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FSDS version compatability check

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22
Hi folks,

I used to use FSDS quite extensively for modelling aircraft a few years back, but recently have started a scenery project and wished to explore whether I could use FSDS.

The thing is I have been unable to get the shapes to display in FS2004 using FSDS version 1.6b. Do I need V2 or V3 to work with FS2004?

I checked the co-ordinates and am now wondering if it is compatability that is the issue.

Any advice greatly appreciated,

Thanks
Chris
 
To create scenery objects for FS2004 you should use version 3. This creates the newer type of mdl object which can then be placed using xml code.

On the other hand I know that objects created by version 1.6 can be used in FS2004. I do not have the older version but I think it would need to produce API macros. I have used macros created with version 1.6 successfully in FS2004 but they have to be placed using scasm or similar.
 
Thanks guys, that figures with what I'm seeing.

I have managed to create an api of a simple shape and using ScenegenX to place it, it worked fine.

Cheers.
 
If you are using SceneGenX, I can highly recommend upgrading to FSDS Version 3. SceneGenX can handle APIs but also deals very effectively with the XML coding and BGLComp for the files produced by V3 for use in FS9 and, hopefully, FSX.
 
Hmmm,

I must be missing something fundamental.

I downloaded and installed to FSDS v3, set preferences/locations, created a large orange cone, set the co-ordinates in the project properties using a nearby 'flight' start location.

Creating the BGL produces the following log entry:

Running model

Start! (_temp.x)
Loading X _temp.x...
Processing...
Model units are 1.00 units/meter
Sorting by Material...
Welding...
Generate BGL...
Done!
Generate crash tree 1 (1112 bytes)
Assembling: _temp.azm
Done!

Which looks OK, but opening FS2004 I see no sign of the object.
 
I suspect you have produced a bgl OK but it hasn't been postioned in FS. You may find it more effective to produce a scenery mdl file rather than a bgl and position it using SceneGenX.
 
Last edited:
Thanks for that.

Success!!!

(although I have to remember to place the mdl in the ScenegenX UserMDL folder otherwise the BGLComp compiler fails).
 
You can set that up using file/preferences/object file. Then you don't have to remember...LOL Anything for an easier life!
 
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