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FS2004 Lclookup.bgl how to decompile?

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netherlandsantilles
Hello all,

For a long while I have been on a quest to decompile the lclookup.bgl file. It assigns textures and autogen to their landclasses.
My goal is to add more textures to a specific landclass so I can correctly convert and display FSX/P3D textures in FS2004 (for performance reasons).
For example: Landclass "X" in FS2004 has 7 assigned textures per season while FSX/P3D has 14. The result being that when copying the textures, they are incorrectly displayed because FS2004 does not know what to do with them.

I have tried several known tools to decompile the lclookup file but with no success. Tried BGL2XML, BGLAnalyze, ModelConverterX, and several tools from the SDK and old tricks from the internet archives.

I know it can be done, because it has been done (a lclookup patch does exist).

Can anyone help me out on this?
 
I believe people should be able to access any info they wish, and would normally not be inclined to withhold info.

That said, I would find it 'inhumane' to recommend- and assist in- your pursuing this ...for a number of reasons.

It is undocumented territory, and is very highly complex, with many unsuspected co-factors involved to get things into a useful format.


This has been done successfully by very few, including Holger Sandmann, for FS2Kx; but even he will tell you it is highly complex.


But, IMHO, you can do much more in FSX Terrain.Cfg than you can in FS9 by tinkering with old code types.


I recommend instead upgrading your computer, then using both MSFS 2020 and 2024.

If desired, also keep FSX Acceleration installed as a learning and reference tool.


BTW: "most" FSX scenery can be displayed in MSFS 2020, with a few steps via a batch file to add 1 sub-folder and 2 *.JSON files

Then you do not have to grapple with Autogen.

GaryGB
 
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