• Which the release of FS2020 we see an explosition of activity on the forun and of course we are very happy to see this. But having all questions about FS2020 in one forum becomes a bit messy. So therefore we would like to ask you all to use the following guidelines when posting your questions:

    • Tag FS2020 specific questions with the MSFS2020 tag.
    • Questions about making 3D assets can be posted in the 3D asset design forum. Either post them in the subforum of the modelling tool you use or in the general forum if they are general.
    • Questions about aircraft design can be posted in the Aircraft design forum
    • Questions about airport design can be posted in the FS2020 airport design forum. Once airport development tools have been updated for FS2020 you can post tool speciifc questions in the subforums of those tools as well of course.
    • Questions about terrain design can be posted in the FS2020 terrain design forum.
    • Questions about SimConnect can be posted in the SimConnect forum.

    Any other question that is not specific to an aspect of development or tool can be posted in the General chat forum.

    By following these guidelines we make sure that the forums remain easy to read for everybody and also that the right people can find your post to answer it.

FS2004 ADE Excludes

Messages
383
Country
unitedkingdom
Hi

I deleted default buildings from a stock airport in ADE, doing this I believe creates excludes automatically in the exported bgl?

However when I place a new object in the place of the old, the effects on the object dont show, if I move it outside the area where the building was the effects works ok. Is there anyway to show these excludes in ADE? or will I have to manually alter the ExcludeALLObjects tag manually in the xml file so effects arent excluded then recompile the xml?

thanks

;)
 
Placing a new object in place of the old should not be affected by the micro excludes. They should affect the stock objects. The reason being that the excludes act before the placement of the objects. This is why by default stock objects still show up. ADE excludes them with the micro excludes and then puts them back.

So based on that I do not know why effects would not show. I think you are saying that the buildings are showing but the effects are not but if you move the buildings away from the stock location then the effects do appear? Micro exclude are very small.

Perhaps you can send me the file so I can check it here?
 
Hi Jon

I've always had problems in FS9 with excludes removing effects. IIRC it is a know issue in FS9, The model shows fine, just the effects attached to it.

I temporarily imported the obj bgl into ADE so I could see the excludes by chance the one which is removing the effect is bang on the new model..well it would be I'm replacing an ILS Localizer with a better one.

The only way I could get the effects back was to remove the exclude entry from the exported ADE xml file, then recompile it after some manual tweaking (mainly adding the path to the models). Then I manually created another exclude which sat just behind the new model (the orginal ILS localizer is wider than the new model) None of the exclude tags seemed to work, I though Excludebuildingobject or library would have work but it didnt. It either excluded everything (old model and new effect on new model) or nothing no matter which one I used???

It might be handy to have the option to show these excludes

;)
 
So let me see if I understand this.
If I add an exclude poly to the airport area, or anywhere thereof near the field, it will exclude default buildings as long as it is layered a higher number than the defaults, and a lower layer than the newly added buildings. Furthermore, should I wish to eliminate the auto-gen scenery from the new apron addons, I would have to change the airport poly landclass size through SBuilder or similar tool (files AB25220 fore example), to stop the autogen from loading in that area.

Does that sound about right?

If not, please correct it. Im thinking that is the way it is done.

Only 1 thing I have to ask.
Why does ADE not have the ability to modify the airport landclass coverage area? :)

I know, its not an easy thing to code, but I think perhaps a later version may have this ability. 'hint hint'
 
I understand the excludes vs effects problem has something to do with the alphabetical order of the BGL files? Try changing the name of the exclusion BGL file so they are in opposite alphabetical order vs currently.

Hope this helps,
 
So let me see if I understand this.
If I add an exclude poly to the airport area, or anywhere thereof near the field, it will exclude default buildings as long as it is layered a higher number than the defaults, and a lower layer than the newly added buildings. Furthermore, should I wish to eliminate the auto-gen scenery from the new apron addons, I would have to change the airport poly landclass size through SBuilder or similar tool (files AB25220 fore example), to stop the autogen from loading in that area.

Does that sound about right?

If not, please correct it. Im thinking that is the way it is done.

You need to be clear on the difference between Exclusion Rectangles and terrain polygon exclusions. Do you mean the first, or the second or both?

Only 1 thing I have to ask.
Why does ADE not have the ability to modify the airport landclass coverage area? :)

I know, its not an easy thing to code, but I think perhaps a later version may have this ability. 'hint hint'

I assume you mean for FS9? Are you asking for ADE to have the same terrain functions as SBuilder?
 
You need to be clear on the difference between Exclusion Rectangles and terrain polygon exclusions. Do you mean the first, or the second or both?



I assume you mean for FS9? Are you asking for ADE to have the same terrain functions as SBuilder?


I mean both, exclude rectangles and terrain poly exclusions.
I understand that the exclude, flatten, and terrain poly have different functions and are semi-self explanatory, based on layering order of appearance and disappearance. But beyond that understanding, uh, what?


The concept of Sbuilder capabilities integrated into ADE is a large feat, and by no means do I request such a tool.
I specifically refer to the Airport Landclass poly when integrating a feature into the ADE environment.
Right now I have to use LWM to determing files associated with a geo-loc. Then open the AB0000000.bgl file in Sbuilder to modify the Airport landclass. I just think it would be a good idea to combine only that with ADE, as editing an Airport's layout is what ADE is meant to do.
It would be nice to have a 1-stop-tool-shop to do it all, but thats asking for 1000's of hours of programming and testing, similar to what was required to produce FS in the first place, to produce a working tool with that power. Call it *FS POWER TOOLS™©*
I have FSX gold (delux plus expansion and the training aid)
And FS9. I dont really use FSX because it runs slightly laggy.

Oh, that was another thing I wanted to ask, how do I get ADE to switch between ADE9 and ADEX? I cant make roads for FSX in ADE9.

Be patient, I may not be able to properly explain and exume before you the issues and questions I have in relation to the understanding in my mind, but eventually it will be understandable by all.
 
I guess I need to think some more about your post :)

Oh, that was another thing I wanted to ask, how do I get ADE to switch between ADE9 and ADEX? I cant make roads for FSX in ADE9.

If both versions of the sim are present on your computer and the registry entries are correct then ADE starts with a version selector. You may then choose which version to start ADE in. If you are not seeing the selector then it would suggest that the FSX registry entry is not present or not valid.
 
Much better to create a landclass BGL separate from the AB file and place it in an active scenery folder layered above the default AB file...
 
tgibson how can you create an exclusion zone on its ow so its clear and nothing is in its way?
 
I'm not sure exactly what you mean, but we find that ExcBuilder2 makes FS2004 BGL files that more reliably exclude objects vs ADE. That may be because they are in their own separate BGL file, and we also keep different types of excludes (i.e. taxi signs vs generic/library objects) in separate BGL files.
 
Back
Top