• 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.

where is it?

Messages
88
Country
unitedkingdom
HI

I have lost a gmax file and would rather not start over again. I still have the asm files and can compile my mdl successfully with those alone ofcourse.
However, the object contains 3 attached library objects that I would like to change and I can't see any obvious code to change ( such as the GUID) which was what I expected. The information is obviously in there somewhere so I wonder if anyone can point me in the right direction. :)

Thanks

Vincent
 
Hi Vincent...

They are in the section at the bottom of the asm.

Code:
BGL_ATTACHPOINT_ENTRY 2, attachpoint_name_jcb2_0
attachpoint_name_jcb2_0	label	byte
	db	'a','t','t','a','c','h','p','t','_','l','i','g','h','t','i','n','g',0
attachpoint_riff_end_jcb2 label word       

attached_object_riff_start_jcb2	label	word
    db  'A','T','T','O'   
    dd  attached_object_riff_end_jcb2 - $ - 4

db	0, 16, 4, 0, 4, 0, 123, 0, 105, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
db	0, 0, 0, 0, 0, 0, 0, 0, 102, 120, 95, 73, 70, 83, 68, 95, 115, 116, 114, 111
db	98, 101, 104, 121, 101, 108, 108, 111, 119, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
db	0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
db	0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
db	0, 0, 0, 0, 0, 0, 0, 0, 0, 97, 116, 116, 97, 99, 104, 112, 116, 95, 108, 105
db	103, 104, 116, 105, 110, 103, 0, 1, 16, 4, 0
attached_object_riff_end_jcb2 label word

The numbers represent Characters... 1 being A etc
 
The numbers are the ASCII code of the characters. Your object is given on line 2 and 3 of the db code block. The last lines define the attachpoint. The first line sets some parameters, but I have not figured these out yet.
 
Hi
I just don't have the ability to desypher the ASCII code to extract the guid number. My coding is strictly limited to cut and paste and/or trial and error.Although I am begining to understand some aspects I am not the sharpest tool in the box.
I have 2 pieces of code ( below) both of objects that contain 2 attached library objects each. Which parts can be cut from the first example to change only the encoded GUID in the second example? I have tried lots of hit and miss combinations but they all result in the object crashing the game if I select a new season( can't see the relation but it does).

First example
Code:
attachpoint_riff_start_FST1002C	label	word
    db  'A','T','T','A'   
    dd  attachpoint_riff_end_FST1002C - $ - 4
	dd	4		; Attach point count 
BGL_ATTACHPOINT_ENTRY 3, attachpoint_name_FST1002C_0
BGL_ATTACHPOINT_ENTRY 4, attachpoint_name_FST1002C_1
BGL_ATTACHPOINT_ENTRY 5, attachpoint_name_FST1002C_2
BGL_ATTACHPOINT_ENTRY 6, attachpoint_name_FST1002C_3
attachpoint_name_FST1002C_0	label	byte
	db	'a','t','t','a','c','h','p','t','_','F','s','t','1','0','2','6',0
attachpoint_name_FST1002C_1	label	byte
	db	'a','t','t','a','c','h','p','t','_','F','S','T','1','0','0','3','2',0
attachpoint_name_FST1002C_2	label	byte
	db	'a','t','t','a','c','h','p','t','_','F','s','t','1','0','2','7',0
attachpoint_name_FST1002C_3	label	byte
	db	'a','t','t','a','c','h','p','t','_','F','S','T','1','0','0','3','3',0
attachpoint_riff_end_FST1002C label word       

attached_object_riff_start_FST1002C	label	word
    db  'A','T','T','O'   
    dd  attached_object_riff_end_FST1002C - $ - 4

db	0, 16, 4, 0, 2, 0, 61, 0, 44, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
db	0, 0, 0, 0, 0, 0, 0, 0, 230, 20, 45, 10, 242, 21, 194, 23, 134, 112, 168, 106
db	90, 120, 157, 140, 0, 0, 128, 63, 97, 116, 116, 97, 99, 104, 112, 116, 95, 70, 115, 116
db	49, 48, 50, 54, 0, 1, 16, 4, 0, 0, 16, 4, 0, 2, 0, 62, 0, 44, 0, 0
db	0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 230, 20, 45
db	10, 242, 21, 194, 23, 134, 112, 168, 106, 84, 120, 157, 140, 0, 0, 128, 63, 97, 116, 116
db	97, 99, 104, 112, 116, 95, 70, 83, 84, 49, 48, 48, 51, 50, 0, 1, 16, 4, 0, 0
db	16, 4, 0, 2, 0, 61, 0, 44, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
db	0, 0, 0, 0, 0, 0, 0, 230, 20, 45, 10, 242, 21, 194, 23, 134, 112, 168, 106, 90
db	120, 157, 140, 0, 0, 128, 63, 97, 116, 116, 97, 99, 104, 112, 116, 95, 70, 115, 116, 49
db	48, 50, 54, 0, 1, 16, 4, 0, 0, 16, 4, 0, 2, 0, 62, 0, 44, 0, 0, 0
db	0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 230, 20, 45, 10
db	242, 21, 194, 23, 134, 112, 168, 106, 84, 120, 157, 140, 0, 0, 128, 63, 97, 116, 116, 97
db	99, 104, 112, 116, 95, 70, 83, 84, 49, 48, 48, 51, 50, 0, 1, 16, 4, 0
attached_object_riff_end_FST1002C label word

Second example
Code:
attachpoint_riff_start_FST1002C	label	word
    db  'A','T','T','A'   
    dd  attachpoint_riff_end_FST1002C - $ - 4
	dd	4		; Attach point count 
BGL_ATTACHPOINT_ENTRY 1, attachpoint_name_FST1002C_0
BGL_ATTACHPOINT_ENTRY 2, attachpoint_name_FST1002C_1
BGL_ATTACHPOINT_ENTRY 3, attachpoint_name_FST1002C_2
BGL_ATTACHPOINT_ENTRY 4, attachpoint_name_FST1002C_3
attachpoint_name_FST1002C_0	label	byte
	db	'a','t','t','a','c','h','p','t','_','t','r','e','e',0
attachpoint_name_FST1002C_1	label	byte
	db	'a','t','t','a','c','h','p','t','_','t','r','e','e','2',0
attachpoint_name_FST1002C_2	label	byte
	db	'a','t','t','a','c','h','p','t','_','t','r','e','e','0','3',0
attachpoint_name_FST1002C_3	label	byte
	db	'a','t','t','a','c','h','p','t','_','t','r','e','e','0','4',0
attachpoint_riff_end_FST1002C label word       

attached_object_riff_start_FST1002C	label	word
    db  'A','T','T','O'   
    dd  attached_object_riff_end_FST1002C - $ - 4

db	0, 16, 4, 0, 2, 0, 58, 0, 44, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
db	0, 0, 0, 0, 0, 0, 0, 0, 230, 20, 45, 10, 242, 21, 194, 23, 134, 112, 168, 106
db	87, 120, 157, 140, 0, 0, 128, 63, 97, 116, 116, 97, 99, 104, 112, 116, 95, 116, 114, 101
db	101, 0, 1, 16, 4, 0, 0, 16, 4, 0, 2, 0, 59, 0, 44, 0, 0, 0, 0, 0
db	0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 230, 20, 45, 10, 242, 21
db	194, 23, 134, 112, 168, 106, 80, 120, 157, 140, 0, 0, 128, 63, 97, 116, 116, 97, 99, 104
db	112, 116, 95, 116, 114, 101, 101, 50, 0, 1, 16, 4, 0, 0, 16, 4, 0, 2, 0, 58
db	0, 44, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
db	0, 230, 20, 45, 10, 242, 21, 194, 23, 134, 112, 168, 106, 87, 120, 157, 140, 0, 0, 128
db	63, 97, 116, 116, 97, 99, 104, 112, 116, 95, 116, 114, 101, 101, 0, 1, 16, 4, 0, 0
db	16, 4, 0, 2, 0, 59, 0, 44, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
db	0, 0, 0, 0, 0, 0, 0, 230, 20, 45, 10, 242, 21, 194, 23, 134, 112, 168, 106, 80
db	120, 157, 140, 0, 0, 128, 63, 97, 116, 116, 97, 99, 104, 112, 116, 95, 116, 114, 101, 101
db	50, 0, 1, 16, 4, 0
attached_object_riff_end_FST1002C label word
 
Hi Vincent.

Here's a stab at it:



db 0, 16, 4, 0, 2, 0, 61, 0, 44, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
db 0, 0, 0, 0, 0, 0, 0, 0, 230, 20, 45, 10, 242, 21, 194, 23, 134, 112, 168, 106
db 90, 120, 157, 140,0, 0, 128, 63, 97, 116, 116, 97, 99, 104, 112, 116, 95, 70, 115, 116
db 48, 50, 54, 0, 1, 16, 4, 0,

0, 16, 4, 0 seems to be a header of sorts. The number 61 points forward to the end of the section... 1, 16, 4, 0 is the tail of the section.
There is a 0, 0 pair to delimit the end of the GUID.

The colored numbers are the GUID, but they need to be converted to Hex notation:

230, 20, 45, 10, 242, 21, 194, 23, 134, 112, 168, 106, 90, 120, 157, 140,
E6-14-2D-0A- F2-15-C2-17- 86-70-A8-6A-5A-78-9D-8C

These numbers are in "little-endian(Intel)" format so each 4-number hexpair needs to be flopped:

0A-2D-14-E6- 17-C2-15-F2- 6A-A8-70-86-8C-9D-78-5A

0A2D14E617C215F26AA870868C9D785A

( I think )

:eek:


Dick
 
Thank God you saved me from having to type that out :) Plus, I probably would have got it wrong :)
 
Wow! how do you guys know that. Worked like a charm Dick.And testiment to your communication skills that even I understood it. :rotfl: (enough anyway?)

cheers

Vincent
 
Back
Top