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Editing Autogen with Custom Gmax Objects

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127
Country
australia
Gday All

could someone please advise me if it is possible or how to input the correct path to call the MDL file for the Gmax object called as autogen.

I am asking this as not everyone will have thier FS9 installed to the default location and i have no idea howto input the path eg: to the addon scenery/scenery folder where the Lib.bgl file resides.

The only option i can think of is for a Folder on the C: Drive containing the MDL files whilst the Lib.bgl file and textures would reside in the addon scenery area.

here is the source code generated with Arno's Lib Maker with my current path statement for the MDL files.

<?xml version="1.0" encoding="ISO-8859-1"?>
<FSData version="9.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="bglcomp.xsd">
<ModelData name="E34EA6C930B8F1A259B7E859A21D153A" sourceFile="G:\Flight Simulator 9\Addon Scenery\scenery\Water_Mill_6mtr.mdl"/>
<ModelData name="E34EA6C930B8F1A259B7E859A21D153B" sourceFile="G:\Flight Simulator 9\Addon Scenery\scenery\Water_Mill_9mtr.mdl"/>
</FSData>

Any advise would be appericiated as i am trying for an Australian style Autogen from a modified Default Autogen XML file wich works well.

rgds Jeff
 
Hi Jeff,

The path in the XML file does not matter, as BGLComp will only use that to include your MDL file in the library BGL. The MDL files are not used by FS directly.

When you are using the objects as autogen all you have to do is call the correct GUID of your library objects. I have tested this for some custom Dutch autogen. So all you need is a library BGL with your objects and a modified default.xml file for the autogen.
 
thanks heaps Arno :) , i was under the impression that the MDL was required and then realised when i compiled the XML file by hand that it was a Diff size to the Orig, then it occured to me that the Orig contained the MDL Data aswell.

Now i need to get busy and either add new and remove or just add new where required.

Its a pity that the region code isnt country specific as one could then add autogen objects to specific countrys or is this possible by inclusion of a seperate XML file in the autogen folder for the country required as you mentioned a custom Dutch Autogen.

I would allso like to create some autogen Portuguese windmills i have created for Luis Sa as this would simplify placement ? or have you allready covered this in a previous topic ?

rgds Jeff
 
Hi Jeff,

What I did was to add a new autogen class to the default.xml file. As that class would only be used in my autogen files the objects only appear in the Netherlands. But this only works for library objects of course (not for buildings etc). When I get home this evening I will post the changes I made (if I can still find them :)).

About the windmills, I am not sure if making them autogen would make the placement easier. Finding the correct AGN file etc sounds like a lot of work to me. Placing them with a small piece of XML code (or ObPlacer XML :)) sounds easier to me.
 
Yes i agree, the AGN files would be a bit of a pain to source but Portugal may not be to big with luck , im trying to recall from my visit if most were costal orientated wich may lessen the task !

would still be a bit of wrk tho to hand place them up and down the coast by hand in XML but still, the end result should be worth it.

again, many thanks and regards for your help and programs, studying the code has improved my skills at scenery design a hundred fold over the last 4 yrs.

A note of intrest, i was supprised how easy it was to convert from FSDS to Gmax in creating objects, now i just need to learn more about hand tweaking the source codes !

rgds Jeff :)
 
Gday Arno, did you by chance find how you orig coded your custom objects to the Dutch region only. I can see how one would set it to the EU region from the SDK but not to a specific country.

Could you allso jog my memory how to find the specific AGN file and BMP for a specific area if possible.

rgds: Jeff
 
Hi Jeff,

Sorry forgot about this :o

This is what I did, I added this class:

Code:
<!-- Test class -->
<CLASS>
    <NAME>NL2000 small houses</NAME>
    <GUID>9429AB33408313FF4EE3E7FD6F7DB541</GUID>
    <WIDTH>10.0</WIDTH>
    <DEPTH>10.0</DEPTH>
    <LIBRARYOBJECT>
        <NAME>huis1</NAME>
        <GUID>9429AB33408313FF4EE3E7FD6F7DB542</GUID>
    </LIBRARYOBJECT>
    <LIBRARYOBJECT>
        <NAME>huis2</NAME>
	<GUID>9429AB33408313FF4EE3E7FD6F7DB543</GUID>
    </LIBRARYOBJECT>
    <LIBRARYOBJECT>
	<NAME>huis3</NAME>
	<GUID>9429AB33408313FF4EE3E7FD6F7DB544</GUID>
    </LIBRARYOBJECT>
</CLASS>

I added this within the European class. As this new class of library objects would only be used in my agn files they will only appear in the Netherlands.

One warning, I did this as a test only. I have not thought about distribution yet, could becomes confusing if you ask your user to change the default.xml file (especially when it becomes common to do so).
 
Thanks Arno, i had a thought it would require a tie in to a addon scenery but wasnt sure.

I wonder tho if one could have two XML files in the autogen folder, one for the normal default and one pointing to addon scenery.

Ill haveto try to see if FS would load both or only one XML file.

rgds Jeff
 
Hi Jeff,

I think I tried that and it did not work. But I can't remember exactly. If it would work that would be a lot better for distribution etc of course.
 
yup, your correct, it seems to ignore a second XML file set to the required region only with no other entry, i allso noticed that even after del region "G" ( australia ) from the default XML file, FS9 rebuilt it and put the required lies of code back in so there must be a backup copy it uses ?

Looks like custom AGN files must be required with the edited XML file like you pointed out is the way to do it.

As you pointed out, could be a source of conflict with designers if multiple autogen's are created but one could allways supply a backup of the Orig XML file on distribution i suppose.

thks again. rgds Jeff
 
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