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FSX I want a generic building with a white roof

  • Thread starter Thread starter flytiti
  • Start date Start date
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flytiti

Guest
Hi guys,
I am making a scenery (LFEL_Le Blanc) and I use SbuilderX to place objects. I have put a generic building (Office-2Story-White-26x22) that I have transformed to multisided (8 sides) but whatever the texture selected in texture roof section, my roof is always black in the sim.

LFEL_Dark_texture.jpg

what is the problem ? did I do something wrong ? is it the transformation to multisided ?

Note :
In SbuilderX, I can see the different texture displayed in the image detail message box
I have not this problem with others generic buildings

Thanks for your replies.
Thierry
 
I've never actually put a generic building in the sim with SBX but I just tried to duplicate what you described and it seemed to work out OK for me. The roof isn't really white, more of a gray but it definitely has a texture. From your screenshot I'd guess that maybe you either used a roof texture that wasn't available or the default texture is missing from your texture folder. Maybe give it a try using the settings shown in the attached screenshot:

sbx_gen_bldg.jpg

Jim
 
Hi Jim,
Thanks for testing, I tried your setting without success, I verified in the XML, it's seems OK

</SceneryObject>
<!--Office-2Story-White-26x22_Obj_6-->
<SceneryObject
lat="46.6256034444444"
lon="1.08648344444444"
alt="0"
altitudeIsAgl="TRUE"
pitch="0"
bank="0"
heading="353.5183"
imageComplexity="NORMAL">
<GenericBuilding
scale="1"
bottomTexture="65"
roofTexture="28"
topTexture="63"
windowTexture="58">
<MultiSidedBuilding
buildingSides="8"
smoothing="FALSE"
sizeX="26"
sizeZ="26"
sizeBottomY="4"
textureIndexBottomX="256"
sizeWindowY="0"
textureIndexWindowX="0"
textureIndexWindowY="0"
sizeTopY="1"
textureIndexTopX="256"
sizeRoofY="4"
textureIndexRoofX="256"
textureIndexRoofY="256"
textureIndexRoofZ="256" />
</GenericBuilding>
</SceneryObject>

How I can fix that ? I can't have black roof at 'Le Blanc' !! ouarf ouarf !
Note : I don't understand the use of Load and Store buttons, what is it for ?

Thanks for your help
 
Well I just compiled your XML and the building showed up with a roof texture so the only thing I can think of is that you must have some missing default textures. In the FS9 Bglcomp SDK there was a provided spreadsheet "Generic Building Textures.xls" which linked the texture numbers to specific texture files in the Texture folder but I can't seem to find a similar one in the FSX SDK although it mentions "See Generic Roof Textures" so maybe I just haven't found it yet.

If it were me I would rename my FSX folder and reinstall the sim+accel into a new folder at the same location, move that onto a backup drive, and then rename the FSX folder back to original. Then I would copy the contents of the Texture folder from the backup drive into the active sim installation to make sure all the default files were present. I'm not sure if that will solve the problem but it never hurts to have a backup of the bare-bones FSX installation on hand anyway.

The "Load" button apparently loads the parameters of the selected building (from the list below) into the building editor (when you click "Detail"). If you don't select and load a building from the list the first one in the list is loaded instead (Airport-1Story-44x24) and that's the one you'll begin editing with. The parameters appear to be stored in "GenBuildings.txt" which is located in SBuilderX314\GenBuildings as are the thumbnail images.

"Store" apparently saves the changes you've made in the building editor to "GenBuildings.txt" as a new building so you can select it from the list and use it again in the future. When you come out of the building editor you can type a name for your modified building in the "object name" field and then when you click "Store" it will appear in the list under that name. Once you've compiled your building to the sim you can capture a thumbnail, position the Sbuilder window and the sim window so both are on screen at once, select your stored building from the list then right click the thumbnail image (you should see a generic "missing thumbnail" image currently) and chose "capture", draw a rectangle around the building in the sim window and press the space bar to capture the thumbnail. A .jpg will be stored in the SBuilderX314\GenBuildings folder.

Here's a load of info on generic buildings:
http://www.fsdeveloper.com/wiki/index.php?title=Generic_Buildings


Which it appears was a consolidation of all the information gathered in this thread:
http://www.fsdeveloper.com/forum/threads/generic-buildings-large-texture-numbers.1581

Jim
 
Jim, thanks so much for your detailled reply. But I don't understand why I have only this problem with multisided : I have tested others type and it's OK and I think the roof textures are the same for ridge or peacked .. so does this problem come from the SDK ?
For information, I have seven 64 , the SDK is located in DD C/program files (x86) and my gold FSX is on a SSD (E/FSX/..) is it for that ?
Cheers
Thierry
 
Hi Thierry.

I made a six-sided object following your example, and it shows as black in my FSX as well... a flat (rectangular) building shows the roof texture.

I seem to recall there were some problems with generic buildings in FSX, and this may be the issue. Multi-sided generics don't seem to show the roof texture. If you really need a six-sided building, you might need to dust off gmax and make one as a library object.

Dick
 
Roof texture shows just fine on any that I've tried, tried a few various locations, using Accel SDK, wonder what the difference is? Could it have something to do with materials.spb or something (I have Orbx installed)?
 
Hi Guys,
Thanks for your replies, I have the free ORBX FTXGLOBAL_EU_AIRPORTS_PACK1 to 4). Just to see (but I don't know if it's a good test), I have removed the materials.spb from my ORBX folder and it's always the same.
Cheers
Thierry
 
Hi Jim.

It's possible that the difference is between FSX sp2 and acceleration. This only affects roofs of multi-sided generic buildings. Other generics are fine. (It's not just white... all roof textures are missing).

Multi-sided.png

Dick
 
Well it's a good thing to know if a person were considering multi-sided gen buildings for a scenery project that the roof textures may not show up for all users. and you're right, it wouldn't be too difficult to duplicate the building in gmax as an alternative. I reverted everything in my Autogen folder back to default as a test BTW, textures still showed up.

I wonder if the issue is bglcomp/bglcomp.xsd related or an actual problem in the sim itself? If anyone cares to check here is my test file compiled with the Accel SDK:

http://www.cat-tamer.com/flightsim/atchmnts/kcoe_genbldg_test_OBX.zip

Building should show up near the end of Rwy05 at KCOE (lat="47.7728204", lon="-116.8248995").

Jim
 
Jim

Here is your test building. My FSX is a stock Accel and very very clean. I have no addon scenery, mesh, terrain, etc. (payware or freeware) since this is my developement computer for ADE



I loaded the bgl into P3d v2.3 just to see what it would show. The roof is darker

 
Thanks Jim.

Check this out, in P3D2 the shadow doesn't cast onto the roof, probably related I'm guessing:

sbx_gen_bldg_p3d.jpg


Jim
 
Hi everybody,
Hi Jim, I tested your file : 1 black and 2 grey

Multisided_KCOE.jpg
So I import grey multisided model KCOE in Xbuilder and ...

Multisided_LFEL.jpg
better than before ; perhaps in MCX possible to change texture ?

Thierry
 
Hello Guys,
Here is my scenery of LFEL (not finished)

LFEL.jpg

But with SbuilderX , only one multisided autogenerated model can be compiled otherwise I have an Sbuilder error :
"System.IO.IOException: Le fichier 'C:\SBuilderX313\Mdls\Autogenerated_ {63B7343A-B854-44CF-ABEB-1E45D9D23C1C}.mdl' existe déjà."
But with ADEX, it's OK, I import the model , I can place the three objects and no compilation errors
Do you know this problem (If of course it is one) ?
Thanks for replies
Thierry
 
Hi Thierry, I don't understand what you were trying to do when you got this error? Also I don't understand how you were able to import the kcoe generic building into Sbuilder? You lost me at "1 black and two gray" because I only placed the black one, the two gray ones I believe must be default and probably library objects rather than generic buildings. More details on what you did please.

Jim
 
Hi Jim,
1) I loaded kcoe in ADEX to find (bottom bar) the grey multisided object
==> Dir 0201/file 16150 so :
==> location object : FSX/scenery/0201/scenery/OBX16150.bgl
2) I import OBX16150 in MCX and export one FSX model grey multisided object (Autogenerated_ {63B7343A-B854-44CF-ABEB-1E45D9D23C1C}.mdl)
3) In SbuilderX : Object tool/Object Properties/Other Objects/import grey object with MDL Model then OK, the autogenerated object is displayed in S Builder
4)I made the same for the two others objects then select all and compile :
==> error
In ADEX if I load my LFEL_ADEX_ADE.ad4 file and import the same model, I can add it three times ==> compilation is OK
Note : In Whisplacer, I tried to import the OBX16150.bgl but it does not want to place multisided object in FSX ==> grey object guid error 63B7343A ...
I hope it's clearer for you even with my synthetic english ! ...
cheers
Thierry
 
It sounds like you exported the .mdl to a folder somewhere and then imported it into SBuilderX. That's fine - the first time - but when you do that SBX copies the .mdl to the SBuilderX314\Mdls folder apparently to make it available for future placements. My guess is when you added the .mdl the 2nd time you again navigated to the folder that you originally exported it to and then SBX threw the error when it tried to copy the .mdl to SBuilderX314\Mdls again but found that there was already a .mdl there by that filename. You could just add the .mdl from the SBuilderX314\Mdls folder the 2nd and 3rd times (for me the browse dialog defaults to that folder anyway) and I don't think you'll see that error.

OK, I think that takes care of the error you posted above but the next problem is I think you've found a bug in SBuilderX! When you finally do get your three objects placed in SBX and go to compile the .bgl I think you're going to see bglcomp throw an error also. This is because SBuilderX seems to be placing three instances of the <ModelData /> in the XML.


Here's what I end up with when I try a similar test:

----------------------------------------------------------------------------------------
<?xml version="1.0" encoding="iso-8859-1"?>
<!--Created by SBuilderX on 9/12/2014 1:18:45 PM-->
<FSData
version="9.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
xsi:noNamespaceSchemaLocation="bglcomp.xsd">
<!--FSX library objects-->
<!--FSX Windsock objects-->
<!--FSX Effect objects-->
<!--FSX Model objects-->
<!--MDL_Model_object_Obj_1-->
<SceneryObject
lat="46.625889"
lon="1.0859467"
alt="0"
altitudeIsAgl="TRUE"
pitch="0"
bank="0"
heading="0"
imageComplexity="NORMAL">
<LibraryObject
name="{63b7343a-b854-44cf-abeb-1e45d9d23c1c}"
scale="1" />
</SceneryObject>
<ModelData
sourceFile="..\..\Mdls\Autogenerated_ {63B7343A-B854-44CF-ABEB-1E45D9D23C1C}.mdl" />

<!--MDL_Model_object_Obj_2-->
<SceneryObject
lat="46.625748176548"
lon="1.08619861657232"
alt="0"
altitudeIsAgl="TRUE"
pitch="0"
bank="0"
heading="0"
imageComplexity="NORMAL">
<LibraryObject
name="{63b7343a-b854-44cf-abeb-1e45d9d23c1c}"
scale="1" />
</SceneryObject>
<ModelData
sourceFile="..\..\Mdls\Autogenerated_ {63B7343A-B854-44CF-ABEB-1E45D9D23C1C}.mdl" />

<!--MDL_Model_object_Obj_3-->
<SceneryObject
lat="46.6256140660972"
lon="1.08645638638263"
alt="0"
altitudeIsAgl="TRUE"
pitch="0"
bank="0"
heading="0"
imageComplexity="NORMAL">
<LibraryObject
name="{63b7343a-b854-44cf-abeb-1e45d9d23c1c}"
scale="1" />
</SceneryObject>
<ModelData
sourceFile="..\..\Mdls\Autogenerated_ {63B7343A-B854-44CF-ABEB-1E45D9D23C1C}.mdl" />

<!--FSX Beacon objects-->
<!--FSX General Buildings-->
</FSData>
----------------------------------------------------------------------------------------



If I remove all but one of the <ModelData /> entries and drop the XML on bglcomp it compiles OK.

----------------------------------------------------------------------------------------
<?xml version="1.0" encoding="iso-8859-1"?>
<!--Created by SBuilderX on 9/12/2014 1:18:45 PM-->
<FSData
version="9.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
xsi:noNamespaceSchemaLocation="bglcomp.xsd">
<!--FSX library objects-->
<!--FSX Windsock objects-->
<!--FSX Effect objects-->
<!--FSX Model objects-->
<!--MDL_Model_object_Obj_1-->
<SceneryObject
lat="46.625889"
lon="1.0859467"
alt="0"
altitudeIsAgl="TRUE"
pitch="0"
bank="0"
heading="0"
imageComplexity="NORMAL">
<LibraryObject
name="{63b7343a-b854-44cf-abeb-1e45d9d23c1c}"
scale="1" />
</SceneryObject>
<!--MDL_Model_object_Obj_2-->
<SceneryObject
lat="46.625748176548"
lon="1.08619861657232"
alt="0"
altitudeIsAgl="TRUE"
pitch="0"
bank="0"
heading="0"
imageComplexity="NORMAL">
<LibraryObject
name="{63b7343a-b854-44cf-abeb-1e45d9d23c1c}"
scale="1" />
</SceneryObject>
<!--MDL_Model_object_Obj_3-->
<SceneryObject
lat="46.6256140660972"
lon="1.08645638638263"
alt="0"
altitudeIsAgl="TRUE"
pitch="0"
bank="0"
heading="0"
imageComplexity="NORMAL">
<LibraryObject
name="{63b7343a-b854-44cf-abeb-1e45d9d23c1c}"
scale="1" />
</SceneryObject>
<ModelData
sourceFile="..\..\Mdls\Autogenerated_ {63B7343A-B854-44CF-ABEB-1E45D9D23C1C}.mdl" />

<!--FSX Beacon objects-->
<!--FSX General Buildings-->
</FSData>
----------------------------------------------------------------------------------------

I will log this issue over at the SBuilderX forum and maybe Luis can look into it when he returns from his sailing expedition :) .

Jim
 
Thanks so much Jim for your analysis. I just verified and you are right, now I must leave FSX (I have no sailing expedition, I prefer drag-boat with V12 engine, sorry Luis) and I will examine next week.
See you soon.
Thierry
 
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