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Macro design with FSDS 1.6 (Read 1188 times)
Apr 28th, 2003 at 1:00pm

Glitch   Offline
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I am designing for CFS1. Using FSDS v1.6 to create a simple cube macro. I assigned a texture taken from Cfs1 texture folder, using FSDS then created the macro, saved as a .scm file.  I used FSSC to place the macro into the scenery. When I go to the sim and enter the scenery, the macro is there, but not the texture. FSSC exported the .bmp to the scenery folder but it does not show up.The .bmp is saved in standard cfs 256x256x8bit .bmp format , in the correct scenery, texture folder. But it does not show up on the Macro.

Do I need to: A- Further process .bmp to get it to work, applied to macro. Or B-Pre process in FSDS, Or C- do something else. If so, what and how? The tutorials in FSDS nor FSSC, seem to answer this question. Any help would be appreciated. Glitch
 

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Reply #1 - Apr 28th, 2003 at 2:17pm

Hagar   Offline
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Glitch. FSDS1.6 will export single scenery objects in either BGL or API format. The BGLs can be directly read by FS. API macros would be imported to a scenery area with a design program like Airport or FSSC before exporting in BGL format.

I've never tried objects created with FSDS in CFS1. I have the feeling that even simple objects like a basic cube might not be compatible. You might be better off with EOD or VOD.
 

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Reply #2 - Apr 28th, 2003 at 8:56pm

Glitch   Offline
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Hmmm There must be a way to do it. There is a macro for streetlights on page 2 of the macro section. That works in cfs1 and is created with FSDS. I can see if it has some clues. I had considered trying VOD also, but I know I can slave to the clock in FSDS for some animations I need for the scenery I have in mind
 

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Reply #3 - Apr 29th, 2003 at 2:09am

Hagar   Offline
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If I have time I'll try it myself. If the macro displays in the sim there should not be a problem with textures providing they're properly named & in the correct format. This might depend on how they're assigned. Just a thought. Use texture file names without spaces.

I would not normally consider using FSDS for the earlier sims (either aircraft or scenery objects) as some FS2000 commands are not compatible with FS98 or CFS1. The complexity is also an issue although it might just be possible with simple objects. I vaguely remember something about a known bug with the creation of API macros which might have been addressed in FSDS1.6.  I'm sure basic animations (timed events) are possible in EOD. I find VOD difficult to understand.
 

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Reply #4 - Apr 29th, 2003 at 5:39am

Glitch   Offline
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Well I did some experementing over night. I re exported cube as an .api file. applied the stock cfs .bmp and the textures showed up. But if I edit the bmp  it will not show up. Even saved as a 256x256x8bit .bmp. After  experimentation I managed to get one edited version to apply to the macro and cannot duplicate what I did. I think I converted the edited .bmp to an r8 and then converted back to bmp. But that does not work now. I think I will get the problem chased down. Just gotta remember exactly what I did. Feel free to try it. And let me know what you find. Thanks again Hagar. Glitch
 

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Reply #5 - Apr 29th, 2003 at 6:52am

Hagar   Offline
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Hi Glitch. I tried it & much to my surprise it works perfectly so I owe you an apology. Here's a simple hut on my CFS1 test airfield.

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The macro was created in FSDS1.6 in 2 parts, the base & the roof. Textures are assigned separately to each side (left, right, front & back) of the base & front, back & top of the roof. It was exported as an API macro & placed on the field using FSSC. The single 256 x 256 x 8 bit texture was created with PSP7 & displays fine.

I think your problem must lie with the way you're saving the repainted textures. Which graphics editors/utilities are you using? I find ConvR8 ideal for most work in CFS1.
 

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Reply #6 - Apr 29th, 2003 at 11:53am

Glitch   Offline
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     I am using Convr8 and Adobe Photoshop5.5. I was able to get one repainted .bmp to show up last night. But I did several at a time, and have not been able to reproduce the results. I processed each one a little differently, trying to get one to work. Then could not remember exact proceedure I used on the one that did work.
     I will trial and error it out I guess. I would prefer to Design for cfs2 but I have one squad member that cannot use cfs2 because of onboard non upgradeable video card. Till Arschloch upgrades to his new machine, I am stuck trying to make FSDS jump thru hoops it was not intended to.
    I have an idea for a combat scenery that just flying thru will be a challenge. And need the design flexibility of FSDS to make it work.
    If you could post the proceedure you used to edit and process with Convr8 and photoshop, perhaps I can adapt it to the adobe/ convr8 combo I use. Thanks again for the help, Glitch

 

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Reply #7 - Apr 29th, 2003 at 1:05pm

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Quote:

    If you could post the proceedure you used to edit and process with Convr8 and photoshop, perhaps I can adapt it to the adobe/ convr8 combo I use. Thanks again for the help, Glitch

OK. In most cases I would do this entirely in PSP7. (Paint Shop Pro 7)
In PSP you would work on the texture in 16 Million Colors (24 bit), then reduce the color depth to 256 Colors (8 bit) before saving. I'm sure Photoshop must have a similar feature.

Alternatively, open the texture in ConvR8 & double-click on the image in the right-hand window to send it to your graphics editor.
Repaint it if necessary, then exit the graphics editor saving changes on exit. (You don't need to reduce the color depth.)
Click on the right-hand window in ConvR8 to reload the edited image. It will be automatically converted to 8 bit format if necessary using the correct FS palette.
Click "File/Save as BMP". Save under an appropriate name including the .bmp file extension.
You should now have a correctly sized texture in 8 bit BMP format.
 

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Reply #8 - Apr 29th, 2003 at 2:06pm

Glitch   Offline
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Rgr that! Worked like a charm. I created a fuselage and wing assembly and tried it on that also, to see how it would handle a more complex structure worked there too. Thanks again. If scenery works as I think it should. I will upload to simviation in a week or so.  Glitch
 

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Reply #9 - Apr 29th, 2003 at 2:18pm

Hagar   Offline
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Great stuff. Glad you fixed it. I've learned something from this too. FSDS is much easier to work with than the other macro utilties I've tried. I might even get interested in creating some of my own. Wink
 

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Reply #10 - Apr 29th, 2003 at 9:17pm

Glitch   Offline
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Yup that what the forums are for to learn and teach. FSDS allows many options for scenery design. Thanks again. Glitch
 

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Reply #11 - Apr 29th, 2003 at 9:18pm

Glitch   Offline
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Yup that what the forums are for to learn and teach. FSDS allows many options for scenery design. Thanks again. Glitch
 

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