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Aerosoft MEGA Heathrow

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unitedkingdom
I am trying to edit the AFX/AFCAD file that comes with Aerosofts 'Mega Heathrow' payware scenery without success as, although I can make the changes to the parking codes, when I compile I get this error (see below).

Any help would be appreciated as Aerosoft are unable to suggest anything constructive!

-- error message start --
ScruffyDuck Scenery Design Engine Compiling
Using FSX BglComp....


Parsing document: L:\FSX\Addon Scenery\__TEST\EGLL_ADE_ADE.xml

INTERNAL COMPILER ERROR: #C2014: Failed to load model data in file: L:\FSX\Addon Scenery\__TEST\a610cbe5-f5de-4fb4-ace3-865f3a333f58
INTERNAL COMPILER ERROR: #C2149: Failed to load model data! Does the file exist?
INTERNAL COMPILER ERROR: #C2340: Failed to finalize MODEL_DATA!
INTERNAL COMPILER ERROR: #C2032: XML Parse Error! Element tree follows:

ERROR: <FSData
ERROR: version = 9.0
ERROR: >
ERROR: <ModelData
ERROR: sourceFile = a610cbe5-f5de-4fb4-ace3-865f3a333f58
ERROR: fileOffset = 0
ERROR: >
ERROR:
INTERNAL COMPILER ERROR: #C2024: Failed to process closing element tag <ModelData> near line 264!
INTERNAL COMPILER ERROR: #C2607: Compilation errors detected, compilation failed!


Parse complete!
-- error message end --
 
It seems as though that AFD file was created/modified with AFX. AFX is not compatible with FSX SDK and uses dummy scenery objects as exclusion rectangles.

George
 
It seems as though that AFD file was created/modified with AFX. AFX is not compatible with FSX SDK and uses dummy scenery objects as exclusion rectangles.

George

Now that is what you call a 'rapid response'!! Thanks George.:D

That was the bad news so is there any good? Suppose the next question is has anyone got suitable AFCAD that I can edit?!!:eek:

The other thing is - will the 'Demo' version of AFX work?:eek::eek:

Everhopeful of Warrington signing off ...
 
Peter

The good news is you can strip out all the non-compliant code that AFX uses with bgl2xml. That also includes all the exclusions, the dummy scenery objects, and the model data.

With a little work you can make the AFX airport FSX Compiler compliant so you can use ADE.
 
One option would be to open it with SDE Test App and look for model elements and delete any you find. Recompile it and then try it in ADE. Once you can compile it in SDE Test App you should be able to do the same in ADE.
 
It seems as though that AFD file was created/modified with AFX. AFX is not compatible with FSX SDK and uses dummy scenery objects as exclusion rectangles.

George

Ah, that explains something I came across the other day.

Someone showed me a airport scenery/afcad they were working on, and it contained dozens, I mean DOZENS of exclusion rectangles, and it seemed to contain scenery objects which didn't correlate with anything as far as I could tell.

They used AFX to create the thing. Now I think I am starting to get a picture of what was going on...
 
Ah, that explains something I came across the other day.

Someone showed me a airport scenery/afcad they were working on, and it contained dozens, I mean DOZENS of exclusion rectangles, and it seemed to contain scenery objects which didn't correlate with anything as far as I could tell.

They used AFX to create the thing. Now I think I am starting to get a picture of what was going on...

The 'problem' with files generated by AFX is that they do not use BglComp. The plus side is that the developer has used areas like model data to put extra information in. Being in model data FSX does not look at what is in there unless the object is called for display - which it won't be. Using either Bgl or xml format creates some limitations on what extra information can be stored about an airport project. This is one of the main reasons why ADE uses it's own format for a project. This way we can store a lot of extra stuff. We continue to extend this information as you will see when the next version gets released :)
 
Well guys - thanks!

Limited time to try things out but a very quick decomp to xml and then a gate edit and compile at least gave mer a newly compiled BGl which is more than I got before!

Will fire up FSX tomorrow to test things out ... I'll be back :p
 
Someone showed me a airport scenery/afcad they were working on, and it contained dozens, I mean DOZENS of exclusion rectangles, and it seemed to contain scenery objects which didn't correlate with anything as far as I could tell.

Mace

The exclusions are actually blocks that encompass the taxiway signs. At small airports with one runway you may only have 4 exclusions boxes running the length of a runway. At large airports you will have many exclusions.

However the exclusions in number will normally never equal the actual number of taxiway signs. The fake incomplete SceneryObject element data is the taxiway sign. In the end you could have 4 exclusions and 16 incomplete sceneryobjects listed. Once you get into airports like KSTL the numbers can climb into the 100's.

What I normally do is flush out (delete using xml2bgl) all the exclusions, sceneryobjects and the single (sometimes 2) fake library model data elements.

I then open a stock airport with ADE and using xml2bgl get the single exclusion that we make for the taxiway signs and place that into the AFX bgl and compile with the SDK compiler. This now makes the AFX non-compliant bgl compliant with ADE.

There is one more precaution and that is to be sure the deleteTower=FALSE exist or the line is missing completely which defaults to false. Now make sure no Tower sceneryobject is nesting in the <Airport data and only the Tower view element exist.

AFX cannot decipher between what is or is not a Tower in FSX so any view height change may be a building coded in FSX as a tower. If the airport has multiple Towers/buildings again AFX can only use what the FSX scenery artist defined as a default tower which could be a small building such as we see at KSFO, KDTW, KBOS, etc. That requires a drag and drop of the view point which can align the view to coorespond to a tower.
 
Please bear with me here guys - but I have tried looking everywhere on the Net. (well, I think I have anyway?!!:whiteflag) for the xml2bgl software without any succes? :confused::confused:

Would some kind soul tell me of a link where to get it from (got the bgl2xml btw). :cool:
 
Please bear with me here guys - but I have tried looking everywhere on the Net. (well, I think I have anyway?!!:whiteflag) for the xml2bgl software without any succes? :confused::confused:

Would some kind soul tell me of a link where to get it from (got the bgl2xml btw). :cool:

I do believe they are referring to Bgl2Xml ;) There is no Xml2Bgl that I am aware of.........
 
That is the assumption I was coming too but it is referred to in this thread by 'Mace' and elsewhere said it was on you website?! :confused:

So, going back to Maces' message, how do you make a BGL file from an XML file once those edits are done (I have got that far!) :rolleyes:
 
That is the assumption I was coming too but it is referred to in this thread by 'Mace' and elsewhere said it was on you website?! :confused:

So, going back to Maces' message, how do you make a BGL file from an XML file once those edits are done (I have got that far!) :rolleyes:

Drag it over BglComp or alternatively try loading it straight into ADE - if you have valid XML it will load.
 
I had wondered about that since I wrote?!



... and I had done that but was worried it may not compile correctly once I changed the gate details ... onwards :eek::D

(Thanks Jon - appreciated)

ADE passes XML though BglComp before taking it in so if there are errors you will be told before you can load it
 
Mace:
I then open a stock airport with ADE and using xml2bgl get the single exclusion that we make for the taxiway signs and place that into the AFX bgl and compile with the SDK compiler. This now makes the AFX non-compliant bgl compliant with ADE.

OK, I am working with EGLL/London Heathrow (the Mega version by Aerosoft).

I decomped the BGL, deleted 'exclusions' and the scenery/model then opened the 'stock' EGLL file and extracted the exclusion section then inserted it into my decomped one and opened it in ADE - it worked.

Next, I edited the gate detail (#305 & #307) to accomodate the new A380 service then recompiled.

Now, when I go to Heathrow most of the old buildings are still there?


Mace:
There is one more precaution and that is to be sure the deleteTower=FALSE exist or the line is missing completely which defaults to false. Now make sure no Tower sceneryobject is nesting in the <Airport data and only the Tower view element exist.

Couldn't find any trace of this in either the originasl or the stock files?

Any help?
 
Now, when I go to Heathrow most of the old buildings are still there?

I suspect that is because you deleted the exclusions that removed them - assuming that is what they did

As for the delete record it should be somewhere in the Bgl file near the header. Do you have a copy of the original XML after extracting it and before modifying it? If so you could email it to me (jon AT scruffyduck.co.uk) and I will take a look.
 
I suspect that is because you deleted the exclusions that removed them - assuming that is what they did

I only followed instructions!!! Yes, every exclusion section was removed from the original bgl.

As for the delete record it should be somewhere in the Bgl file near the header. Do you have a copy of the original XML after extracting it and before modifying it? If so you could email it to me (jon AT scruffyduck.co.uk) and I will take a look.

Check your mail in moment!
 
Peter

I should have said only remove the exclusions that point to the taxiway signs and all the fake sceneryObjects that are associated with the taxiway signs.

Many addon scenery's also use additional exclusions to remove buildings so they can replace with their own buildings.

We are looking at many options in a future release of ADE that would possibly automate a process that brings a Airport designed by another Utility not compliant with FSX to be compliant with FSX, the SDK Compiler and ADE.

It is a much talked about topic with beta and the validation of XML when compiled with or without the SDK compiler. Each Airport Utility available has its strengths and User options.

Presently we say whatever Airport design utility made the Airport bgl is what Utility should be used in order to change something. We realize many want to enhance a addon Airport with ADE but we also realize that this can damage a Airport done with someone else's Airport Utility.
 
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