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DynKit Introduction 

Contents
What you can do with DynKit

DynKit allows you to create new dynamic object shapes! Before FS98, MSFS could only display 6 types of objects it "knew". They were hard-coded into MSFS, and there was no way to introduce new types of dynamic objects.

FS98 introduced a new section 10 in BGL files, which stores dynamic object shapes. Default objects are now stored in the file DYNLIB.BGL. It is now possible to add new dynamic object shapes by writing new BGL files containing a section 10, or dynamic libraries.

With DynKit, you can construct dynamic libraries using:

You can also use new dynamic object shapes in dynamic sceneries you create, or "insert" them into most existing dynamic sceneries. If you don't like the view of badly-shaped Boeing 727's parked at your favorite airport, you can replace it with realistic-looking textured airliners within minutes!

Finally, you can learn many things about dynamic sceneries and dynamic libraries by reading the documentation.

DynKit is suitable for both novice users of FS98 who want to enhance dynamic sceneries, and to expert scenery designers.

DynKit glossary

Dynamic object

Internally, an abstract moving point with 6 degrees of freedom and a few other variables. The movement and behavior of this point is controlled by dynamic scenery instructions. A dynamic object references one of dynamic object shapes available, and this shape is used to draw it in the scenery. For example, a dynamic scenery can contain following dynamic objects:

Dynamic object shape

Information about the visual appearance of an object that can be used to display dynamic objects. Internally, dynamic object shapes are pieces of SDL code. For example, a dynamic scenery can contain following dynamic object shapes:

It is important to understand the difference between a dynamic object and a dynamic object shape!

Dynamic scenery

A BGL file containing dynamic objects, or more precisely, descriptions of their movements. They are stored in BGL section 15.

Dynamic library

A BGL file containing dynamic object shapes. They are stored in BGL section 10.

It is important to understand the difference between a dynamic scenery and a dynamic library!

What you get

Documentation

The only part of DynKit that is really essential for producing results.

Although some components of DynKit are easy to use, reading the documentation is required if you want to avoid surprises. You can play around with DynKit on your PC, because it can only harm yourself, but you must read the documentation before you distribute any files you create. Even if they work for you - they can do harm when used together with other add-ons.

The documentation consists of three parts. First, easy-to-use GUI programs are described. This part should be read by all users. It contains important information about the section 10 that is not repeated elsewhere. For those who only want to use visual tools, reading this introduction and the manuals for these tools is sufficient.

Then, using FSASM and SCASM scenery compilers for programming your own dynamic object shapes is required. Finally, the format of the section 10 and DKI files used by DynKit is described. Users who want to write their own code for section 10 must read all three parts, because of the needed level of understanding. The same applies to authors of add-on programs which deal with dynamic libraries and/on DKI files.

DynKit Hangar

This GUI program allows you to create and manage dynamic libraries. It is a central piece of DynKit. With DynKit Hangar, you can:

DynKit Hangar can be used by people without any scenery design experience, but also has features useful for experts.

DynKit DynPatch

This GUI program allows you to patch many existing dynamic sceneries in order to make them use new dynamic object shapes. You can simply open a dynamic scenery file in DynPatch, open a dynamic library in Hangar and drag-and-drop shapes into the dynamic scenery.

DynPatch allows you to:

DynPatch can be used even by people without scenery design experience.

FSASM support files
SCASM support files

These files allow experts to write code for dynamic object shapes "by hand". Entire dynamic libraries can be written in FSASM. With SCASM, you can write code that displays individual objects and then import it using Hangar.

These files can be used only by experienced designers.

Descriptions of file formats

Formats of BGL section 10 and DKI files used by DynKit are described in detail. You need to know this if you are going to write code by hand or write add-on programs that deal with dynamic libraries.

How much it costs

DynKit is free for noncommercial use, as defined in the license agreement. Commercial users need to pay a registration fee.

In terms other than money, detailed textured objects have a big impact on the frame rate. Those who do not use a 3D video card will want to get one, and those who have one will want to get a faster CPU.

Related software

FS Action! Scenery

A commercial tool for designing dynamic sceneries. FS Action! is fully compatible with DynKit.

DOD

A freeware tool for designing dynamic sceneries. DOD v2.0 is fully compatible with DynKit.

FSASM

A freeware scenery assembler. Can be used to program both dynamic sceneries and dynamic libraries.

SCASM

A freeware scenery assembler. The latest (as of this writing) version of SCASM is included into the DOD archive.

Credits

DynKit would not have been possible without the tremendous help and support I received from the flight-sim community. I owe special thanks to the following individuals:


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Copyright © 1998 by Konstantin Kukushkin