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cfs2 wreckage api's or lib/obj ? (Read 936 times)
Apr 15th, 2003 at 9:19pm

bertie1   Offline
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This is a question for the cfs1/2 aircraft designer boffins if they know of any wrecks WW2 or 'nam scenery we can park off the side of the runway. I posted on the outhouse as well and some interest is generated bearing in mind it is a part of the reality and adds to the atmosphere. I understand that it takes a lot of designer time to make an authentic a/c that flys so it probably may not appeal to design a wreck that also looks authentic but it would be appreciated in macro or object form. I wondered if this subject would generate any interest from designers. I can imagine repainters would really like it, regards Bertie.

(the ground is the highest priority in aviation) Roll Eyes
 
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Reply #1 - Apr 16th, 2003 at 5:03am

Hagar   Offline
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Hi Bertie. Interesting idea. It should not be too difficult for anyone with AF99 (or FSDS1.6) to modify an existing source file into a wreck or create one from scratch. They would need to be interested in doing it of course. I'm not sure too many would think it worthwhile for the limited appeal.  Roll Eyes
In my experience, 3rd party library objects can be a tad buggy. It might be best to use API macros converted with MDLtoBGL.

PS. It might be possible to simulate a wreck by converting an existing MDL. Use the MDLtoBGL (M98toBGL) Vertical Translation + Pitch & Roll Angle variables together with various Flaps/Spoilers & Wheels Up options. This might be worth investigating.
 

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Reply #2 - Apr 16th, 2003 at 5:56pm

bertie1   Offline
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Hagar, Yes that thought occured to me using Ms98 to bgl for a macro and maybe starting out with the default C47. The mission infrastructure aircraft with 99% damage is really no substitute because it looks like there is a wing tip still airborne from the ground although I haven't slewed in to check. I really think an expert designer could probably knock up a burnt out frame with a rusty radial (and some panels even leaning up against it like a wreckers yard from parts) quite quickly however I can't really comment on that as I failed my art classes and didn't really do that well in geometry either, heh heh. Still maybe they will see this thread and start an act. Let's hope! Coming back on that mission insert pre-damage, the actual fuselage doesn't look too bad for a wreck but I can't zoom in close enough so I'll drive over in the jeep and take a screenshot if I can post that up maybe there could be some interest starting from the repainters possibly, Thanks for your interest in this topic, Bertie Smiley
 
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Reply #3 - Apr 17th, 2003 at 2:45am

Hagar   Offline
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Bertie. It's not possible to modify default aircraft or mission library objects with M98toBGL (MDLtoBGL). If you want to zoom in close try Chase mode. (C key or Ctrl + F4 depending on keyboard). Then hit Tab to cycle through the mission objects. It occurs to me that if you have problems seeing the objects in normal views there isn't much point.  ??? Roll Eyes

Here's an example of my suggestion with the M98toBGLmacro which took me about 5 minutes to convert & add to the scenery. Now I understand what you're getting at, maybe it's not what you had in mind. Undecided

http://www.simviation.com/yabbuploads/wreck2
 

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Reply #4 - Apr 21st, 2003 at 6:07pm

bertie1   Offline
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Hagar your Skyraider looks great as an api. I tried M98 to BGL over Easter. Although it looks like a simple checkbox and post program I had trouble with the MDL's when trying to convert. Looking at help it states you may have to increase the lines of text to make certain models work and make a backup if necessary. However I got one to work and put all the textures one by one into the parameters but I was one short and therefore had invisible wings because there was not room for the tenth bmp texture ??? otherwise it looked ok. Thanks for telling me that stockers don't convert. I was trying that for ages and getting a no go fortunately I didn't start messing around with the mdl text. I will try that particular skyraider tonight like you did. Yes the chase view is much easier than simple outside pov switching especially with the giant a/c like B52, Bison etc. Regards Bertie
 
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Reply #5 - Apr 21st, 2003 at 6:16pm

Hagar   Offline
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Quote:
Hagar your Skyraider looks great as an api. I tried M98 to BGL over Easter. Although it looks like a simple checkbox and post program I had trouble with the MDL's when trying to convert. Looking at help it states you may have to increase the lines of text to make certain models work and make a backup if necessary. However I got one to work and put all the textures one by one into the parameters but I was one short and therefore had invisible wings because there was not room for the tenth bmp texture ??? otherwise it looked ok.

Hi Bertie. M98toBGL automatically assigns textures to the API. You shouldn't need to add anything manually.

Quote:
Thanks for telling me that stockers don't convert. I was trying that for ages and getting a no go fortunately I didn't start messing around with the mdl text. I will try that particular skyraider tonight like you did. Yes the chase view is much easier than simple outside pov switching especially with the giant a/c like B52, Bison etc. Regards Bertie


Not all MDL files will convert successfully so you will have to search round for some that do. If you wish to use more complex designs try the later MDLtoBGL. I find FS98 aircraft are more suitable for macros. The Skyraider macro is a different MDL to the flyable one in my shot.
 

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Reply #6 - Apr 22nd, 2003 at 6:44pm

bertie1   Offline
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Thanks for that info Hagar. Finally I have got the message about texture regarding imported a/c into macro. I know where I went wrong by my first attempts to api a fs2002 commercial 767 to experiment on. It turned out white all over and that is what steered me into the direction of thinking that I had to add the tex' manually in parameters. Yesterday I d/loaded from here a TU95 Russian bomber and there was an api automatically inserted into fssc and so I loaded it into my airfield and it looks just great, didn't have to do anything. Image below if it works, (the hangar needs rescaling down). Yes you definitely used a different mdl for your skyraider because I tried that GZRAH1 and it wouldn't recognize the mdl. I have tried skyraiderbs&t without wheels mdl and it placed it by the runway but fssc had a lengthy ponder while trying to save and froze me out, so back to figure that tonight. I think maybe it did not like the wheels down attitude. I didn't know there was a later edition of bgl program but will have a look for it now. here is the shot that made it worthwhile even though it was done for me! Grin Grin..oops sorry I can't seem to post this image the button just prints [img] and I can't paste, I guess it's me...'duh'
 
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Reply #7 - Apr 23rd, 2003 at 6:03am

Hagar   Offline
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Hi Bertie. Pity I can't see your shot. People have all sorts of problems posting images here for some reason.
Check this out. http://www.simviation.com/cgi-bin/yabb/YaBB.cgi?board=screen;action=display;num=...

Here's the MDLtoBGL home site. http://www.geocities.com/CapeCanaveral/Cockpit/4125/id43.htm
It has a completely different user interface & will read some more complex FSDS1.6 designs for FS2000/CFS2. (It will NOT read defaults, Gmax, SCASM edited or FSDS2 designs). I find it a tad buggy & prefer the original M98toBGL. If either version gives any kind of error message I find it's best to forget it & find a different MDL. Simple FS98 or CFS1 aircraft & even older FS5 designs work best as scenery macros for me. They're more frame-rate friendly & you're not bothered about fancy animations or things like DVCs. You can repaint the textures in the usual way if necessary.
The gear position should not be a problem. The gear is down on the Skyraider macro in my shot. It's an FS98/CFS1 version by Massimo Taccoli which I already have installed to my own CFS1. It might be the one posted here. http://www.simviation.com/cfs1aircraft22.htm
 

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Reply #8 - Apr 24th, 2003 at 12:03am

bertie1   Offline
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Hagar as per usual thanks for your valuable time and giving me the link to Trevor DeStigtors program site. I have taken the liberty of posting that paragraph concerning the Mdl to Bgl update that you wrote with the link on the outhouse as there is a varying amount of interest there on that thread, and of course I said that you denied everything. (ha, ha). I really wanted to inspire the interest of the designers into modelling and texturing a wreck or two in api/static format but I guess that all busy dressing up those fancy birds for the catwalk in cfs3. However there probably is enough interest for some of us slower discoverers to work at it
and find some starting points. Thanks again, I am trying get a large Vulcan to sit flat on the deck, weathered paint and cracks would be great to add to it, anyway I am just in a reverie at the moment about that. Thanks Bertie Smiley
 
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Reply #9 - Apr 24th, 2003 at 12:04am

bertie1   Offline
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Hagar as per usual thanks for your valuable time and giving me the link to Trevor DeStigtors program site. I have taken the liberty of posting that paragraph concerning the Mdl to Bgl update that you wrote with the link on the outhouse as there is a varying amount of interest there on that thread, and of course I said that you denied everything. (ha, ha). I really wanted to inspire the interest of the designers into modelling and texturing a wreck or two in api/static format but I guess that all busy dressing up those fancy birds for the catwalk in cfs3. However there probably is enough interest for some of us slower discoverers to work at it
and find some starting points. Thanks again, I am trying get a large Vulcan to sit flat on the deck, weathered paint and cracks would be great to add to it, anyway I am just in a reverie at the moment about that. Thanks Bertie Smiley
 
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