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FS2004 converted bgl works.... sort of

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us-washington
This is a nice little search and rescue flight I propose to offer at our virtual airlines site. Should be fun.

1. take off at pata.
2. fly to paml
3. then starting at rwy 2 take off and immediately turn to 04 degrees.
4. fly for about 4.5 to 5 minutes and search for downed pilots and their plane.
should be right in front

site includes two men, one with a hat, one with a coffee cup, some logs ala campifre, and white plane with broken wing. won't see any textures because I didn't send any here.

----------------
This is origianlly an FSX bgl (our site has fsx'ers and FS9'ers. Works fine in FSX.
The bgl for FS9 I converted with ModelConX.

Getting in the area of my objects autogen scenery gets fuzzy. This is FS9 - in FSX it is fine.
for brevity if I try to start from PAML my FS9 stops loade at 69% and goes no further. Starting at PATA it runs ok.

If I take out my 'rescuefs9.bgl' from FS9 Starting up at paml loads instantly- no problem.
Therefore something wrong with my bgl. WHAT?

I had an attachpoint on the logs (smoke and fire) but then realised this is not supported in FS9 so I removed that attachpoint.

PATA and PAML are about 36 miles aprt or so... in Alaska.
I start from PATA- fly to PAML- take off and do the turn, go for about 4.5 to 5 minutes and find the plane and guys.

If I try to load right from PAML for test purposes.... my FS9 hangs up at loading 69% which in my experience is something in scenery ... a conflict.

If I take out my bgl..... bingo I load up at PAML instantly. So my rescuefs9.bgl is making FS9 kind of cranky, but it does work starting from PATA.
 

Attachments

Hi,

I had a quick look, but the model seems fine. So I would first check the textures. Are they all there and in the right format for FS2004?
 
I might have forgotten what the right format shold be for FS9. There are bmps that have been dxt'd.

btw- My attachpoint for the fire and smoke - will that really work in FS9? My friend just sent me a screenshot of my fire and smoke showing up in FS9! I am amazed.

Also- is MCX constantly asking for updates again even though I updated or is there a new update two days i a row?

bob
 
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Hi Bob,

Yes, MCX is updated because I can now open my material editor again.
But the update message is still there and the list of what is updated is not shown yet on scenerydesign.org or else it does not mention my problem.
As a consequence of some rather astonishing entry in the project recruiting forum, I have been coaxed into giving some assistance with an FS9 scenery:rotfl::scratchch and have bumped into the fact that there is no easy way to add or change landclass in FS9 (apart from Sbuilder that I still do not know enough of:o). Even Jon did not continue his work on his FSX to FS9 converter to include landclass in its converting options.
 
Hi Bob:

Indeed, when rescue_fs9.BGL is added as a new "Area" in FS9 scenery library, and a flight is loaded at Eureka Creek, AK with intent to fly to this crash site (7 miles west) FS9 DOES hang at 68% on the progress bar when loading a free flight.

Did you export this separately via MCX using the FS9 MDL export option ? :confused:


According to Winfried Orthmann's NewBGLAnalyze (for FS2004 BGL decompilation), the GUID is in a FSX format, which, IIUC, FS9 will NOT recognize, and which would result in either a lengthy internal search during the start of a flight within the geographic object loading vicinity of this BGL, and/or an eventual FS9 crash. :eek:


Be sure MCX paths and FS versions are set up correctly for both FS9 and FSX XtoMDL in: MCX Menu > Options > Exporter Settings > MDLWriter > MakeMDLPath and XtoMDLPath. ;)


Here's the XML code:


Code:
<?xml version="1.0"?>

<!-- rescue_fs9.BGL disassembled by BglAnalyzeX Wed Feb 27 11:27:01 2013 -->

<FSData version="9.0"
xmlns:xsi='http://www.w3.org/2001/XMLSchema-instance'
xsi:noNamespaceSchemaLocation="bglcomp.xsd">

<!-- object subsection -->
<!-- QUAD 708, QMID11: row 13 column 14 -->

<SceneryObject
  lat="N65 9.81800"
  lon="W150 27.31599"
  alt="0.0000M"
  altitudeIsAgl="TRUE"
  pitch="0.00"
  bank="0.00"
  heading="0.00"
  imageComplexity="NORMAL">
</SceneryObject>


<!-- GUID {656B614D-444D-204C-2D20-465339302028} [B][I][COLOR="Red"]<- FSX GUID Format ![/COLOR][/I][/B] --> 
<!-- u“èÀÂu¼¤p+Áq=¾@î|§@jœ@EXTE¬Å -->

<!-- GUID {656b614d204c444d5346202d28203039} [B][I][COLOR="Red"]<- [U]Converted[/U] FS9 GUID Format ![/COLOR][/I][/B] --> 


<ModelData
  sourceFile="w:\Downloads\rescue_fs9_00.mdl"
  fileOffset="0"/>

</FSData>


PS: I suggest you re-export this MDL to a FS9 format MDL, and add it to a FS9 format scenery library BGL using Arno's Library Creator XML 2.0.3:

http://www.fsdeveloper.com/forum/downloads.php?do=file&id=93



Then you can place it via XML and BGLComp, or ADE, SBuilder, IS2, or Arno's ObPlacer XML 0.83

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

...updated by:

ObPlacer XML 0.84 update

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



Hope this helps sort things out ! :)

GaryGB
 
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According to Winfried Orthmann's NewBGLAnalyze (for FS2004 BGL decompilation), the GUID is in a FSX format, which, IIUC, FS9 will NOT recognize, and which would result in either a lengthy internal search during the start of a flight within the geographic object loading vicinity of this BGL, and/or an eventual FS9 crash. :eek:

A GUID is a GUID is a GUID. It doesn't matter how it is printed.

However, an FSX MODEL will not be read by FS9.
 
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Not sure what to remove in the xml code. <!-- Are these lines ignored but placed there for an example?

anyway.... here's a shot of my MCX options. It looks like thinigs are pointing to the right places.

Do I need to change the GUID before I export as FS9 bgl?

Yes I can export as fs9 style mdl and place in a library which will assign a GUID to it for FS9, but exporting as bgl directly to a lat and lon location is easier and simple. I am dealing with some fellows who can barely turn on a computer. Some claimed they get confused trying to install scenery and activate!!!!!
My readme file simpley says- put rescuefs9.bgl in addon scenery\scnery and the textures in addon scenery\texture. Done- easy- a box of rocks could do that!..... and even that might prove too much!!! Bob
 

Attachments

  • options MCX.jpg
    options MCX.jpg
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A GUID is a GUID is a GUID. It doesn't matter how it is printed.

However, an FSC MODEL will not be read by FS9.

Hi George:

Are you saying that FS9 can read, index and load FSX-format GUIDs when 'associated' with FS9-format scenery objects exported by FS9 MakeMDL, and packaged within a 1-MDL BGL, or when such a FS9 format MDL is packaged inside a "FS scenery object library BGL" ...and as 'XML-placed' via a BGL compiled by FS2004 SDK BGLComp ? :confused:

Thanks for any further clarification you might post on this. :)

[EDITED]

I see George, that you subsequently edited your post above:

http://www.fsdeveloper.com/forum/showpost.php?p=629725&postcount=7


I understand now, by the courtesy of Arno's kind consideration posted below, just what it was you were referring to.

Initially, I was also somewhat confused by what I now see may have been a typo of "FSC" in place of "FSX, as there is a FS Design Studio (aka "FSDS") v2 'FSC' file type for 3D models, and I do know Bob (the OP) ...does work with FSDS.

http://www.fsdeveloper.com/wiki/index.php?title=ModelConverterX#FSDS_FSC_reader


BTW: Perhaps Bob could also tell us just exactly what the 3D file format is that is being imported into MCX ? :scratchch



So, thanks anyway, George ...for the "indirect" clarification (without a special 'updated / edited' notice) ! :p


[END_EDIT]


GaryGB
 
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Not sure what to remove in the xml code. <!-- Are these lines ignored but placed there for an example?

Hi Bob:


<!-- This is an example "XML comment" --> ...it needs both the open and close delimiters, with the space on each end of the text; and yes, they are ignored by the SDK and FS itself. ;)


anyway.... here's a shot of my MCX options. It looks like things are pointing to the right places.

Do I need to change the GUID before I export as FS9 bgl ?

Yes I can export as fs9 style mdl and place in a library which will assign a GUID to it for FS9, but exporting as bgl directly to a lat and lon location is easier and simple. I am dealing with some fellows who can barely turn on a computer. Some claimed they get confused trying to install scenery and activate!!!!!

My readme file simply says- put rescuefs9.bgl in \Addon Scenery\Scenery and the textures in \Addon Scenery\Texture. Done- easy- a box of rocks could do that!..... and even that might prove too much!!! Bob

AFAIK, in order to be compatible for use by FS2004, one must "associate" a GUID for a MDL in FS9 format, either in the direct '1-MDL' export / place BGL, or in a '1 or more object' FS9 format "FS scenery object library" BGL ...as compiled by FS2004 SDK BGLComp. :alert:

GaryGB
 
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Hi Bob:


<!-- This is an example "XML comment" --> ...it needs both the open and close delimiters, with the space on each end of the text'; and yes, they are ignored by the SDK and FS itself. ;)




AFAIK, one must "associate" a GUID for a MDL in FS9 format, either in the direct '1-piece' MDL export (with Lat / Lon) BGL, or in a '1 or more object' FS9 format "FS scenery object library" BGL comnpiled by FS2004 SDK BGLComp ...in order to be compatible with use by FS2004. :alert:

GaryGB
So- when ready to export as FS9 mdl or bgl I should first change the guid in mcx then export as fs9 tye bgl? Bob
 
So- when ready to export as FS9 mdl or bgl I should first change the guid in mcx then export as fs9 type bgl? Bob

Hi Bob:

When you export to a FS9 format MDL (...or BGL) in MCX, is it not automatically submitting a FS9-format GUID when it exports ? :confused:


[EDITED]

FYI: Once the MDL is imported into MCX, to export to a FS9 format MDL "packaged" inside a 1-MDL 'placement-type' BGL, one would navigate:

MCX Menu > Export > Save As Type > select "FS2004 BGL File" in pick list > browse to destination folder > click "Save" button


CAVEAT: Because the default "type" is saved in MCX, be sure to check this and reset it to the needed FS version and file format for each 'export' session in MCX ! :redflag:

[END_EDIT]




As you can see in my example post above:

http://www.fsdeveloper.com/forum/showpost.php?p=629715&postcount=6


...a FS9-format GUID has its alpha-numeric characters in a single long string of 32 characters; they are not separated into groups by hyphens.


A FSX-format GUID has a different sequencing of the same alpha-numeric characters, and does have them separated into groups by hyphens.



PS: You may wish to download and tinker with "GUID Processor": :idea:

http://www.fsdeveloper.com/forum/resources/guid-processor.99/

http://stuff4fs.com/Utilities/Guid/GUID Processor.zip


Hope this helps ! :)

GaryGB
 
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Hi George:

Are you saying that FS9 can read, index and load FSX-format GUIDs when 'associated' with FS9-format scenery objects exported by FS9 MakeMDL, and packaged within a 1-MDL BGL, or when such a FS9 format MDL is packaged inside a "FS scenery object library BGL" ...and as 'XML-placed' via a BGL compiled by FS2004 SDK BGLComp ? :confused:

Thanks for any further clarification you might post on this. :)

GaryGB

Yes, in the hex bgl format both guids are stored the same. There is no change in it for fsx, only how it is shown in the xml.

Send from my phone using Tapatalk, so excuse the short sentences and possible typos
 
Thanks for that clarification, Arno ! :)


It would seem then, that the GUID format differences are to accommodate FS SDK compiler requirements for source code to distinguish among newly-created content types intended for a particular version of FS.

[EDITED]

But knowing now that GUIDs are stored inside the BGL in the same hex format regardless of the FS2kx / FSX version, IMHO, that begs the question: are there legacy 'object types' in FS (besides XML-placed FS9 scenery library objects, some of which have transparency issues) which are "forward-compatible" ...that might still be displayable in FSX ? :confused:


For example, can a FS2002 or FS2004 autogen annotation *an*.AGN file which places an autogen "library group" of FS8 or FS9 'scenery library objects' with legacy GUID formats be loaded and displayed by FSX SP2 ...as discussed in this thread:

http://www.fsdeveloper.com/forum/showthread.php?goto=newpost&t=424849


[END_EDIT]



PS: I also edited my post above:

http://www.fsdeveloper.com/forum/showpost.php?p=629737&postcount=9

Thanks again ! :cool:


GaryGB
 
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