 0.0000
)
TextureList( 0
5 00 128 128 128 0 1000.0 "GRD_1X6.BMP"
5 00 128 128 128 0 1000.0 "GRD_1X6_FA.BMP"
5 00 128 128 128 0 1000.0 "GRD_1X6_HW.BMP"
)
VertexList( 0
-25.0362 0.0099 -24.9823 0.0000 1.0000 0.0000 0.000000 0.000000
25.0360 0.0099 24.9824 0.0000 1.0000 0.0000 0.500000 0.500000
-25.0360 0.0099 24.9824 0.0000 1.0000 0.0000 0.000000 0.500000
25.0362 0.0099 -24.9823 0.0000 1.0000 0.0000 0.500000 0.000000
)
:seasCheck0_0
IfVarRange( :seasCheck0_1 0x038A 111 354 )
SetMaterial( 0 1 )
Jump32( :seasCheck0_e )
:seasCheck0_1
SetMaterial( 0 2 )
:seasCheck0_e
DrawTriList( 0
0 1 2
0 3 1
)
EndVersion
Return
EndA
Area( C 40.8836338263127 14.2887959724294 50 )
LayerCall( :Lay50 50 )
Jump32( : )
:Lay50
Call32( :LayData50 )
Return
:Return50
Return
:LayData50
RefPoint( 7 :Return50 1 40.8836338263127 14.2887959724294 v1= 30000 v2= 36 )
BGLVersion( 800 )
MaterialList( 0
0.5880 0.5880 0.5880 1.0000 0.5880 0.5880 0.5880 1.0000 0.9000 0.9000 0.9000 1.0000 0.0000 0.0000 0.0000 1.0000 0.0000
)
TextureList( 0
5 00 128 128 128 0 1000.0 "GRD_1X6.BMP"
5 00 128 128 128 0 1000.0 "GRD_1X6_FA.BMP"
5 00 128 128 128 0 1000.0 "GRD_1X6_HW.BMP"
)
VertexList( 0
25.0360 0.0099 -24.9823 0.0000 1.0000 0.0000 0.500000 0.500000
25.0358 0.0099 24.9824 0.0000 1.0000 0.0000 0.500000 1.000000
-25.0358 0.0099 24.9824 0.0000 1.0000 0.0000 0.000000 1.000000
-25.0360 0.0099 -24.9823 0.0000 1.0000 0.0000 0.000000 0.500000
)
:seasCheck0_0
IfVarRange( :seasCheck0_1 0x038A 111 354 )
SetMaterial( 0 1 )
Jump32( :seasCheck0_e )
:seasCheck0_1
SetMaterial( 0 2 )
:seasCheck0_e
DrawTriList( 0
0 1 2
3 0 2
)
EndVersion
Return
EndA
Area( C 40.8831839050489 14.289390062727 50 )
LayerCall( :Lay50 50 )
Jump32( : )
:Lay50
Call32( :LayData50 )
Return
:Return50
Return
:LayData50
RefPoint( 7 :Return50 1 40.8831839050489 14.289390062727 v1= 30000 v2= 36 )
BGLVersion( 800 )
MaterialList( 0
0.5880 0.5880 0.5880 1.0000 0.5880 0.5880 0.5880 1.0000 0.9000 0.9000 0.9000 1.0000 0.0000 0.0000 0.0000 1.0000 0.0000
)
TextureList( 0
5 00 128 128 128 0 1000.0 "GRD_1X6.BMP"
5 00 128 128 128 0 1000.0 "GRD_1X6_FA.BMP"
5 00 128 128 128 0 1000.0 "GRD_1X6_HW.BMP"
)
VertexList( 0
-25.0360 0.0099 24.9824 0.0000 1.0000 0.0000 0.500000 0.500000
-25.0362 0.0099 -24.9823 0.0000 1.0000 0.0000 0.500000 0.000000
25.0362 0.0099 -24.9823 0.0000 1.0000 0.0000 1.000000 0.000000
25.0360 0.0099 24.9824 0.0000 1.0000 0.0000 1.000000 0.500000
)
:seasCheck0_0
IfVarRange( :seasCheck0_1 0x038A 111 354 )
SetMaterial( 0 1 )
Jump32( :seasCheck0_e )
:seasCheck0_1
SetMaterial( 0 2 )
:seasCheck0_e
DrawTriList( 0
0 1 2
3 0 2
)
EndVersion
Return
EndA
Area( C 40.8836338263127 14.289390062727 50 )
LayerCall( :Lay50 50 )
Jump32( : )
:Lay50
Call32( :LayData50 )
Return
:Return50
Return
:LayData50
RefPoint( 7 :Return50 1 40.8836338263127 14.289390062727 v1= 30000 v2= 36 )
BGLVersion( 800 )
MaterialList( 0
0.5880 0.5880 0.5880 1.0000 0.5880 0.5880 0.5880 1.0000 0.9000 0.9000 0.9000 1.0000 0.0000 0.0000 0.0000 1.0000 0.0000
)
TextureList( 0
5 00 128 128 128 0 1000.0 "GRD_1X6.BMP"
5 00 128 128 128 0 1000.0 "GRD_1X6_FA.BMP"
5 00 128 128 128 0 1000.0 "GRD_1X6_HW.BMP"
)
VertexList( 0
25.0358 0.0099 24.9824 0.0000 1.0000 0.0000 1.000000 1.000000
-25.0358 0.0099 24.9824 0.0000 1.0000 0.0000 0.500000 1.000000
-25.0360 0.0099 -24.9823 0.0000 1.0000 0.0000 0.500000 0.500000
25.0360 0.0099 -24.9823 0.0000 1.0000 0.0000 1.000000 0.500000
)
:seasCheck0_0
IfVarRange( :seasCheck0_1 0x038A 111 354 )
SetMaterial( 0 1 )
Jump32( :seasCheck0_e )
:seasCheck0_1
SetMaterial( 0 2 )
:seasCheck0_e
DrawTriList( 0
0 1 2
0 2 3
)
EndVersion
Return
EndA
I'm sure we've done something wrong!
To not remember, the problem is : FSX always loads Fall texture on spring and summer seasons.
We will be glad if you help us and any help would be great!!
Thank you so much guys!!
Last edited:


