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FS2004 How to/can you add/remove objects from a fs9 library in .bgl format?

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16
Basically, I'm stuck with a situation where some objects in a fs9 library, which I only have in .bgl format, need to be run through Model Convertor X to update to FSX into a FSX .bgl, but other objects in the same .bgl need to be left in a fs9 .bgl, and stop working if the file is loaded into Model Convertor X. The simplest solution is to move those unupdatable objects into their own fs9 .bgl, and then run the remaining objects through MCX.

The problem is that I have no clue whatsoever how to do that, or even if it's possible to do so with .bgl's as a starting point in the first place. I have Library Editor XML that apparently requires .xml files as the input, and BGL2XML apparently won't load fs9 .bgl's. It is possible, and if so, how and what programs to you use?
 
For reference, the problem was that I was using the wrong version of bgl2xml. Using a different version resulted in it working just fine, exporting to XML, and then creating a library that apparently triggered major bugs in FSX. But I think that's a different problem.
 
Bgl2xml should open those files. but could be many objects are even older than Fs9 objects. If I remember well there was even three versión of bgltoxml tools. try older versions. MCX should open those files too. and you can edit it, add or delete objects from a list. and export as fsx objects. but sometimes is imposible to deal with those Fs9 files.
Edit: wow, just reread the above post and I see you had the same idea about older versión.
 
Hello:

If scenery library objects you refer to are in a FS9 SDK BGLComp XML-type BGL file, they are MDL-based, and can be de-compiled by ex: Jon Masterson's (aka Scruffyduck's) BGL2XML, Winfried Orthmann's "new" FS9 BGLAnalyze, or Alessandro Antonini's BGLX version 1.x decompilers.


If scenery library objects you refer to are in a pre-FS9 SCASM / ASM-type BGL file, they are NOT MDL-based, and can instead be de-compiled by Winfried Orthmann's BGLAnalyze version 3.1, or Takuya Murakami's ScDis version 2.3.


Arno's ModelConverterX may- or may not- be able (...or willing ?) to decompile some or all objects in pre-FS9 SCASM / ASM-type BGLs depending on whether- and what type of- default or custom conditional display code and/or FS variable testing is implemented in those legacy-type file formatsX.

When such custom conditional display code and/or FS variable testing is implemented in those legacy-type file format BGLs, "sometimes" they can be partially or fully processed by ModelConverterX after manually disabling certain sections of code within the *.SCA source files from those de-compiled BGLs, then importing the edited *.SCA files into ModelConverter.



Even if Arno's ModelConverterX is 'willing' and/or able to decompile some or all objects in FS9 SDK BGLComp XML-type file package format scenery object library BGLs, depending on whether- and what type of- default or custom conditional display code and/or FS variable testing is implemented in those legacy-type MDL file formats, they may not work properly in FSX, and "some" may still need to be kept in FS9 MDL and scenery library object BGL format ...in order to be displayed properly in FSX at run time. :pushpin:


Bearing in mind that one must have the author's permisssion to publicly distribute any such de-compiled / re-compiled / converted objects, if you tell us more details of what FSX conversion / display issues you are actually encountering, we may be able to offer more suggestions on options that you may have with the process you have described above. ;)

GaryGB
 
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