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DynPatch manual
| Contents |
| Introduction |
DynPatch allows you to assign new shapes to objects in a dynamic scenery. It can read and modify simple BGL files containing dynamic scenery.
This program allows you to get quick results, however it must be used with care during serious scenery design work. If you modify a BGL file and then recompile it again from the source, the modifications will be lost. The main purpose of DynPatch is to allow getting quick results, and also to allow using new dynamic object shapes before tools for creating dynamic sceneries start supporting dynamic libraries.
For each BGL file it processes, DynPatch creates an accompanying .DK$ file that stores information such as names of objects currently used and their gear height. This information is very useful if you decide to modify that BGL file with DynPatch again. .DK$ files are not supposed to be used by other programs, and their format may change without notice.
| Procedures |
Assigning dynamic object shapes
After you start DynPatch and successfully load a dynamic scenery into it, a list of all objects in it will appear. DynPatch will try it's best to try to guess the names of objects.
The easiest way to assign a new shape to an object is to open the desired dynamic library with DynKit Hangar, select the shape and drag-and-drop it onto the object in DynPatch. Also, you select the object and use the Object|Assign shape... menu command to select a dynamic library and a shape from it. The Object|Assign default... menu command allows you to assign default object shapes.
Experts can use the Object|Assign ID... menu command to assign 16-byte ID strings directly.
It is important to understand that when assigning shapes, you do not "put" them into the dynamic scenery, but merely insert references in the form of ID strings. Thus, if you dragged-and-dropped an airliner from a dynamic library, that library will still be needed for it to show up. Consider this scenario:
The airplane will not appear, because the dynamic library needed to display it does not exist. The only thing that remains of it is a now meaningless ID string in the dynamic scenery file.
Dynamic objects are internally represented as points. We will call them reference points, or RefPoints. Dynamic object shapes are drawn "around" them. In most cases, a RefPoint is located in the middle of the object. If a large dynamic aircraft is standing on the ground, it's RefPoint is suspended several feet above the ground!
The vertical distance between the RefPoint and the lowest point of the shape, in most cases on it's landing gear, is called gear height.
What will happen if you replace a Boeing 747 standing on the ground with a Cessna without taking care of the gear height? The Cessna will be suspended several feet in the air, because the RefPoint remained at the same altitude and the object became much smaller.
In order to avoid such problems, DynPatch has an option for automatically adjusting the gear height. It is toggled using the Options|Adjust gear height menu command. When enabled, it will automatically lower and raise the trajectory of the object in order to ensure that it's landing gear remains at the same level when you switch to a different shape.
Also, there are some cases where you do not want to have the gear height adjusted. For example:
Working with multiple dynamic areas
Starting with DynKit v2.02, DynPatch supports BGL files containing multiple dynamic scenery areas and other BGL sections. This allows to put textured aircraft into many commercial dynamic sceneries, like the one that comes with Europe 1.
A drop-down list in the toolbar allows to select the dynamic area to be patched. The list of dynamic objects displayed in the DynPatch window belongs to the area currently selected.
You can easily find the "right" dynamic area with the Options|Find dynamic area... menu command:
DynPatch will display the dynamic area covering that airport. Patch this area as usual.
| DynKit Hangar Manual | Index | FSASM support |