• 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.
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    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 AgenT use

Messages
84
Country
italy
Hi all. :)
I'm using AgenT v.0.1 autogen program, that runs fine with houses, row houses and vegetation. I also use Library Object menu, but I did not understand :confused: if there is the possibility to define and place directly the wanted object: actually the placing of the library object runs in random way :mad:.
Thanks in advance ;) for any info/suggestion
bye
:) Aldo
 
Messages
374
Country
italy
Ciao Aldo,
just for information: the library object are you referring to is own made? because I would like to create a tiny library with custom houses and place them into my scenery as autogen objects.
Concerning your questio, what do you mean as random way? you mean random object or random way to place?
 
Messages
84
Country
italy
AgenT

Ciao Aldo,
just for information: the library object are you referring to is own made? ... what do you mean as random way? ...

Hallo Ras78 :) and thanks for your prompt answer.
well
- as library, the one in use is the autogen standard one (default.xml)
- as randomness, is that the program itself chooses which object to apply (the location is ok)

Probably, I did not understand well the related program procedure :(
thanks in advance for your opinion
Aldo
PS: of course, I also would add my own library :rolleyes:, but first I have to understand the procedure for right placing of the objects
 
Messages
7,450
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us-illinois
Hi Aldo:

It has been some time since I looked at the information on AgenT (which you may recall I had posted links to ...in this thread):

http://www.fsdeveloper.com/forum/showthread.php?t=21976&highlight=AgenT


Was there any documentation which you found in any of the other threads (linked via the thread I have linked to above) ...regarding how to place "scenery library objects" as autogen for the FS2004 version of FS using AgenT ? :confused:

If not, perhaps it may be more practical to regard AgenT and AutoTrees as utilities for placement of multiple objects on a semi-automated basis.


One can then instead use the FS2004 Autogen SDK Annotator tool to place individual objects. ;)

http://www.fsdeveloper.com/forum/downloads.php?do=file&id=28



PS: Be careful to evenly cover, but not over-saturate your photo-real scenery tiles (Cells) with autogen using either AgenT or AutoTrees. :alert:


The reason for this caution is, the FS rendering engine reportedly reads from top left (NW) to right (NE), and then from top to bottom (North-to-South) row-by-row (West-to-East) as it encounters and displays the placement instructions for pre-defined autogen objects within the *.an*.agn file.


FYI: Autogen objects to be placed from "FS scenery object libraries" must be, as explained in [FS2004 Autogen SDK install path]\Autogen SDK.doc, pre-defined in the [FS 2004 install path]\Autogen\Default.xml file


If there are autogen placement instructions (aka Reference Points or "RefPoints") for objects inside the *an*.agn file beyond the numeric total that the FS rendering engine is allowed to display, FS simply tolerates and ignores those "extra" placement instructions.

NOTE: The above annotation utilities do not "actively" report when this limit has been reached during an autogen annotation development process. :rolleyes:


If the autogen placement is too dense or "over-saturated", and the rendering engine displays the total number of trees and/or buildings it is allowed to before it has worked its way over the entire Tile / Cell, you may get "bald spots" in parts of your photo-real tile after the numeric autogen display "limit" has been reached by the FS rendering engine ...as discussed here:

http://www.fsdeveloper.com/forum/showthread.php?t=20381


Hope this helps ! :)

GaryGB
 
Last edited:
Messages
84
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italy
Agent T

... Hope this helps ! ...
GaryGB
Hi GaryGB :)
and thanks for the prompt reply, here.
Unfortunately I still remain a bit confused, :( probably due the fact I did not describe well my problem. (the goal is to place a "specific library object" into agn file)
Just for clarify the matter, I add something here, hoping to explain me better ... (my english/dictionary :rolleyes: does not help me so much)
Thanks in advance, to you ;) and to any other friends who will drive me to the understanding,
best regards
:) Aldo
 

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arno

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Hi,

Autogen library objects are not placed by calling one object directly. Instead you are calling a class as defined in the default.xml file. Many of these classes contain multiple library objects and in that case FS will pick one of the them. You can't influence which one. If you want one specific object, you would have to make sure it is in a class with no other objects.
 
Messages
7,450
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us-illinois
Hi GaryGB, and thanks for the prompt reply here. :)

Unfortunately, I still remain a bit confused, probably due to the fact that I did not describe my problem well. :(

(The goal is to place a "specific library object" into a *an*.agn file)

Just for clarity in the matter, I shall add something here, hoping to explain myself better ... (my Italian / English dictionary does not help me so much) :rolleyes:

Thanks in advance, to you and to any other friends who will guide me to a better understanding of this subject. ;)

Best regards, :)
Aldo

Hi Aldo:

Please refer to:

[FS2004 Autogen SDK install path]\Autogen SDK.doc



On Page 7 of 57 please note the following statement:

"Library Objects

Choose this mode to annotate the texture with library objects specific to the region the texture is placed in. The file default.xml in the \flight simulator 9\autogen folder defines the different library objects associated with each region and library object type.

By default, there are six different classes of library object
: Urban Small, Urban Medium, Urban Large, Water Objects, Rural Medium, and Rural Large.

At runtime, Autogen chooses which library object associated with that class for that region to display.

You can edit default.xml to create new classes of objects and to redefine the objects associated with each class. See Editing default.xml later in this document
."




On Page 41 of 57 please note the following statement:

"To create Library Objects

On the Control strip, click Library Objects.

1 [Control Strip illustration located here]


2 By default, there are six different classes of Library Objects. At runtime, autogen will randomly choose objects from that class and display them in the terrain. You can’t specify which objects to display, only the class of objects from which they are derived.
"



On Page 54 of 57 please note the following statement:

"Editing default.xml
This section describes how to edit default.xml, the file that defines the library objects associated with each class of automatically generated scenery. In order to update which objects appear in various library types, you must edit default.xml.

Remember, you must edit both the version in the same directory as the annotator.exe file and the version located at Flight Simulator 9\Autogen\default.xml .

This section assumes you already have some working knowledge of XML and its conventions.
"



On Page 56 of 57 please note the following statement:

"<LIBRARYOBJECT>

Within a Class, you can define 1 to N different Library Objects. Information on creating a Library Object is discussed in both the Flight Simulator 2004 BGLComp SDK and MakeMDL SDK. The BGLComp SDK includes a Microsoft Excel spreadsheet that lists all the LibraryObjects available with Flight Simulator 2004. (Note that all of the LibraryObjects listed in default.xml also appear in this spreadsheet.)

Each LibraryObject has an associated <NAME> and <GUID>. When creating your own LibraryObjects, you’ll need to provide a <NAME> and generate a GUID value.

In order to add objects to a library type, just add another <LIBRARYOBJECT> tag and then include the object name and GUID. Make sure you do that for each of the regions in which you want that object to appear. If you want to add the same object to multiple library object types, you will need to create separate <LIBRARYOBJECT> entries for each of the library objects types and for each of the regions.
"

Please note the pre-defined library objects for the Class "MSDefault Rural Medium" which contains the example ag_barn_2 object within the default.xml file:


NOTE: Some Default.xml Class names are modified by having UKVFR Autogen Objects installed


Code:
<CLASS>
			<NAME>MSDefault Rural Medium</NAME>
			<GUID>db400f100d6a41d48ab84c77b08de108</GUID>
			<WIDTH>25.0</WIDTH>
			<DEPTH>25.0</DEPTH>
			<LIBRARYOBJECT>
				<NAME>ag_silo</NAME>
				<GUID>483f721d4cb3a7945ba0a8b3ca898a40</GUID>
			</LIBRARYOBJECT>
			<LIBRARYOBJECT>
				<NAME>ag_chemtank</NAME>
				<GUID>da302e054f7a6454fcc56f8c7471a732</GUID>
			</LIBRARYOBJECT>
			<LIBRARYOBJECT>
				<NAME>ag_WaterTower_1</NAME>
				<GUID>93802d8b45ebba4f029f72a2b3ee0f9a</GUID>
			</LIBRARYOBJECT>
			<LIBRARYOBJECT>
				<NAME>ag_Building_2</NAME>
				<GUID>c2d9acaa4a55b2c5fa9b80982b3a5a8d</GUID>
			</LIBRARYOBJECT>
			<LIBRARYOBJECT>
				<NAME>ag_Building_3</NAME>
				<GUID>034f8334427efedeb15925a056dafa40</GUID>
			</LIBRARYOBJECT>
			<LIBRARYOBJECT>
				<NAME>ag_Building_6</NAME>
				<GUID>e2b7cd38442d1e03ebf12d986787b9cd</GUID>
			</LIBRARYOBJECT>
			<LIBRARYOBJECT>
				<NAME>[B][COLOR="Red"]ag_barn_2[/COLOR][/B]</NAME>
				<GUID>c12b53de46a14ac9c379b5a2f8708fd8</GUID>
			</LIBRARYOBJECT>
			<LIBRARYOBJECT>
				<NAME>ag_barn_4</NAME>
				<GUID>682406ce48e82e8bfaaf3e83a23cdfd1</GUID>
			</LIBRARYOBJECT>
			<LIBRARYOBJECT>
				<NAME>gen_hutopen</NAME>
				<GUID>78217ab446e376d2ad5738846dede627</GUID>
			</LIBRARYOBJECT>
			<LIBRARYOBJECT>
				<NAME>gen_hutwalled</NAME>
				<GUID>ad4f1f5a45a5de8b853e27bc270267f5</GUID>
			</LIBRARYOBJECT>
		</CLASS>


The above FS2004 Autogen SDK statements explain that, even though we may add a FS scenery object library as a new Class to Default.xml, the objects within that new Class (and its defined "Library") ...will be randomly placed as the FS rendering engine detects an autogen placement footprint (aka "RefPoint").


If you use any tool to annotate your photo-real tiles with objects for use as autogen, and place ex: ag_barn_2, you will NOT reliably get that specific object to appear, but rather, the FS rendering engine will randomly cycle between display of ANY of the 10 "library objects" in that "Class" as defined within the Default.xml file under the name: "MSDefault Rural Medium".



FYI: It is not necessary to place individual scenery library objects which will appear only at a few locations in a scenery using autogen methods instead of standard "FS scenery library object XML placement" methods, as the FPS savings will be minimal, and perhaps 'un-detectable' ...on a modern computer running FS2004.


Instead, such a small number of objects are, IMHO, best placed using XML code compiled into a "FS scenery library object placement BGL".



Thus, if you wish to place a specific individual object such as the ag_barn_2 at specific locations in FS2004, you could use a XML placement utility to do that ex:


Instant Scenery version-2 for FS2004 and FSX (payware from Flight1 software)

http://www.flight1.com/products.asp?product=instscen2



Arno's ObPlacer XML 0.83 - Installer version for FS2004:

http://www.fsdeveloper.com/forum/downloads.php?do=file&id=13


Arno's ObPlacer XML 0.84 update for FS2004:

http://www.fsdeveloper.com/forum/downloads.php?do=file&id=11


Alternatively, you can manually code an XML object placement which will place that specific object at your desired location(s), and then compile that code into a *.BGL using FS2004 SDK BGLComp.exe.


Hope this helps explain things more clearly, and in sufficient detail for you. :)

GaryGB
 
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Messages
84
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italy
thanks

... in sufficient detail for you ...

Thank you GaryGB & Arno :),
quite understood
For object from library, I'll continue with SBuilder and
for dedicated object by compiling the bgl from XML :).

;) bye
Aldo
 
Messages
7,450
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us-illinois
Hi Aldo:

Since you mentioned SBuilder (for FS9) in your reply, you may wish to simply use that FS utility to place the FS scenery library object (ag_barn_2), as it will create the XML placment BGL file for you when compiled via the SBuilder GUI menu system.


Of course for FS2004, to perform XML placement of FS9-type scenery library objects, one can also use Airport Design Editor aka "ADE" in FS9 mode, or RWY12 (both freeware for freeware scenery projects), Instant Scenery Version-1 from Flight1, EZ-Scenery from Abacus (which works in FS9 only with the latest update, and is essentially an earlierl version of Instant Scenery by the same author), both of which are payware.



All those FS utilities above will make it easier to perform an XML placement of a "FS scenery library object" in FS9, and can output a placement BGL for you (so that you don't have to do any manual coding of XML to be submitted to FS2004 SDK BGLComp for compilation of a BGL).


Hope these additional ideas may help ! :)

GaryGB
 
Last edited:
Messages
84
Country
italy
without AgenT use

... Hope these additional ideas may help ...
thanks GaryGB :)
for suggestions ... but I prefer, anyway, avoid "payware" software use ... as my related works are "free for all" ;).
And also an other reason, not the minor one :rolleyes:, is that I need to track the works with remarks and notes, keeping all the sources for possible review in future.
see on the following a sample of a source xml file, including simple models and added ones :
......................................................................................................
<?xml version="1.0"?>
<FSData version="9.0"
xmlns:xsi='http://www.w3.org/2001/XMLSchema-instance'
xsi:noNamespaceSchemaLocation="bglcomp.xsd">

<!-- campeggio La Riva da S a N -->
<!-- motoscafo f1 marrone 22 ft -->
<SceneryObject
lat="N46 10.1954"
lon="E9 23.6097"
alt="0.0000M"
altitudeIsAgl="TRUE"
pitch="0.00"
bank="0.00"
heading="356.00"
imageComplexity="NORMAL">
<LibraryObject
name="58276a7d4051d068bb31b6aa9d4df5ab"
scale="1.0"/>
</SceneryObject>

<!-- barcavela piccola vele abbassate 9 MT -->
<SceneryObject
lat="N46 10.1941"
lon="E9 23.6130"
alt="0.0000M"
altitudeIsAgl="TRUE"
pitch="0.00"
bank="0.00"
heading="354.00"
imageComplexity="NORMAL">
<LibraryObject
name="cc073ded45f54f9851c0948241429510"
scale="1.00"/>
</SceneryObject>

<!-- barca vela cabinata vela abbassata -->
<SceneryObject
lat="N46 10.1959"
lon="E9 23.6212"
alt="0.0000M"
altitudeIsAgl="TRUE"
pitch="0.00"
bank="0.00"
heading="356.00"
imageComplexity="NORMAL">
<LibraryObject
name="ff47379f485dbd605f1a18907436655f"
scale="1.00"/>
</SceneryObject>
<ModelData
name="ff47379f485dbd605f1a18907436655f"
sourceFile="LIB_barca06.mdl"
fileOffset="0"/>

<!-- barca grigia motore remi -->
<SceneryObject
lat="N46 10.1998"
lon="E9 23.6282"
alt="0.0000M"
altitudeIsAgl="TRUE"
pitch="0.00"
bank="0.00"
heading="354.00"
imageComplexity="NORMAL">
<LibraryObject
name="e699a45746593a363c856783c02012b5"
scale="1.00"/>
</SceneryObject>
<ModelData
name="e699a45746593a363c856783c02012b5"
sourceFile="LIB_barca08a.mdl"
fileOffset="0"/>

<!-- barca remi -->
<SceneryObject
lat="N46 10.2012"
lon="E9 23.6320"
alt="0.0000M"
altitudeIsAgl="TRUE"
pitch="0.00"
bank="0.00"
heading="348.00"
imageComplexity="NORMAL">
<LibraryObject
name="90987a0347b19395d608768efff671f5"
scale="1.00"/>
</SceneryObject>
<ModelData
name="90987a0347b19395d608768efff671f5"
sourceFile="LIB_barca01.mdl"
fileOffset="0"/>

<!-- fiume Mera -->
<!-- barca vela regata uomo 2 vela alzata -->
<SceneryObject
lat="N46 10.2070"
lon="E9 23.7419"
alt="0.4000M"
altitudeIsAgl="TRUE"
pitch="0.00"
bank="8.00"
heading="090.00"
imageComplexity="NORMAL">
<LibraryObject
name="67723b7b4e1d1c12414c58a07ebe2370"
scale="1.00"/>
</SceneryObject>
<ModelData
name="67723b7b4e1d1c12414c58a07ebe2370"
sourceFile="LIB_barca05b.mdl"
fileOffset="0"/>

<!-- ponte del passo -->
<!-- barca Lucia -->
<SceneryObject
lat="N46 10.3343"
lon="E9 24.2360"
alt="0.0000M"
altitudeIsAgl="TRUE"
pitch="0.00"
bank="0.00"
heading="319.00"
imageComplexity="NORMAL">
<LibraryObject
name="54A247574FD34F4B81D51A949EA91C82"
scale="1.00"/>
</SceneryObject>
<ModelData
name="54A247574FD34F4B81D51A949EA91C82"
sourceFile="barca_lucia.mdl"
fileOffset="0"/>
<!-- texture BARCA_LUCIA -->

<!-- motoscafo e (entrobordo) blu 30 ft -->
<SceneryObject
lat="N46 10.3694"
lon="E9 24.2267"
alt="0.0000M"
altitudeIsAgl="TRUE"
pitch="0.00"
bank="0.00"
heading="067.00"
imageComplexity="NORMAL">
<LibraryObject
name="4170e42843996e21c586c782f4a3524a"
scale="1.0"/>
</SceneryObject>

<!-- barca remi -->
<SceneryObject
lat="N46 11.8535"
lon="E9 27.0229"
alt="0.0000M"
altitudeIsAgl="TRUE"
pitch="0.00"
bank="0.00"
heading="087.00"
imageComplexity="NORMAL">
<LibraryObject
name="90987a0347b19395d608768efff671f5"
scale="1.00"/>
</SceneryObject>
<ModelData
name="90987a0347b19395d608768efff671f5"
sourceFile="LIB_barca01.mdl"
fileOffset="0"/>

<!-- Verceia Plinio-->
<!-- piattaforma diritta con gomme 100 ft -->
<SceneryObject
lat="N46 12.1517"
lon="E9 27.2269"
alt="0.0000M"
altitudeIsAgl="TRUE"
pitch="0.00"
bank="0.00"
heading="289.00"
imageComplexity="NORMAL">
<LibraryObject
name="c0ffb67b4e4e41cf8f309bcdb29332a9"
scale="1.0"/>
</SceneryObject>
<ModelData
name="c0ffb67b4e4e41cf8f309bcdb29332a9"
sourceFile="goff_dock_floats_100ft_00.mdl"
fileOffset="0"/>
<!-- TEXTURE: GOFF_TYRE, GOFF_DOCK_01 -->

<!-- barca verde motore remi -->
<SceneryObject
lat="N46 12.1402"
lon="E9 27.2365"
alt="0.0000M"
altitudeIsAgl="TRUE"
pitch="0.00"
bank="0.00"
heading="185.00"
imageComplexity="NORMAL">
<LibraryObject
name="9e307719441c99a23467aa8a02e05b20"
scale="1.00"/>
</SceneryObject>
<ModelData
name="9e307719441c99a23467aa8a02e05b20"
sourceFile="LIB_barca08b.mdl"
fileOffset="0"/>

<!-- canoa remi -->
<SceneryObject
lat="N46 12.1529"
lon="E9 27.2312"
alt="0.0000M"
altitudeIsAgl="TRUE"
pitch="0.00"
bank="0.00"
heading="199.00"
imageComplexity="NORMAL">
<LibraryObject
name="a70659674479f62d1ba2869d1fb07d3a"
scale="1.00"/>
</SceneryObject>
<ModelData
name="a70659674479f62d1ba2869d1fb07d3a"
sourceFile="canoa01.mdl"
fileOffset="0"/>

<!-- Campo -->
<!-- barca remi -->
<SceneryObject
lat="N46 12.4481"
lon="E9 27.5445"
alt="0.0000M"
altitudeIsAgl="TRUE"
pitch="0.00"
bank="0.00"
heading="245.00"
imageComplexity="NORMAL">
<LibraryObject
name="90987a0347b19395d608768efff671f5"
scale="1.00"/>
</SceneryObject>
<ModelData
name="90987a0347b19395d608768efff671f5"
sourceFile="LIB_barca01.mdl"
fileOffset="0"/>

<!-- canoa remi -->
<SceneryObject
lat="N46 12.4406"
lon="E9 27.5499"
alt="0.0000M"
altitudeIsAgl="TRUE"
pitch="0.00"
bank="0.00"
heading="258.00"
imageComplexity="NORMAL">
<LibraryObject
name="a70659674479f62d1ba2869d1fb07d3a"
scale="1.00"/>
</SceneryObject>
<ModelData
name="a70659674479f62d1ba2869d1fb07d3a"
sourceFile="Lib_canoa01.mdl"
fileOffset="0"/>

<!-- barca verde motore remi -->
<SceneryObject
lat="N46 12.4449"
lon="E9 27.5482"
alt="0.0000M"
altitudeIsAgl="TRUE"
pitch="0.00"
bank="0.00"
heading="250.00"
imageComplexity="NORMAL">
<LibraryObject
name="9e307719441c99a23467aa8a02e05b20"
scale="1.00"/>
</SceneryObject>
<ModelData
name="9e307719441c99a23467aa8a02e05b20"
sourceFile="LIB_barca08b.mdl"
fileOffset="0"/>

<!-- motoscafo f2 blu 25 ft -->
<SceneryObject
lat="N46 12.4583"
lon="E9 27.5361"
alt="0.0000M"
altitudeIsAgl="TRUE"
pitch="0.00"
bank="0.00"
heading="237.00"
imageComplexity="NORMAL">
<LibraryObject
name="9d9171264d489054688f2cb261b49d41"
scale="1.0"/>
</SceneryObject>

<!-- motoscafo f2 blu 25 ft -->
<SceneryObject
lat="N46 12.5085"
lon="E9 27.4326"
alt="0.0000M"
altitudeIsAgl="TRUE"
pitch="0.00"
bank="0.00"
heading="203.00"
imageComplexity="NORMAL">
<LibraryObject
name="9d9171264d489054688f2cb261b49d41"
scale="1.0"/>
</SceneryObject>

<!-- motoscafo f1 marrone 22 ft -->
<SceneryObject
lat="N46 12.5218"
lon="E9 27.2912"
alt="0.0000M"
altitudeIsAgl="TRUE"
pitch="0.00"
bank="0.00"
heading="273.00"
imageComplexity="NORMAL">
<LibraryObject
name="58276a7d4051d068bb31b6aa9d4df5ab"
scale="1.0"/>
</SceneryObject>

<!-- motoscafo f2 gialloviola 25 ft -->
<SceneryObject
lat="N46 12.5174"
lon="E9 27.2909"
alt="0.0000M"
altitudeIsAgl="TRUE"
pitch="0.00"
bank="0.00"
heading="273.00"
imageComplexity="NORMAL">
<LibraryObject
name="650a8b834f63f7e2e75ab2bb6ed2053b"
scale="1.0"/>
</SceneryObject>

<!-- motoscafo f1 marrone 22 ft -->
<SceneryObject
lat="N46 12.5118"
lon="E9 27.2906"
alt="0.0000M"
altitudeIsAgl="TRUE"
pitch="0.00"
bank="0.00"
heading="273.00"
imageComplexity="NORMAL">
<LibraryObject
name="58276a7d4051d068bb31b6aa9d4df5ab"
scale="1.0"/>
</SceneryObject>

<!-- barca vela piccola 3 -->
<SceneryObject
lat="N46 12.5114"
lon="E9 27.3046"
alt="0.0000M"
altitudeIsAgl="TRUE"
pitch="0.00"
bank="0.00"
heading="093.00"
imageComplexity="NORMAL">
<LibraryObject
name="ff47379f485dbd605f1a18907436655f"
scale="1.00"/>
</SceneryObject>
<ModelData
name="ff47379f485dbd605f1a18907436655f"
sourceFile="LIB_barca06.mdl"
fileOffset="0"/>

<!-- barca verde motore remi -->
<SceneryObject
lat="N46 12.5202"
lon="E9 27.3052"
alt="0.0000M"
altitudeIsAgl="TRUE"
pitch="0.00"
bank="0.00"
heading="092.00"
imageComplexity="NORMAL">
<LibraryObject
name="9e307719441c99a23467aa8a02e05b20"
scale="1.00"/>
</SceneryObject>
<ModelData
name="9e307719441c99a23467aa8a02e05b20"
sourceFile="LIB_barca08b.mdl"
fileOffset="0"/>

<!-- motoscafo 1 -->
<SceneryObject
lat="N46 12.5755"
lon="E9 26.9855"
alt="0.0000M"
altitudeIsAgl="TRUE"
pitch="0.00"
bank="0.00"
heading="249.00"
imageComplexity="NORMAL">
<LibraryObject
name="42f0801a48fe64457c750195c7255a73"
scale="0.70"/>
</SceneryObject>
<ModelData
name="42f0801a48fe64457c750195c7255a73"
sourceFile="LIB_motoscafo.mdl"
fileOffset="0"/>

<!-- canotto 2 -->
<SceneryObject
lat="N46 12.5723"
lon="E9 26.9881"
alt="0.0000M"
altitudeIsAgl="TRUE"
pitch="0.00"
bank="0.00"
heading="249.00"
imageComplexity="NORMAL">
<LibraryObject
name="bac444684424f8006da855b53eb28241"
scale="1.00"/>
</SceneryObject>
<ModelData
name="bac444684424f8006da855b53eb28241"
sourceFile="Lib_canotto02.mdl"
fileOffset="0"/>

<!-- fine scenario -->
</FSData>
.....................................................................................................
thanks once more
;) Aldo
 
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us-illinois
Hi Aldo:

I like your ideas ! :)

IMHO, it would indeed be helpful for FS scenery designers to have a GUI in a utility which is able to save the internal attributes for placed FS scenery objects ...as to MDL size etc..

It might also be helpful to be able to keep other text descriptions of scenery objects as 'comments' which are packaged along with the MDLs, either inside output BGLs, and/or in a "database" type GUI utility.

Several freeware FS utilities already have the ability to display a visual thumbnail and list the visual size (which may not always match the size of the larger "crash box" for the object...which can be adjusted via special techniques).

RWY12, SBuilder for FS9, Arno's ObjPlacer XML etc. all fit this category.


Additionally, another utility for object placement is Scruffyduck's very capable "Scenery Maker" included with the LOM_200_Beta update for his excellent Library Object Manager for FS9 (aka "LOM" )

...You may wish to download all 3 files for the LOM "legacy" Scruffyduck utility (while you still can !
) at: http://www.scruffyduckscenery.co.uk/


...Then navigate: > Scruffyduck Download Center > ScruffyDuck Utilities > Library Object Manager > LOM_100, LOM_100_3, LOM_200_Beta.


< Sorry Jon... FS9 is alive and well, and it's gonna' be around for a very long time ! >

< We still need to keep Library Object Manager for FS9 available online... somewhere ! > :eek:


BTW: If you do use either a freeware or payware utility to place objects in FS, you can still:

* De-compile the BGL into XML

* Edit parts of the content in your XML source code

* Re-compile it in the appropriate version of FS SDK BGLComp


...rather than doing all original object placement coding manually.



FYI: In the case of BGLs compiled by the proprietary Instant Scenery version-2 (aka "IS2") utility, when editing the de-compiled XML code, one would:


A.) Be careful to not change the order of any existing object placements in the list of scenery objects

B.) Only modify 'parameters' for the scenery placement code, or add ex: "XML Comments"

C.) Re-compile with the appropriate version of FS SDK BGLComp

D.) Then, in Instant Scenery version-2 ("IS2"):

1.) Open the scenery object placement BGL

2.) Add a new scenery object placement to that BGL, and save the placement by exiting IS2

3.) If desired, delete that placement in another session of IS2, then exit IS2


The BGL should now be ready for ongoing use in IS2. :wizard:


Of course, as needed, one can again follow the above procedure to de-compile the BGL, (carefully) edit the de-compiled IS2 object placement XML source code, then re-compile it to a BGL, add an object again in a IS2 session, and thereby restore the BGL to use via IS2. ;)



Hope these ideas might prove beneficial to reducing your workload. :idea:


Best Wishes with your FS scenery projects ! :cool:

GaryGB
 
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