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Compiling x File to bgl

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109
This is a two part question actually, will try to keep it brief. First being that I want to compile a .bgl file from an .x file using the bglcomp for FSX, and am not sure how to go about this (dropping the .x file onto bglcomp.exe in the FSX SDK doesn't create any output file). The other question concerns emissive properties of FSDS3.5.1 created scenery, e.g., the best way to do this. Only way I have come across is to manually edit the .x file and change the emissive part properties in there (e.g., to have the part display day & night), hence my desire to compile from the .x file. If there's a better way I'd be happy to hear from anyone.
 
You cannot compile from an x file. You need to convert it to an mdl first, then drop the xml placement file on bglcomp

As to the reason you want to use the x file directly:

You can manually tweak the x file to add the particulars. I would prefer to use Dave Nunez' FSDSxTweak utility. In essence it manipulates the x file.

Either way, it's basically a two step process.

Create the scenery mdl with FSDS 3.5.1, which then leaves you with the x file, an mdl and the placement x file.

Tweak the x file.

If manually tweaking the x file:
FROM THE FSDS 3.5.1 MAIN FOLDER, click on the CreateMdl Batch file (which FSDS creates when you first compiled), and already has the xtomdl.exe command line parameters used to create the "untweaked" mdl file.

with the placement xml file and "new" mdl created in the same folder, run drop the xml file on bglcomp to create your final bgl.





(I think)
 
Thank you for the help, still not quite there so thought to ask once again. The .x file was manually adjusted (simply changed the "AdditiveNightOnly" material property to "Additive") and then the .x file was copied & pasted back into the main FSDS folder. Upon clicking CreateMdl.bat the files _temp.asm, _temp.log & _temp_0.asm were updated, however no new .xml file was created. Regarding FSDSxTweak, I've given it a go but keep getting .mdl errors upon output, so thought it might be simpler to adjust it by hand (as above). Once again, any ideas welcome, thank you in advance.
 
UNless I misunderstand the overall process ....

You should create a first mdl/xml placement file with the compile to (scenery) mdl.

That creates the "original" x file, "original" xml placement file and the mdl.

Once you tweak the "original x" file, can be processed "manually" with the createMDL.bat file, thereby creating the "tweaked" MDL.

The twqeaked MDL and the "original" xml placement file are then the ones processed with bglcomp
 
Thanks again for the help, turns out this was the way I had been doing it but there remain errors on compiling, even when using the unmodified .xml file. Must be something deeper going on here. Will keep plugging away.
 
Good day guys.
I have tweaked the X file a few times on some of my projects and I have always just dropped the tweaked X file onto the XToMDL exe to make a new MDL file and never tried to get a BGL file. I just install the MDL with ADE and have no need for a BGL.
So today I just tried the way you guys are talking about with half results
-I made a test object with a trans tag.
-I saved and made a MDL
-I tweaked the “X” file to fix the Z-bias thing.
-I then ran the CreatMDL.bat
-This gave me an updated (_tempMDL and _temp. XML) with no errors
-But from here I can not get a BGL I have tried to drop the new MDL onto the BglComp.exe, It runs and I see no errors but I cant seem to get any output.
Or I can not find it LOL.
H_Farfy:D
 
Well for the record, here's the error message I'm getting upon compiling. This is the same whether I use a _temp.x file generated from an untweaked file (e.g., one successfully compiled using XtoMDL in the usual way through FSDS) or whether a tweaked version is used. Surely there must be a way to get this working - the resultant items are supposed to represent various lighting that appears lit (emissive) during both day & night, and of course only in FSX is it giving me any grief. Once again, any suggestions are most welcome.
 

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