• Which the release of FS2020 we see an explosition of activity on the forun and of course we are very happy to see this. But having all questions about FS2020 in one forum becomes a bit messy. So therefore we would like to ask you all to use the following guidelines when posting your questions:

    • Tag FS2020 specific questions with the MSFS2020 tag.
    • Questions about making 3D assets can be posted in the 3D asset design forum. Either post them in the subforum of the modelling tool you use or in the general forum if they are general.
    • Questions about aircraft design can be posted in the Aircraft design forum
    • Questions about airport design can be posted in the FS2020 airport design forum. Once airport development tools have been updated for FS2020 you can post tool speciifc questions in the subforums of those tools as well of course.
    • Questions about terrain design can be posted in the FS2020 terrain design forum.
    • Questions about SimConnect can be posted in the SimConnect forum.

    Any other question that is not specific to an aspect of development or tool can be posted in the General chat forum.

    By following these guidelines we make sure that the forums remain easy to read for everybody and also that the right people can find your post to answer it.

Library creation in FSX

Messages
170
Country
germany
Hi,

maybe I am to stupid to read the SDK correct but I do not find a solution for my problem.

with the FS2004 BGLcomp I made the following Library:
<ModelData
name="2F6F92BA44B6FD9B669B25B268DE15C5"
sourceFile="Heliport_05.mdl"
fileOffset="0"/>

After compiling this I could use the object in FS2004 and in FSX as long the mdl is created with Makemdl.
Know I have a mdl file from the new ModelSDK for Gmax. I can not compile this with the code above. How can I create a library without giving him a location?

This code works:
<?xml version="1.0"?>
<FSData
version="9.0"
xmlns:xsi='http://www.w3.org/2001/XMLSchema-instance'
xsi:noNamespaceSchemaLocation="bglcomp.xsd" >

<SceneryObject instanceId="{b0575641-7571-4a95-b105-45f1b568d78c}"
lat="N48.899585"
lon="E9.203956"
alt="0"
altitudeIsAgl="TRUE"
pitch="0"
bank="0"
heading="15"
imageComplexity="NORMAL">

<BiasXYZ
biasX="0.0"
biasY="0.0"
biasZ="0.0"/>

<LibraryObject name="{b0575641-7571-4a95-b105-45f1b568d78c}"
scale="1.0"/>

</SceneryObject>

<ModelData
sourceFile="heli_box.MDL" />

</FSData>

But I want to use the model more than 1 time? Must I now include the mdl another 100 times? How can I make a Library object with a GUID so I can position it like this:

<SceneryObject
lat=" 48.850719"
lon=" 10.086785"
alt="0.000000"
altitudeIsAgl="TRUE"
pitch="0"
bank="0"
heading="165"
imageComplexity="NORMAL">
<LibraryObject
name="3C8322AF43DA8EE1FCE926919493DBBF"
scale="1.000000"/>
</SceneryObject>

Thanks for your help
 
For FS9 there are several libray making tools. Library Creator XML from this site (developed by Arno) is probably the best. I am sure you know that FS9 and FSX models are different and so are the gamepacks used.

To create a library that can be used in both you would need FS9 objects.
 
Last edited:
Hi Christoph,

You can still use the same object multiple times in FsX as well. The only difference is that the GUID is not defined in the XML source, but it is stored in the MDL file itself. That is why you don't have to specify it in the XML anymore, you have to set it from GMax now.

So the ModelData command only contains the sourceFile parameter in FsX. When calling it with a LibraryObject command you have to give the GUID you defined in GMax, you can still do this multiple times.
 
Hi Jon and Arno,

thanks for your replies! So this is a information I do not know after I do not use the new gamepack yet by my self...My design partner Andreas created a model for my...

So I have to define the new GUID in gmax like this:
"{b0575641-7571-4a95-b105-45f1b568d78c}"

But can create a FS2004 XML by calling the GUID like this?b057564175714a95b10545f1b568d78c

If so I still can use my toool in FSX, the only thing is making a XML library on a different way? How do I get more than one mdl in a bgl without posioning it? So how can I make a library in FSX? No possebility anymore?
 
FSX Library Bgls are the same as FS9 ones. So they can have multiple objects in them. It is the format of the mdl file which is different. Therefore any tool which can create a library for FS9 (e.g. Library Creator XML) could create one for FSX. I am not sure how much reading ofthe mdl file Librry Creator does (Arno is the best person for that) but I don't think it will care which version of mdl you are adding.

The FSX SDK defines the format of GUIDs differently that FS9 as you point out and I think that the compiler expects the new format for FSX. However I don't use GMax so can't answer as to how to enter it there.
 
MDL for FS9 don't compile with bglcomp for FSX

Hi, all

I experienced that some MDL created for FS9 (from RWY12 libraries) do not compile with bglcomp for FSX.

This way, you should not mix in the same library MDL's from both origens (FS9/FSX), although you can compile a MDL for FS9 (with bglcomp for FS9) and use the resulting bgl file in FSX.

Regards,

José
 
Thanks Jose - I have not seen that problem so it is good to know
 
Hi,

thanks,

I also found out, that new mdl`s from Gmax FSX gamePack can not be included into the FS9 bglcomp Library...

But I will make some further test hand hope I can solve my problems...
 
Hi,
I also found out, that new mdl`s from Gmax FSX gamePack can not be included into the FS9 bglcomp Library...

That is what I would expect. The FS9 compiler would not understand what was going on
 
Hi,

Hi,
I also found out, that new mdl`s from Gmax FSX gamePack can not be included into the FS9 bglcomp Library...

That's a worst situation, because the bgl generated by bglcomp for FSX (from a FSX model) will not be loaded by FS9.

As Jon said above:
I am sure you know that FS9 and FSX models are different and so are the gamepacks used.

Regards,

José
 
Hi guys,

It indeed seems that you can not mix the different formats. The FsX BGLComp will not compile Fs2004 MDL files and vice versa. So if you want to create a scenery that works in both, you need to stick to the Fs2004 techniques and tools (but that means that you can have trouble with some MDL files, for example with untextured polygons).

About the GUID, I am not sure if you can mix the old and the new format like that. I have not tried to use a the new format to call an Fs2004 style library object for example. It might work, but if it does just removing the brackets and the dashes will not give you the correct GUID. This is because when you look in the binary code the new GUID format is partly stored as integers and partly as a character array (wiki). So that means that in the binary code a bit of the GUID appears "flipped". So in the Fs2004 notation a part will also need to be flipped.

About creating a library. Nothing has really changed there. You still need to add multiple ModelData commands in the same XML file to create a library. As I wrote before, the only difference is that the GUID is stored in the MDL file and no longer given in the XML code. But creating a library is still a very common and easy task.
 
Hi Arno,

in FS2004 you defined the mdl by giving him a GUID, but know I can not do that withe the new compiler any more? Althogh I use the new GUID format it will not compile....

I found out that you can compile a scenery with the new GUID
"{b0575641-7571-4a95-b105-45f1b568d78c}"
and also objects with the old GUID format
"b057564175714a95b10545f1b568d78c"
if you use the new compiler!

Maybe this will help somebody
 
Hi Christoph,

As I already wrote twice above, the GUID is now defined inside the MDL file. You do NOT have to define it in the XML file anymore. So the GUID is set in GMax before you export it.
 
Hello

Having compiled several objects bgl, I find them well with the tool sdk ' object placement tool ' in fsx, but we find them under the number GUID.
How is that they appear with their own name?

Thank you for your answer

Good day

Cordially

Serge
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<

Bonjour

Après avoir compilé plusieurs objets en bgl, je les retrouve bien avec l'outil sdk 'objet placement tool' dans fsx, mais on les retrouve sous le nombre GUI.
Comment faire pour qu ils apparaissent avec leur propre nom ?

Merci de vos réponse

Bonne journée

Cordialement Serge
 
Hi Serge,

That is a known problem of the Object Placement tool. At the moment they can only be listed with their GUID. Hopefully MS can fix this or tell us where the name information comes from.
 
Hi Christoph,

You can look it up in GMax if you have the sources and my new Library Creator XML 2.0 (alpha version available) does also show it when you read an object into the library.
 
Back
Top