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› FSSC,Exclude (and now EOD) Questions
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FSSC,Exclude (and now EOD) Questions (Read 1396 times)
Dec 9
th
, 2006 at 8:18pm
smartguy24
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I love YaBB 1G - SP1!
Posts: 53
Thanks to the wonderful tutorial I discovered here on how to make scenery. I decided to give it a whirl.
However, I'm a little lost as to what exclude files do/what purpose they serve.
Also, it says in the tutorial after you plug in the latitude/longitude of the airport you're working on, you flatten areas and decide what default buildings you don't include...so I'm assuming something should show up?
Problem is...I'm just getting a completely blank white grid.
If it helps...the airport I'm playing around with is Montreal. And the coordinates I plugged in were N45 28 05 and W 73 44 29.
Course...when I pressed ok...the W coordinate showed up as 073 44 29. So I don't know if that has anything to do with it.
Thanks in advance.
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Last Edit: Dec 10
th
, 2006 at 3:06pm by smartguy24
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Reply #1 -
Dec 9
th
, 2006 at 8:56pm
Farfy
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I Fly Sim!
Northern Ontario, Canada
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Posts: 7
Hi Smartguy
I don’t use FSSC, I use ScenGenX, but I am pretty sure that they work the same.
If you were working on top of an existing airport you likely wont need to flatten it, as it is likely already flattened, you would use the flatten tool if you were working someplace that needed to be flatted.
The excluder tool is used to remove buildings and objects that you don’t want, BUT you wont see the default buildings from the game in the FSSC working window, the only things you see in the working window are things that you put there. You make an excluded area over the whole airport or just over a single building. Go into the game, get into slew mode pick a building you don’t want slew around it get the cords from around it. (In ScengenX you make a box so I get four points, seems to me that I have seen some that do three points) but what ever get the cord from around the thing you want gone, then reopen FSSC and make your excluder box using those cords, then save your work make a BGL file, install the BGL file into the game, and if the scenery gods are good to you when you go to the game in the excluded area you wont see any default stuff, which then allows you to put in the things that you do want. I have been into the wine tonight so I hope this makes sense hehe
Farfy
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Reply #2 -
Dec 9
th
, 2006 at 11:30pm
smartguy24
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I love YaBB 1G - SP1!
Posts: 53
Quote:
The excluder tool is used to remove buildings and objects that you don’t want, BUT you wont see the default buildings from the game in the FSSC working window, the only things you see in the working window are things that you put there. You make an excluded area over the whole airport or just over a single building. Go into the game, get into slew mode pick a building you don’t want slew around it get the cords from around it.
How would I make an excluded area over the whole airport or just over a single building if nothing shows up in the FSSC working window?
And what's slew mode? I need to get coordinates for buildings?
You made enough sense.
No worries.
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Reply #3 -
Dec 10
th
, 2006 at 9:50am
Farfy
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Northern Ontario, Canada
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Hi Smartguy
Ok the wine has wore off and in the light of day I realize I didn’t ask which sim you are using, but I hope its FS1 of FS9 as these are the only two I have worked with.
Likely the scenery guy’s best friend is SLEW mode hehe. Go into the game and then hit the Y (slew mode key) I also hit the W key twice to get rid of the panel, you can use the Q and the A key to move up and down. Once in slew mode you can use your joystick to move anywhere you like. You will also notice that the cords of your location are now in the upper left of the screen. So now just slew to the thing you want gone move around it and write down the cords. In SceneGenX you pick the area you like to exclude the right click and select the exclude tool from there you can input the cords you wrote down or you can drag the corners of the box to where you need them, if you look at the bottom of the screen you will likely see the position of you mouse point in long /lat that may help you. And just to try to clear this up these program’s do no import the default scenery you work from the cords…well there is a way of taking a screen shot from over head in the game and putting that in as a back round to use as a reverence. But if you have the cords that is all you really need.
Farfy
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Reply #4 -
Dec 10
th
, 2006 at 11:31am
wji
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Posts: 1644
I use AF2 and FlattEx
Works real good and lasts a long time
1.) create a new /scenery folder for the AF2 file
2.) start FS9 and allow it to "Build Scenery Files" (this creates a new entry (appends) to FS9/scenery.cfg)
3.) Create Flatten and Exclude using FlattEx (viewing aircraft position in AFCAD2)
4.) Copy&Paste FlattEx coordinates to scenery.cfg file
5.) Reload FS9 and view masterpiece
6.) Edit AF2 as required
7.) Add scenery objects using Abacuspub's EZ-Scenery
E.G., (here's the airport I created last night)
[Area.137]
Title=North Cape, Siberia
Local=Addon Scenery\North Cape, Siberia
Remote=
Active=TRUE
Required=FALSE
Flatten.0=60,N68 54.42,W179 30.50,N68 54.42,W179 27.48,N68 54.35,W179 27.48,N68 54.35,W179 30.50
Exclude=N68 54.46,W179 30.66,N68 54.35,W179 27.48,all
Layer=137
P.S. North Cape
is in Siberia, but -- strangely enough -- FS9 has a default NDB positioned there: WJ 404 -- Cool.
PhotoShop 7 user
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Reply #5 -
Dec 10
th
, 2006 at 3:08pm
smartguy24
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I love YaBB 1G - SP1!
Posts: 53
Well, I've gotten the Exclude stuff figured out.
Now I've run into another snag.
In Easy Object Designer...I follow the tutorial instructions, I create the basic cube, then it tells me to texture the object. The only problem is, when I click the texture tab, it says "texture path could not be found, please set a correct path". What is this correct path?
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Reply #6 -
Dec 10
th
, 2006 at 3:15pm
Hagar
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It's a long time since I used EOD or messed around with scenery. Most of these utilities have a Preferences option where you set the paths to various directories. I assume you have to set the path to wherever your textures are before you can use them.
PS. Read this. --->
http://www.echos.ch/eod/help/texfolders.htm
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Reply #7 -
Dec 10
th
, 2006 at 6:13pm
smartguy24
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Posts: 53
Quote:
I assume you have to set the path to wherever your textures are before you can use them.
Yeah, thats what I thought too. Only thing is...I don't know where the heck the textures are...oh wait a minute...do I look for the default texture folder of FS9 and set that as the preferred texture destination?
I'll be using my own custom textures eventually of course...but I'm assuming thats where I'd get started.
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Reply #8 -
Dec 10
th
, 2006 at 6:25pm
Hagar
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smartguy24 wrote
on Dec 10
th
, 2006 at 6:13pm:
do I look for the default texture folder of FS9 and set that as the preferred texture destination?
Did you read the Help article from my link?
Quote:
EOD supports three different texture folders. This might be confusing for beginners, but is an important feature for advanced users. If you create a scenery you must place the used textures into a folder where FlightSimulator expects these textures.
The first path is the common FS texture path
The first path is the folder where you select the textures from, for example: FS9\Textures. You could obviously use a special directory with less textures in it.
Quote:
If FlightSimulator was installed in "C:\fs\" , your scenery project would (as an example) be located in "C:\fs\scenery\project01\". That means, all BGL files in
"C:\fs\scenery\project01\scenery\" and all texture files in
"C:\fs\scenery\project01\texture\"
The second path will be for your exported textures when the project is finished. You will have to create a folder specifically for it. I suggest the best location would be in the Addon Scenery folder.
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Reply #9 -
Dec 10
th
, 2006 at 7:17pm
smartguy24
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Ah, I think I understand it all now. Thanks, Hagar.
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Reply #10 -
Dec 10
th
, 2006 at 7:30pm
Hagar
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I hope that helped. I'm not sure what you're using EOD for or which format you're exporting the project in. You could direct the export path for your project anywhere you like providing you know where to look for the files.
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Reply #11 -
Dec 13
th
, 2006 at 5:11pm
smartguy24
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Posts: 53
I can't catch a break...I've run into yet another snag.
Following the tutorial...I created a sample building like it told me to in EOD.
The tutorial says this:
Now click the SAVE button in the toolbar – you will be prompted for a filename the first time, so give it a meaningful name and save it. Now click the CREATE API button in the toolbar and an API file (what is also know as an “API macro” or simply “macro”) will be created in the EOD program folder.
I saved it and all...but when I hit the Create API button, it said "Path Samplecube1.api not found"
So for the lack of a better term...how do I "find it"?
For the heck of it I tried exporting the API file (in FSSC) that I manually created by manually typing in the ".api" file extension when I tried saving it again. But that didn't work either. I'm assuming because of the original error in EOD.
I need to track down the author of this tutorial...he could probably give me some great help.
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Reply #12 -
Dec 13
th
, 2006 at 5:18pm
Hagar
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Let me refresh my memory by creating a simple API from EOD. I'll get back to you.
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Reply #13 -
Dec 13
th
, 2006 at 5:40pm
Hagar
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OK. I tried it & all works as advertised.
Before starting your project make sure you set the various paths from EOD Project/Options/Paths. You will see there is one for 'API macro file path'. You can leave it on the default location in the EOD root directory or redirect it to another one. This is where your API files will be exported to. You also need to set the path to Scasm.exe wherever that might be.
After saving the project the API should be created by clicking File/Create API. It will have the same file prefix as your saved project. For example: If the project is saved as Project1.eod the new API will be named Project1.api. That should be all there is to it. No messing around manually creating or renaming files.
To import the API macro into FSSC, right-click anywhere on the screen & select New 3D Object/Macro. Browse to where your new API is located & select it. Click OK & it should appear in the project.
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Reply #14 -
Dec 13
th
, 2006 at 7:06pm
Franky_4_Fingers
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If the red underlined area is blank, that's where your problem is. It should read the same as mine except it should have "FSSC" instead of "Airport for Windows" and the API folder location in FSSC.
The SCASM file path doesn't need to be entered, it will work fine without it.
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