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GP Textures Rename

Messages
243
Country
italy
Hi,
I renamed some texture I already used in my project. But doing so, now I realised that I have to re-edit all the ground polygons I created. This is not so easy. Would it be possible to have a group edit function, like that for the layer level, that allow to change only the name of the texture used without the necessity to re-edit the gp?
Thanks.
 

=rk=

Resource contributor
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4,450
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us-washington
If it is only the texture name, then you can edit/replace all instances of the text string in the .X file using Notepad. It seems like you could automate this with a few clicks in the Batch Convert Wizard.
 

gadgets

Resource contributor
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9,388
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ca-britishcolumbia
That would be new feature development for both Jon & me. I'll let Jon speak for himself nut, to me, this is self-inflicted injury simply for personal preference.

Why don't you just create duplicate textures, naming them as you have in the GPs.
 
Messages
243
Country
italy
If it is only the texture name, then you can edit/replace all instances of the text string in the .X file using Notepad. It seems like you could automate this with a few clicks in the Batch Convert Wizard.
Thanks Rick, this could be a good way but I don't know exactly where to find the .X file you are talking about.
 

=rk=

Resource contributor
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4,450
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us-washington
I could observe that the efficiency of the render, is what many of us focus on, which is absolutely unaffected by the number, or arrangement of characters in the name text string.

The .x file is a format any .bgl file can be compiled to. You can scan .bgl files with Notepad, possibly locate the test strings you want to edit, but .bgl file format uses characters and formatting that are not recognized by Notepad, .x file format does not.
 
Messages
243
Country
italy
I could observe that the efficiency of the render, is what many of us focus on, which is absolutely unaffected by the number, or arrangement of characters in the name text string.

The .x file is a format any .bgl file can be compiled to. You can scan .bgl files with Notepad, possibly locate the test strings you want to edit, but .bgl file format uses characters and formatting that are not recognized by Notepad, .x file format does not.
Rick, I’m not focused on the efficiency of the render. It was just away to organise the name of my textures to give me a better and quicker way to recognise them.

I usually use notepad++ that is more and more powerful than notepad. Anyway, what is the way to have .x file? It seems that ADE does not produce that kind of file.
 

tgibson

Resource contributor
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11,324
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us-california
In the case of ADE, I believe it is the XML file, which you can save in File/Compile Airport/Advanced. Edit, then compile using BGLComp.
 

scruffyduck

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FSDevConf team
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34,853
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unitedkingdom
In the case of ADE, I believe it is the XML file, which you can save in File/Compile Airport/Advanced. Edit, then compile using BGLComp.
Be aware that elements in ADE are stored in the .ad4 project file and manual changes to the XML would be overwritten by what is in that file. ADE 2020 for MSFS does use the XML as its source so that changes made to it outside of ADE would be reflected in the ADE design. This is not something that will come into earlier versions of ADE though. I suppose it could be wrangled but it would not be an easy process

To be clear in all versions of ADE other than 2020 the XML is generated from the ADE project file format at compile time. In ADE 2020 it can be set up to be the other way round
 
Messages
243
Country
italy
Ok, thanks both of you. The only thing is, if I'm not wrong, that after compile I do not have any xml related to the GP part
 
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