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bgl creation failure

Messages
216
I ran my first try of the new tool, but so far I failed.

Steps taken:
  1. Created an array .def file for the approach lights in one direction.
  2. Ran "Make Light Arrays"; an xml and a bgl files were created, along with .ini files.
    1. I did not find how to define what type of models are wanted (FS9 or FSX), but somehow both mdl types were generated.
  3. Then tried to run "Make Library", but I got a message as below. Furthermore I did not find any lib_AF_Bases_FS9 (for FSX).bgl (only the lights bgl), and no textures subfolder either.
Message:
Unable to copy files "C:\Users\....\lib_AF_Lights.bgl".
The process cannot access the file "C:\Users\....\lib_AF_Lights.bgl" because it is being used by another process.


Can you please correct me and also advise on point 2.1 ?


PS: if I recall correctly, when I ran "Make Arrays" the simulator selection buttons were not active, but the "Scenery Save Folders" were and the program ran. After the initial run, the buttons were energized, I selected FS9 and reran it.











 
AFLT is reporting that Windows will not allow the intended operation. This message is usually due to the file/folder being open on your desktop.

I'll check the button enabling.

Don
 
That would be strange, since this file was created at that very moment.
Pls take into account that I had directed AFLT to a subfolder of the "development" folder, as in "C:\Documents\development\Runwaylights" (don't know if this is relevant).
 
This is a Windows issue. AFLT has asked windows to save a file. Windows refused and gave that message as a reason.

Note that I said "usually" in my initial response. Was FlightSIm running at the time? (That would lock the file since it's a library.)

I notice you are attempting to save to a folder on the C: drive. Are you running as administrator? Windows is very restrictive about writing to the C: Drive - especially if you are not running as administrator. Simply being a user with administrator privileges is not sufficient.

Don
 
I run as administrator, and I write to the C drive all the time.
Is this relevant to the fact that no "lib_AF_Bases_FS9 (for FSX).bgl" was produced?

PS: I am not sure if FSX was open, but this must be irrelevant as I am using a folder outside FSX installation path (also not declared in Scenery Library).
 
Last edited:
Is this relevant to the fact that no "lib_AF_Bases_FS9 (for FSX).bgl" was produced?
Why do you say no file was produced? To have reached that command (which is a copy command), the "master" file should first have been created and placed in the local library folder.

From the information you have provided, the command was copying the file from the local library folder to the FlightSim \scenery folder. If FlightSim is running, or the \scenery folder is open on the desktop, you probably cannot copy that folder programmatically. As I said before, it's a Windows "thing". All AFLT can do is report what Windows tells it.

Don
 
Ok... deleted everything (except the .def file) and started over.
  1. I defined a Library folder as in C:\Documents|development\RunwayLights.
  2. I had to manually create an Arrays subfolder and copied the .def.
  3. Ran the "Make Array" button. Again, there was no option to declare what models you wish (FSX or FS9), but AFLT conveniently produced both.
  4. AFLT created subfolders (Bases, INI,Lights) and a placement bgl file in the Arrays subfolder.
  5. I created manually a "Scenery" subfolder (C:\Documents|development\RunwayLights\Scenery). It seems that this Scenery folder is needed by AFLT to run properly the next step.
  6. I ran Make Library, denoting the Scenery subfolder created in previous step. The only radio button available was FSX (and not FS9); I don't know why, since both models are present.
  7. This time compilation went through ok. Within the Scenery subfolder there are lib_AF_Bases_FS9(for FSX).bgl, lib_AF_Lights.bgl and a "texture" subfolder. But besides that, in the "root" folder (C:\Documents|development\RunwayLights), there are also lib_AF_Bases_FS9.bgl, lib_AF_Lights.bgl and GuidsUsed.txt. Please note the difference in the Bases files produced.

So, now it seems that I have all the required files (and probably more than) needed.
I will try to see if all are visible in sim, and hope that this folder and files mixup will be straightened up in the mean time.
 
I had to manually create an Arrays subfolder and copied the .def.
Can't explain why. I just created a new library folder and all the necessary sub-folders were created for me.

Ran the "Make Array" button. Again, there was no option to declare what models you wish (FSX or FS9), but AFLT conveniently produced both.
FS9 or FSX is not relevant at this point. You specify the version of the models when you create the library files. The inherent assumption is that you will use the same array for all Flightsim versions, so the array definition is version independent. If you want different arrays for the different versions, then you need to create an array definition for each.

AFLT created subfolders (Bases, INI,Lights)
These files were (should have been) created at step 1.

I created manually a "Scenery" subfolder (C:\Documents|development\RunwayLights\Scenery). It seems that this Scenery folder is needed by AFLT to run properly the next step.
You don't need a \scenery subfolder in the library.

I ran Make Library, denoting the Scenery subfolder created in previous step. The only radio button available was FSX (and not FS9); I don't know why, since both models are present.
Library Save folders are intended to be FlightSIm scenery folders (but, as you've discovered, can be anywhere). The radio buttons are not enabled until you specify a path to the corresponding Library Save folder (i.e., scenery folder) since there is nothing for them to do. AFLT has no knowledge of your FlightSim scenery structure nor for which airport the libraries are intended. Therefore. it relies on you to tell it where to save the library files. It will, however, remember those file locations.

This time compilation went through ok. Within the Scenery subfolder there are lib_AF_Bases_FS9(for FSX).bgl, lib_AF_Lights.bgl and a "texture" subfolder. But besides that, in the "root" folder (C:\Documents|development\RunwayLights), there are also lib_AF_Bases_FS9.bgl, lib_AF_Lights.bgl and GuidsUsed.txt. Please note the difference in the Bases files produced.
The Bases file was not generated before due to the issue with the "lights" file. The process stops with the first error condition, because all files are required.

Everything appears to be normal, now.

Don
 
No honey yet.
I have copied to the active scenery folder the following files:
  1. lib_AF_BasesFS9(forFSX).bgl
  2. lib_AF_Lights.bgl
  3. rwy14.bgl (the placement file created at the array phase), and
  4. textures included by AFLT in the "texture" subfolder (that of course in the accompanying texture folder of the active scenery).
Nothing shows up.
I cannot find any discrepancy.
The only thing (don't know if it is relevant): the textures created are .dds. Opening the object library in ModelConverterX, I see in ObjectInformation that .bmp textures are reported (although the models show up fine in ModelConverter).

Please advise.
 
What about the array .bgl?

If you had specified your active scenery folder to AFLT, all the required files would have been copied there for you.

Don
 
I attach the def file (it is for ENRA, Norway, rwy14).

I would be obliged if you could examine it and check if it works for you (FS9 models for FSX). The airport alitude is stock (229ft).
 

Attachments

The only thing (don't know if it is relevant): the textures created are .dds. Opening the object library in ModelConverterX, I see in ObjectInformation that .bmp textures are reported (although the models show up fine in ModelConverter).
AFLT uses .dds files for FSX to minimize the FPS-hit. FSX substitutes .dds files for specified .bmps when the former are available.

I would be obliged if you could examine it and check if it works for you (FS9 models for FSX). The airport alitude is stock (229ft).
Then I think you are looking in the wrong place. You've specified elevation at 229M.

If fixing the altitude doesn't do the trick, and assuming the terrain slopes down from the end of the runways (since all your elevations are 0), please send me you entire local library folder as well as the AD3 file for the airport you are "decorating".

Don
 
Lights up!
Don, thank you for taking me by the hand!

They do appear really tiny (on the contrary of another thread in this subforum). Interestingly, the only one light that is "light only", has much better visibility.
I understand that the governing texture is halo.bmp. The attached halo.bmp also alters stock FSX lighting?
Do the light scalars in fsx.cfg also affect bgl lights ?
 
They do appear really tiny
They are what they are. As I told Alan, you can control the brightness. I've been using this technique for a couple of years (hand coded) and the default intensity seemed like a good trade-off.

Do the light scalars in fsx.cfg also affect bgl lights ?
Don't know, but would doubt it. BGL_LIGHTs are FS8/9 technology.

Don
 
Experimenting a little bit (with the same lights setup and the stock halo.bmp), I do have some remarks/questions:
  1. When using the light fixtures (models), lights appear really weak and tiny. At 700m distance, the approach lights are going totally off. Is there anything I can do about it (I really miss the fixtures) ?
  2. When "lights only", they are much-much brighter (perhaps a little more than desired, but this can be fine-tuned with the colour settings and the halo.bmp). The thing is that they seem that they do not scale with distance (i.e. if a light is 30x30pixels at close range, it remains the same size at a distance also, so it appears like it is growing). I suppose this is inherent to bgl lights, or there is some remedy?
  3. The lights do not light at low visibility in daytime. Is this so (if yes, that's a real pity) ?
  4. I cannot find a way to activate PCL for arrays (I only find in the manual how to activate for elements). Can this be done?

Besides all this, this is an excellent tool and thank you for making it available.
Just a wish for the interface, would be to be able to build arrays in the gui instead of editing the .def file.
 
When using the light fixtures (models), lights appear really weak and tiny. At 700m distance, the approach lights are going totally off
Can't comment on your system. But on mine, individual runways lights are in view for over 2000m - in the daytime and my approach lights are visible for 3500 m. - using default colors and 1 bulb.

Is there anything I can do about it
I described in another post earlier today two methods for controlling intensity.

(I really miss the fixtures)
I don't understand your comment. Your prior statements referred to the lights, not the 3D models.

When "lights only", they are much-much brighter (perhaps a little more than desired, but this can be fine-tuned with the colour settings and the halo.bmp).
Close-up this would be the case. From a distance it should be about the same. The difference is due to the fact that Omni/split lights with fixtures have the BGL_LIGHT positioned in the center of the fixture (cause there's nowhere else to place it.) With light-only, there's no fixture to attenuate the light. If you think they are too bright, define a dimmer color for them.

The thing is that they seem that they do not scale with distance (i.e. if a light is 30x30pixels at close range, it remains the same size at a distance also, so it appears like it is growing). I suppose this is inherent to bgl lights, or there is some remedy?
They are what they are!. The only control over BGL_LIGHTs is placement and color.

The lights do not light at low visibility in daytime. Is this so (if yes, that's a real pity) ?
Use PCL to turn the lights on in the daytime. As described in the manual, there is no scenery-accessible variable that measures visibility.

I cannot find a way to activate PCL for arrays (I only find in the manual how to activate for elements). Can this be done?
PCL is independent of placement mechanism. If a light element is subject to PCL (types.txt), all such elements receive the same treatment.

Just a wish for the interface, would be to be able to build arrays in the gui instead of editing the .def file.
Arrays are simply a mechanism to avoid the main gui. Anything you can place in an array can be defined using the main panel - but it's generally a lot more work..

Don
 
Can't comment on your system. But on mine, individual runways lights are in view for over 2000m - in the daytime and my approach lights are visible for 3500 m. - using default colors and 1 bulb.
When I use models, visibility goes very low (as reported at 700m). Any idea why this can happen (e.g. what could be wrong in my settings) ?

I described in another post earlier today two methods for controlling intensity.
I had already read your tips on this, and I have already used it.

I don't understand your comment. Your prior statements referred to the lights, not the 3D models.
I had to refrain from using the models because of the very low visibility. I have built all my lights with "only lights" (no fixtures).

Close-up this would be the case. From a distance it should be about the same.
Unfortunately not for me. There is a huge difference, and I try to understand why.

PCL is independent of placement mechanism. If a light element is subject to PCL (types.txt), all such elements receive the same treatment.
Ok, but how? I have built the whole lighting system with arrays (so I did not use the elements screens at all). In such a case, how do you define/activate PCL?
 
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