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› Api, Macros, BGL, MDL, ..... Help!
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Api, Macros, BGL, MDL, ..... Help! (Read 998 times)
May 16
th
, 2004 at 10:07am
tiger63
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I love YaBB 1G - SP1!
Posts: 171
I'm extremely confused. I need help. I've been trying to make static aircraft. I downloaded some from this site, and in the readme the guy said he had converted them from add-on aircraft. How? I found a program this morning that converts MDL files to BGL. Is there one that converts MDL to Api? Or is there a program to convert BGL to Api? Somebody told me I could use EOD to make static a/c but I don't see how. Please Help ???
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Reply #1 -
May 16
th
, 2004 at 10:19am
Stratobat
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To fly... Or not to fly?
Posts: 1165
You can create aircraft api's in EOD, but they won't look to great. There is a program called M98toBGL, I think the updated one is called MDLtoBGL.
http://avsim.com/hangar/utils/mdltobgl/
I've never tried to convert any aircraft with it, but some of the guys over at
www.sim-outhouse.com
have successfully done it
Regards,
Stratobat
&&&&'If the literal sense makes good sense, seek no other sense lest you come up with nonsense'
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Reply #2 -
May 16
th
, 2004 at 10:58am
RollerBall
Ex Member
Look back over some old posts. I've posted several times about this prog, how to use it and its limitations etc.
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Reply #3 -
May 16
th
, 2004 at 2:35pm
tiger63
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I love YaBB 1G - SP1!
Posts: 171
OK, I've got that. But thats only BGL, like a scenery file. How do I turn that into a Macro? I can see how you could use a BGl file but it would be a lot more difficult than using a macro.
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Reply #4 -
May 16
th
, 2004 at 3:01pm
tiger63
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I love YaBB 1G - SP1!
Posts: 171
My apologies for being an idiot.
I didn't realize it made API files too. You have to admit, the name of the program is deceiving though
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Reply #5 -
May 16
th
, 2004 at 3:16pm
RollerBall
Ex Member
Don't forget. Only aircraft with xyz.{n}af textures. That's FS5 (using FS98 converter - you'll need to have FS98 installed to work), FS98, many FS2000 and even a very few FS2002 aircraft. Don't waste your time with anything with .bmp textures. Even then many aircraft will give errors and even some that don't will have no gear and/or will be at silly angles (eg nose on ground). You can't do anything about it.
Other than that the prog is very easy to use and very reliable. Trevor De Stitger did a good job.
The statics you get will all have 'old style' angular fuselages and engines, some better than others. All will have little flashing texture areas eg engine nacelles because the prog has to 'block up the hole'.
Let us know how you get on. Some of the best ones I've made have been using FS5 models - explain that one if you can.
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Reply #6 -
May 16
th
, 2004 at 4:33pm
Hagar
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My Spitfire Girl
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Posts: 33159
Quote:
Only aircraft with xyz.{n}af textures. That's FS5 (using FS98 converter - you'll need to have FS98 installed to work), FS98, many FS2000 and even a very few FS2002 aircraft. Don't waste your time with anything with .bmp textures.
Basically, this will be aircraft created with BAO Flight Shop (FS5) or AF99 (FS98, CFS1 & early FS2000). Both applications use the AF texture format as AF99 is simply an updated version of Flight Shop. CFS1 & early FS2000 (maybe even some CFS2 & FS2002) 3rd party aircraft were created with AF99. Many had the textures converted to BMP format. These should work fine as API macros but you would need to know how to recognise them. You can usually tell by the size of the MDL file. The later aircraft created with FSDS or Gmax will generally be much bigger. Most 3rd party aircraft posted in the FS98 or CFS1 sections should convert into macros but some might give errors. In this case it's best to try another example of the aircraft by a different designer.
Quote:
Some of the best ones I've made have been using FS5 models - explain that one if you can.
With API macros the simpler the better. FS5 aircraft were not animated. Therefore the model is as basic as you can get.
PS. The original M98toBGL was intended to recognise AF textures only. MDLtoBGL, the updated version, should read BMP textures.
http://avsim.com/hangar/utils/mdltobgl/
This might still only work with aircraft created with Flight Shop/AF99. I doubt it will be able to read the more complex MDL files used by FSDS & certainly not Gmax. I've always had more luck with the original M98toBGL & the FS98/CFS1 models. There are literally 1,000s to choose from. By searching the FS98 & CFS1 sections you should find examples of most types without too many problems.
PPS. CFS1 & FS2000 also included the FSFS Converter.
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Reply #7 -
May 16
th
, 2004 at 4:55pm
Stratobat
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Quote:
I doubt it will be able to read the more complex MDL files used by FSDS & certainly not Gmax.
Apart from that, could you imaging the hit in the frame-rate that those aircraft would create
Regards,
Stratobat
&&&&'If the literal sense makes good sense, seek no other sense lest you come up with nonsense'
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Reply #8 -
May 16
th
, 2004 at 5:05pm
Hagar
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Posts: 33159
From reading Tiger's other post I suspect this is for CFS1. In this case only FS5, FS98 or CFS1 aircraft will be suitable as macros anyway.
It's possible to create an "exploding objects" library with aircraft converted with M98toBGL. One was included with the CFS1 Korea campaigns I did with Mike Eustace some years ago. These objects can be used in missions & campaigns like the default library objects. The library was created for us by my old friend Bill Potvin. I have no idea how he did it. Bill works on a higher plane than most people can even dream about.
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Reply #9 -
May 17
th
, 2004 at 12:41pm
tiger63
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I love YaBB 1G - SP1!
Posts: 171
Ok, I'm starting to get the hang of it. I downloaded the new version from the link above. The page that comes up when you start the program still says M98toBgl. Is it supposed to? Then one aircraft I have has TWO mdl files. One wouldn't load. The other would load but it had errors. two other planes I used worked just fine though.
Other Things
1. Hagar, you said it's possible to make the objects explodable. How?
2. How do I replace an airfield that's built in to the Bgl file for an Island? Ex. I'm using Martin Wright's Solomon Islands Scenery. He put an airfield on Bougainville. I wanted to put one I made on there, but the airfield isn't in it's own Bgl file, it's in the island's bgl file. How do I get rid of it.
Thanks For The Help,
Will
PS - I'm am still using CFS1.
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Reply #10 -
May 18
th
, 2004 at 12:54pm
tiger63
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I love YaBB 1G - SP1!
Posts: 171
Disregard what I said about it saying M98toBgl. I was using the wrong program. But now there's another problem. I can't set the path for scasm (in the configuration file). It says that the path must lead to one of the Freeware compilers. I've tried over and over but it won't accept the path. What's Wrong?
(PS - I still need answers to those questions under Other Things above)
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Reply #11 -
May 18
th
, 2004 at 3:38pm
Hagar
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My Spitfire Girl
Costa Geriatrica
Posts: 33159
Quote:
But now there's another problem. I can't set the path for scasm (in the configuration file). It says that the path must lead to one of the Freeware compilers. I've tried over and over but it won't accept the path. What's Wrong?
I remember this is a bug with the program. You should be able to do it manually. Open the INI file & type/paste the exact path to SCASM.EXE or the included compiler. Alternatively you could go back to the original M98toBGL.
Quote:
1. Hagar, you said it's possible to make the objects explodable. How?
Quote:
The library was created for us by my old friend Bill Potvin. I have no idea how he did it.
If I knew how I would tell you.
Quote:
2. How do I replace an airfield that's built in to the Bgl file for an Island? Ex. I'm using Martin Wright's Solomon Islands Scenery. He put an airfield on Bougainville. I wanted to put one I made on there, but the airfield isn't in it's own Bgl file, it's in the island's bgl file. How do I get rid of it.
The way I see it you have 2 options. Use the existing MW scenery "as is". Modify the existing MW scenery by adding objects to it. I could be wrong but don't think you can exclude scenery objects in CFS1.
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Reply #12 -
May 19
th
, 2004 at 4:55pm
tiger63
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Posts: 171
Thanks. I think I may have found a way to overwrite his airfield with FSSC. Once again, thanks for all the help.
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Reply #13 -
May 21
st
, 2004 at 11:04pm
tiger63
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I love YaBB 1G - SP1!
Posts: 171
Quick Question. I can't find the .ini file. It isn't in the MDLtoBGL folder. Where did it go?
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Reply #14 -
May 22
nd
, 2004 at 4:00am
Hagar
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Sorry. It's a long time since I used these utilities. I just checked out MDLtoBGL & it has no INI file. Point the Assembler path to SCASM.exe & it should be OK. I always always found it a tad buggy. This is the reason I stick with the original M98toBGL.
PS. I finally managed to save the Configuration. This creates the INI file. Here's the path to my own Assembler.
[Assembler]
C:\Program Files\Leung Software\FS Scenery Creator\SCASM\
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Reply #15 -
May 22
nd
, 2004 at 8:48am
tiger63
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Posts: 171
that's the problem. when i point it to the assembler path, it says there must a freeware assembler. It won't recognize my assemblers
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Reply #16 -
May 22
nd
, 2004 at 9:08am
Hagar
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My Spitfire Girl
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Posts: 33159
I had the same problem. This is one of the bugs I mentioned. I messed around with the path & it finally worked. Don't ask me why. Maybe it's the backslash after the last entry in the path.
C:\Program Files\Leung Software\FS Scenery Creator\SCASM\
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