Welcome to CFS2 Exploding objects using FS2002 Gamepack! This is designed for objects made in gMax at real world scale. All objects in CFS2 are at world scale although it may not look like it from the cockpit of your plane sometimes.

 

Required things

 

For this Tutorial you will need gMax 1.2 and the FS2002 gMax Gamepack. The link below is current as of this tutorial.

 

gMax 1.2

http://www.turbosquid.com/gmax

 

Fs2002 Professional Edition.

The FS2002 Professional Edition has the FS2002 Game pack plugin (FSModelExp.dle) that will let you export the needed FS2002 Flightsim BGL File (*.BGL) for this tutorial. If you are looking for the FS2002 Professional Edition I would try places like Amazon, eBay .etc

 

Tutorial

 

You will be working with up to two batch file (.bat). If you do things right you will only need to use one. The 3rd is optional.

 

Make my object.bat: This is the main file you will be using. It will do a number of things you don’t see and give instructions along the way.  Press any key on the keyboard to have the Make my object.bat move onto the next step.

 

Scasm Myobj Edit.bat: You will need to use this if you make an error in the Scasm_Myobj.sca. It will reopen the Scasm_Myobj.sca so the error or errors can be fixed and will make you’re Complete_My_Object.bgl like the Make my object.bat would have.

 

Folder Clean.bat: To make the one Complete_My_Object.bgl up to 14 files may be made by you and the various programs that the Make my object.bat will run. This will delete those file cleaning the folder up. It is optional to use this.

 

 

For this Tutorial.doc I made a Green Tube and a Red Tube. The Green Tube is used for the undamaged object and Red Tube is for the destroyed/damaged object

 

 

One you have made your undamaged object in gMax export as a Flightsim BGL File (*.BGL) with the name Myobj into the CFS2_Exploting_Objs_Using_FS2002.

 

 

 

At the Scenery Tab click Start as any Lat, Lon, Heading, View Distance and Image Complexity data will NOT be used in CFS2.

 

 

 

One you have made your damaged object in gMax export as a Flightsim BGL File (*.BGL) with the name Myobj-d into the CFS2_Exploting_Objs_Using_FS2002.

 

 

 

At the Scenery Tab click Start as any Lat, Lon, Heading, View Distance and Image Complexity data will NOT be used in CFS2.

 

 

 

In the CFS2_Exploting_Objs_Using_FS2002 you should have Myobj_0.asm and Myobj-d_0.asm. If you have both start the Make my object.bat!

 

 

The Make my object.bat will do most of the grunt/annoying work. Make my object.bat will open a small window and it will have instructions. Press any key on the keyboard to have the Make my object.bat move onto the next step one you have done the required task.

 

 

Make my object.bat instructions.

 

Welcome to CFS2 Exploding objects using FS2002 Gamepack!

 

You should have Myobj_0.asm and Myobj-d_0.asm the same folder as this Make my object.bat. The Myobj_0.asm and Myobj-d_0.as are made when you saved the Myobj.bgl and Myobj-d.bgl in the CFS2_Exploting_Objs_Using_FS2002. This is detailed in the Tutorial as well is the rest of the process to follow.

 

If Myobj_0.asm and Myobj-d_0.asm are in the CFS2_Exploting_Objs_Using_FS2002 folder press any key on your keyboard to start!

 

 Press any key on the keyboard to have the Make my object.bat move onto the next step.

 

 

 

Make my object.bat instructions.

 

You will need to copy the number listed at the end of Radius in modeling units = of the Myobj_0.asm that will open next. Once you have this number you can close the Myobj_0.asm.

                                     

Press any key to open the Myobj_0.asm.

 

 

 

You will need to copy or write the number listed at the end of Radius in modeling units = of the Myobj_0.asm For my tube the number is 120 and is highlighted. Once you have the number close the Myobj_0.asm and return to the Make my object.bat.

 

 

 

Make my object.bat instructions.

 

Once you have the number from the end of Radius in modeling units = press any key to open the Scasm_Myobj.sca and follow the instructions it has!

 

Press any key to move to the next step!

 

 

 

Two things will open. GUID Maker by Richard Ludowise, aka rhumbaflappy and Scasm_Myobj.sca The Scasm_Myobj.sca instructions are detailed so I won’t do more than copy and paste them here.

 

Scasm_Myobj.sca instructions.

 

Delete the xx at the end of SIZE and paste the number that was at the end of Radius in modelling units = in place of the xx

 

At the ObjID line you will see ( 4D9EF5D2 1ACE4BBE A6E5C777 D9B9858FE ) Delete the numbers and letters that are in side of the ( ) and use GUID Maker by Richard Ludowise. aka rhumbaflappy to make a random ID. GUID Maker will make an ID that looks like this C7EC08117E6D40D38F73E1C16D7A372A you will need to split them apart into groups of 8 Ex: C7EC0811 7E6D40D3 8F73E1C1 6D7A372A.

 

Once you have split them apart into groups of 8 copy and paste these numbers inside of the ( ). Once done the ObjID line should look like this with out the ; at the start.

 

ObjID( C7EC0811 7E6D40D3 8F73E1C1 6D7A372A )

 

No two objects can use the same ObjID or it will cause issues like the two objects that are using the same ObjID will not work right and you may experience game crashes!

 

Delete the My_object that is in side of the " " and put the name of your object inside of the " ". Use an _ for any space in the name. The DP for your object will also use this name and this DP is placed into the OBJECTS_DP folder.

 

Once you have done all of the needed editing you need to go to File than Save or click on the X and click Yes to save your changes. Also close GUID Maker as it will not be needed for any of the following steps.

 

If you are using the included Green and Red tubes, use the name Tube_Demo. The needed Tube_Demo.dp is included and is found in the Tutorial_Files folder. With the changes done to the Scasm_Myobj.sca save the changes, close GUID Maker and go back to the Make my object.bat and press any key to move to the next step.

 

 

Make my object.bat instructions.

 

Check the Scasm compilation status: line! It should say "Scasm compilation status: ok". If it dose press any key to make your Complete_My_Object.bgl!

 

If not "ok" an error(s) has been made in the Scasm_Myobj.sca. Use the above info to find where you made the error(s) and use the Scasm Myobj Edit.bat to fix the error you error(s) in the Scasm_Myobj.sca.

 

You will need to close this window and run the Scasm Myobj Edit.bat or close this window and re-run the Make my object.bat to start over.

 

If the Scasm compilation status says ok. Press any key to move to the next step and you can skip Trouble shooting: text below.

 

Trouble shooting:

The two common errors you could see are "Error in line 35" and "Error in line 38". "Error in line 35" means you did something wrong with the ObjID and "Error in line 38" means an error with the SIZE or NAME line. The common "Error in line 38" is forgetting to replace the xx with the number take from the Radius in modeling units =

 

To edit the Scasm_Myobj.sca close the Make my object.bat window and run the Scasm Myobj Edit.bat to fix the error(s) in the Scasm_Myobj.sca. If you are unable to find the error(s) re-run the Make my object.bat to start over.

 

"Error in line 54" means that the Myobj-d_0.sca was not found and “Error in line 57" means Myobj_0.sca was not found. If you get “Error in line 54" or "Error in line 57" you must close the Make my object.bat window and re-run the Make my object.bat.

 

 

 

Make my object.bat instructions.

 

Complete_My_Object.bgl has been made!! The Complete_My_Object.bgl will need to be place into one of the SCENEDB sub folders. Now all you have to do now is make the dp file for your object and you now have a destroyable object that you can use in mission builder!

It is a good idea to change the name of Complete_My_Object.bgl to the name of your object. Do NOT delete the .bgl at the end of the file name!

 

 

Move the Complete_My_Object.bgl to appropriate SCENEDB sub folder. (If your object is a vehicle place the Complete_My_Object.bgl in the veh folder and if your object is a building place the Complete_My_Object.bgl into the inf folder.

 

It is a good idea to rename Complete_My_Object.bgl to the name of your object. Do NOT delete the .bgl at the end of the file name or the object will not work!

 

As for the needed .DP file. You will need to make one or you may be able to use one of the stock CFS2 .DP files in the OBJECTS_DP folder. The name you used in the Scasm_Myobj.sca is the name that you DP file will be named and this DP is placed into the OBJECTS_DP folder.