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More troubles. Exporting this time (Read 542 times)
Jun 28th, 2004 at 7:44pm

atotti2000   Offline
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Thanks to hagar ive got my beautiful testing facility which im able to add buildings to now.  Grin  Grin
then silly me thought, hmm, these macros arn't enough.
so i decided to have a go at EOD.
fine, no problems with that... but when i come to Export it, it said it couldnt find the path eg.

"Path of Hnagertest1.api not found"

what am i doing wrong. Couldnt find any thing on the trouble shoot about it  ???
 

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Reply #1 - Jun 28th, 2004 at 7:53pm

Hagar   Offline
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Where did you put your macro? If you can select it there shouldn't be a problem. If it's in a different location to the others you might need to set the path to the folder from FSSC Tools/Preferences/Locations.

It's possible there's a bug with the macro itself.
 

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Reply #2 - Jun 29th, 2004 at 5:34am

atotti2000   Offline
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no it says that the .api file cannot be made  ??? ive got no idea
 

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Reply #3 - Jun 29th, 2004 at 6:45am

Hagar   Offline
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There might well be a bug with your macro. I suggest not being too ambitious to start with. It's a complete waste of time & effort creating complex macros if they don't work. Create a simple untextured cube with EOD & try that as a test piece first. If this works the problem is with your original macro.
 

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Reply #4 - Jun 29th, 2004 at 7:38am

atotti2000   Offline
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right, i will try that.
if it fails would i beable to send you the EOD file to have a look at? ??? Roll Eyes
 

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Reply #5 - Jun 29th, 2004 at 9:17am

Hagar   Offline
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Try it first & see if that explains it. I'll be happy to check out your macro but if there's a bug I can't guarantee to fix it. For the last 5 years I've made it my business to check out most FS design programs & utilities to find out how to use them. I know enough about them to get people started & sort out the most common problems but that's usually as far as it goes.

I'm a great believer in taking things slowly. This usually turns out quicker in the long run. Start off with simple test pieces so you understand how it all works & gradually move up to the more complex projects. There's a lot to learn & Rome wasn't built in a day. Wink
 

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Reply #6 - Jun 29th, 2004 at 10:17am

atotti2000   Offline
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thanks for the advise Smiley Roll Eyes
i had messed the exporting folder up and it couldnt do it properly.
only one problem now. the textures i put on it have vanished. is there a particular folder i need to put them in.  ???
I have the scenery in a folder named 'TTF' within my addon 'scenery folder'. does this make a difference.

thanks...
                      ...
                                 ...again

ant
 

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Reply #7 - Jun 29th, 2004 at 10:23am

Hagar   Offline
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OK. It seems you're getting somewhere. For the textures to display they can either be in the FS9 main Texture folder or the Texture subfolder of your scenery. Except for the common texture libraries (Airport, VOD etc) I prefer the latter.

I don't have the latest version of FSSC. My version seems to have a bug with the texture export feature in the Export Wizard. As usual (belt & braces) check that the textures were actually exported & the files are where they should be. If not, check the list on the Wizard & paste them in manually.

PS. Quote:
I have the scenery in a folder named 'TTF' within my addon 'scenery folder'. does this make a difference. 

Assuming the BGL files are in TTF\Scenery the textures should be in TTF\Texture.
 

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Reply #8 - Jun 29th, 2004 at 10:54am

atotti2000   Offline
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i dont know what ive done wrong but none of the textures will show.
see:
...

this is where ive put them:
...

thanks

ant
 

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Reply #9 - Jun 29th, 2004 at 11:12am

Hagar   Offline
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Hmm. That looks fine to me providing those are the textures you used. I'm wondering if you activated the TTF folder from the FS9 Scenery Library or if it's still reading the original BGL you exported to the Addon Scenery\scenery folder. You might like to check that it's not still in there or you could well have a conflict. This is always a danger when you first start experimenting.

If all else fails mail me the files.
 

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Reply #10 - Jun 29th, 2004 at 11:45am

atotti2000   Offline
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ha ha, ive got it kind of sussed.  Grin
i can see it all fine if its a macro ive made but macros without textures are dodgey. how can i apply them??  ???
but yey. ive had a fiddle and the rest works now
time for more designing Cheesy:D
 

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Reply #11 - Jun 29th, 2004 at 12:58pm

Hagar   Offline
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With all programs & utilities I find that spending a little time setting the preferences pays dividends. From EOD/Project Options/Paths set the FS Texture Path to FS9\Texture. I suggest you direct the Default Project Texture Path to FSSC\Texture. Double-click on the path to change it. Now exit EOD & restart it for the changes to take effect.

To texture an object select the Texture tab in the bottom left window. I suggest using default textures to avoid having to export them but this is your decision. Click whichever Texture Path you wish to use from the bottom radio buttons. The default option is All. Browse throught the list of textures & select one. Any one will do for a test. Once selected the textures are assigned separately to each side, top & bottom of your object. You can use different parts of the same texture if you wish. Select an option from the list along the top & check the "Paint this side" box. Another window will open showing the selected texture with various options. Drag the box to define the part of the texture you wish to use. Click OK. Repeat this procedure for all sides you wish to texture.

PS. After writing all this out in my own words I found it's explained properly in EOD Help. Roll Eyes
http://www.echos.ch/eod/help/texture.htm

Please slow down a little & RTFM.............! Tongue Wink
 

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Reply #12 - Jun 29th, 2004 at 1:40pm

atotti2000   Offline
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Thankyou again Doug. i seem to have taken up all of your time today.
1 last query. Can you use default buildings somehow? :S
like default hangers etc. it would save a lot of this faff methinks.

thanks again

ant
ill post a new picture. lol of how it looks atm.
 

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Reply #13 - Jun 29th, 2004 at 1:56pm

Hagar   Offline
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Quote:
Thankyou again Doug. i seem to have taken up all of your time today.
1 last query. Can you use default buildings somehow? :S
like default hangers etc. it would save a lot of this faff methinks.

thanks again

ant
ill post a new picture. lol of how it looks atm.

It's no problem. As I told you I like messing around. Wink
However. It does help to read the manual first. Tongue

Yes, you can use default scenery objects but not with the conventional design programs. Download RollerBall's (Roger Mole) "FS2004 User Friendly Scenery Design Package" here. http://www.simviation.com/fsdesign_scenery8.htm

I haven't tried it but I think it involves writing "simple" code.
 

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Reply #14 - Jun 29th, 2004 at 2:04pm

atotti2000   Offline
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oh lovely, more stuff to tinker with. i managed to texture my random 'hanger' which is now a box with textures but my huge 1 that you can park inside seems to dissappear depending on where you are lokking at it from  Roll Eyes
lol. thanks for the help again, and a pic will be on its way  Tongue
 

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Reply #15 - Jun 29th, 2004 at 6:51pm

stevewilson   Offline
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Interesting reading this thread is. Hi Doug and atotti.  I just had to jump in with my 2 cents about Rogers neat package, I have been using it and it is great for somethings, however when it comes to the buildings I have found that most are coded to an area, ie... those nice hangers at LAX will not work elsewhere. I find that using the M$ Compiling Scenery SDK will get you alot more for your time spent learning how to use the compilier. But thats just me.
 

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Reply #16 - Jun 30th, 2004 at 3:05am

Hagar   Offline
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Hi Steve. Thanks for your comments. I think this thread proves what can be done with a few gentle prods in the right direction. I know just enough to get people started & then it's over to them. Ant has achieved a lot in a surprisingly short time. He will soon know more about this than I ever did. LOL Wink

Things move so fast these days I no longer attempt to keep up with the latest developments. I leave that to you & people like Roger. Unfortunately he's busy on other things right now & I do what I can to keep things ticking over until he returns.
 

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Reply #17 - Jun 30th, 2004 at 6:28am

atotti2000   Offline
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he forgets to mention that he should be a techer in this.
In the other topic ive started, possible called open hangers??, i have posted what i have mnaged thus far. not alot but still something.  8) Roll Eyes Wink
 

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Reply #18 - Jul 7th, 2004 at 12:20am

stevewilson   Offline
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OOPs Sorry about not getting back to you all soon. Kinda busy here as well, and with the reply notification not working I tend to forget what posts Im watching.

Hager we can always count on your help. Wink
 

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