• 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.

ModelLib or BGL?

Messages
28
Country
us-newjersey
Background: haven't found a current object creation tutorial that works. Starting from scratch...

I'm creating objects that will be available to add into any scenery... So, for example, I'm creating a mailbox, or a small group of people.
For each type - for example, "People" - I'm planning on creating separate projects.

Question: When creating a new project, which asset type should I use - modelLib or BGL?

I haven't found a clear explanation, including in the SDK. I think it should be modelLib, but I'm past guessing :)

Any help / further suggestions for setting up the project file are greatly appreciated!
 
The modelLib asset group will host glTF+bin+
.xml as sources and their textures, and when compiled they will be converted to a single .bgl with all the models inside and .DDS textures


The BGL AssetGroup is gonna contains the placement data of your Objects (sources is an .xml file as well).
And by Objects I mean everything you can place using the Scenery Editor, including Scenery Objects -the one in the modelLib above and those from every modelLib loaded the game- but also Aprons, Polygons, Rectangles, Airports (yes, it is an Object),Taxiwaypoins and so on



In your case, if your plan is to create a model library,
Like those you can download from here


then only the modelLib AssetGroup is needed



If your goal is to use your own object to creage a scenery, the both BGL AssetGroup and Modellib AssetGroup are needed


Finally, if your goal is to use models from available libraries, only the BGL AssetGroup is needed


Hope this helps to have clear overview of those two AssetGroups
 
Last edited:
Hey mamu - thanks again!

Those types of model libraries are exactly what I'm referring to.

cheers
 
I haven't found a clear explanation, including in the SDK. I think it should be modelLib, but I'm past guessing :)

You actually won't find the explanation just looking at the link, you'll need to click on it. Sorry for the misunderstanding.
 

You actually won't find the explanation just looking at the link, you'll need to click on it. Sorry for the misunderstanding.
Please, do point out where I can find the terms "modellib" or "bgl" on that page; I must keep missing them somehow, and where it explains which type should be used.
 
It does not say "modellib" on that page. Before you can have a modellib, you have to turn your "mailbox" into a model.
"I haven't found a clear explanation, including in the SDK."
I have to confess I cheated. I simply typed "modellib" into the search bar on the SDK! To use it yourself, you'd need to click on the little magnifying glass.

 
Mamu (Federico Pinotti) created a nice video about using the DevMode wizards to create folder structures for projects.
But the SDK does help if you are interested in the details of what you want to do. BGLs are generally placements of scenery or scenery elements like polygons, rectangles, airport stuff... ModelLibs are the home of the actual glTF models you create.
 
Hello...

The Tutorial is a good starting point but isn't compatible with the current SDK (v0.22.3), especially on the naming setup. I know that tutorials are intensive to do but with all the changes that have occurred - it would be best if they were redone to cut down on the confusion. That is why the SDK documentation should be read first. I believe there is a tutorial within the SDK on how to add asset groups.
 
I believe there is a tutorial within the SDK on how to add asset groups.
👍
No "defined" tutorial per se, but as someone who has trouble following instructions that were interpreted from an existing SDK, I found the only way for my stubborn mind to assimilate the data, was to place the SimpleScenery project onto one monitor, and the SDK on the other monitor. From that point, I conducted one on one transpositions between the model I had and the one that was in the Simple Scenery sample project until mine finally showed up in the sim.

The closest to a tutorial is the "Using the Scenery Editor/Getting Started" section on the page linked in my previous comment.
 
Hello...

The Tutorial is a good starting point but isn't compatible with the current SDK (v0.22.3), especially on the naming setup. I know that tutorials are intensive to do but with all the changes that have occurred - it would be best if they were redone to cut down on the confusion. That is why the SDK documentation should be read first. I believe there is a tutorial within the SDK on how to add asset groups.

Thanks for the note -
I didn't find anything particularly helpful regarding explaining what a modellib is for in the SDK; there is definitely a section on adding asset groups. It seems to be written by programmers. I realize they can't have all definitions in all places, but that doesn't stop them from having a non-programmer-definition for things that give the 30,000 foot overview. The curse of knowledge is strong. And probably the lack of resources.

Suppose someone who was just getting started asked what "ModelLib" was, and this was the answer:

"The ModelLib asset group is used to contain a directory of XML files along with their corresponding gLTF and BIN files, and these define models that are required by the package."

Well... It's used to contain a directory. Ok, So, it's a group, but also... a container? What's a group? What else goes in there?

Kinda like someone asking what a kitchen sink faucet does and receiving an explanation that it's based around lever action, bearing mechanics, plumbing connections, water pressure, and heat balance.
The purpose of a kitchen sink faucet is not to hold its own parts in place. ;)
 
Last edited:
The modellib asset is required when custom models have been created through either Blender or 3DSMax plugins or addons. The Scenery (bgl) asset is required to use and place what is in the modellib asset ( where the custom models are placed).

The Airport asset isn't required unless Aprons, along with paintedlines, etc. are used within the Scenery asset.

Hopefully, this helps.
 
The modellib asset is required when custom models have been created through either Blender or 3DSMax plugins or addons. The Scenery (bgl) asset is required to use and place what is in the modellib asset ( where the custom models are placed).

The Airport asset isn't required unless Aprons, along with paintedlines, etc. are used within the Scenery asset.

Hopefully, this helps.
Thanks. Yes - this helps clear it up. Key note is being required in particular cases.
 
I'm glad. Keep in mind, once the custom models have been made into a modellib (bgl), you will not need to add them again. For regular use, only a scenery asset is needed
 
Back
Top