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Phantom Hangar

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Is there any way to rid myself of this errant hangar? I have tried an exclude with various options checked to no avail. I've checked the list of scenery objects and it doesn't show up there. It is most likely a left over from a previous version, which by now has been overwritten. Any suggestions?
phantom by Ed Wells, on Flickr
 
What version of ADE and what version of the sim?
 
Tools > File Priority Analyser. Look to see if you have any other bgl files covering that airport and loading after your target bgl file
 
Hi Ed:

The ADE "File Priority Analyser" is indeed a 'cool tool' which AFAIK, does things no other utility for legacy FS can. :wizard:


But if you use Instant Scenery 3 (aka "IS3") in FSX, you could utilize IS3's "Labels" feature to ID the building source. :idea:

1631199619275.png


GaryGB
 
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Thanks Gary, however that hangar wasn't place using IS3. This is a scenery I was adding a ground texture and associated autogen vegetation and some generic buildings using the Annotator, as part of another SOH members project.

As for the Analyzer, it did show several Orbx bgl's however they were for traffic lights and vector LC. . .no objects were associated with either of them.
 
That is an interesting challenge, then. :scratchch


AFAIK, you refer to having placed the Generic Building as Autogen via SDK Annotator, so you must run the Annotator, open the custom photo-real imagery BGL, locate the annotation, then select and delete it there. :pushpin:


As you may know, 'Autogen' Generic Building scenery objects can otherwise be placed via BGLComp-xml methods.

IIRC, ADE will not create custom-defined Generic Buildings (any more), but it can place them.


BTW: Custom Generic Buildings created in SBuilderX can be converted from BGLComp-XML code to MDLs and placed via ADE. ;)


FYI: IIUC, had the Generic Building been placed via BGLComp-XML, you may have instead:

1.) Run ADE

2.) Open the custom airport BGL for the location in question

3.) Import BGLComp XML-based scenery placement BGL(s) active in Scenery.Cfg that place Generic objects at that airport

4.) ID'd the object

5.) Deleted the unwanted object placement from the placement BGL which placed that object via ADE GUI

6.) Saved the deletion and re-compiled the Generic Building object placement BGL file(s) into which a change was implemented.


IIRC, ADE may have a way to do this without manually editing the separate BGLComp XML placement BGL source code.

Perhaps Jon could advise us on whether that ability actually exists in the current 1.79x build of ADE to edit a separate placement-only BGL that would otherwise have been output by ADE via a "Split Compile" ? :oops:


GaryGB
 
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Ed,
make sure it is not an object from a nearby airport,
many airports overlap in FSX where you get the odd building show up like this
 
Thanks for all the assistance folks. I thought I would help the original developer out with a nice ground texture and seasonal autogen as he was having trouble getting used to the SDK Annotator. This one hangar has thrown the entire project into a tizzy. If it were anywhere else and by itself I could possibly work it in as a random hangar and move on to release, but this one isn't going away and the thought of starting over, when the developer is wanting to release it is not what I had intended. Grrrr.
 
Is there any way to rid myself of this errant hangar? I have tried an exclude with various options checked to no avail.

Hi again:

You used the word "checked", which suggests SDK BGLComp Exclusion Rectangles that IIRC, only suppress default Autogen ...instead of SDK SHP2VEC CVX vector Exclude Polygons which IIUC, are required to suppress custom Autogen.

You would need the latter as you refer to custom photo-real imagery Autogen annotation.

GaryGB
 
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The problem goes to the original airport as I got it from the developer. The T-hangars in that area were already there (in ADE, including the one I'm now trying to remove), however the entire airport AFCAD (runway, taxiways, ramps, parking spots, taxi lines were off based on the new satellite image I placed. All of that had to be adjusted quite a bit to match. That also included his custom hangars and buildings (about 30 or close to it). The T-hangars displayed in ADE (which he placed using ADE) but only that one errant hangar showed up in the Sim. . .thinking "No Big Deal, I'll get rid of it later", I overwrote the files and thus permanently (obviously) sealed that one hangar in it's place.
 
AFAIK, in FS, no file is "permanently sealed in it's place". :duck:

With the right exclude, one 'should' be able to suppress display of that object in FS at run time. ;)


But, of course, it can be frustrating to do an extensive search to find which BGL or *an.AGN file places a scenery object.

So it may be worthwhile to try something else that 'may' be able to exclude the object.

If successful, the BGL used to place the Exclude can be given a priority-assigning alpha-numeric name, and loaded from the same scenery Area layer as the custom scenery you intended to contribute ...with- or above- the original author's addon project.


Arno recently reaffirmed something I'd overlooked from past experience:

* A 3D scenery object placed via BGLComp XML methods that is super-imposed over the same Reference Point location as another 3D scenery object placed via Autogen methods (whether a default or custom Autogen annotation) ...is able to suppress display of the Autogen object at run time.

https://www.fsdeveloper.com/forum/threads/place-own-model.453535/post-890072


I would try using IS3 to place a invisible 3D "exclude" object and scale it to fit over the entire base footprint if necessary, to test whether it can exclude the unwanted Generic Hangar: :idea:

https://www.simforums.com/forums/fo...=downloads-for-afx-and-instant-scenery#126285

http://www.fsdiscover.com/downloads/Exclusion_Box.zip


IIRC, that same "exclude" object type may also have been used by AFX:

https://www.fsdeveloper.com/forum/threads/problem-with-an-fsx-library-object.5854/post-116682


If that does not work, you really should consider making the scenery files available for someone else here to test.


IMHO, it is just a matter of time and testing until the file that places the unwanted object is found. :)

GaryGB
 
Well, well, well. I made one last attempt at an exclude and it worked. Why this time you say? My original Exclude apparently did not cover enough of the hangar to work. I deleted that one and put three larger ones along the area I assumed the hangar was positioned (since it isn't visible in ADE I was guessing), This time it worked.
 
Congratulations. :cool:


As Jon has indicated more than once over the years, we must keep Excludes as small as possible, but they must intercept the Reference Point of the 3D model in order to work.

I have not looked at the details of BGLComp-XML code for a custom Generic building in years, so I don't recall what the 'origin point' is for the coordinates of the (extruded ?) 3D model that defines the 'datum point' as the vertex ...which will become the FS Reference Point when placed.

If we knew of any consistent pattern, we would know where to position our micro-Excludes to intercept the Reference Point, as we place them in ADE, SBuilderX, IS3 etc. linked to the FS user aircraft position over the 3D object rendered at run time via FSUIPC. :scratchch

GaryGB
 
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In FS you can slew your plane over the hangar and then look for the red cross in ADE to find that location.
 
Indeed, Tom; IIRC, "Connect" is enabled by default in ADEv1.79x is it not ? :scratchch

One just needs the pertinent version of FSUIPC installed. ;)

GaryGB
 
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