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problem excluding building in FSX What is "CVX" ?

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unitedstates
Well back again and trying to figure out how I was able to exclude one building than when I tried to repeat the process ran into problems.
Using SBuilderX in FSX. I was able to exclude a building by trial and error but when I tried it a second time on a different building SBuilder compiles a different bgl.
Here is the my sequence.
First I was able to create a "flatten" bgl.
CVX_retro_SD_Brdwy_flatten.
This file worked in my scenery

Secondly I started to exclude a building and compiled to produce this file
000_retro_SD_Brdwy_exclude_bldg01
This file worked OK in my scenery

Thought I repeated the process opening up a NEW project and ended up producing this file
CVX_retro_SD_Brdwy_exclude_bldg02.
I was sure it should have come out as "000" not "CVX"
When I used this file I got no results and the second building was not excluded.

Question What is the difference between CVX and 000 ?
I noticed that when I looked in the main SBuildr X Work/TOOLS folder I
I always see 000_retro_SD_Brdwy_exclude_bldg02.XLM
Why when I compile it produces a "CVX" bgl.

It worked OK on the first building.
I am sort of going in circles again.
Any tips on this would let me go to bed
 
TMFViewer, from the SDK, will shaow you exactly what your BGLs contain.

More importantly, your project should have all excludes, polys, lines etc... in one save, and that should produce one BGL. You don't need, or want, dozens of BGLs per project. Terrain should have one BGL, and the CVX is a prefix that designates it's type... you can rename the BGL anything you like.

Exclusion of non-autogen objects must be done with an exclusion rectangle... and this is different than terrain exclusion or autogen exclusion. The "X" on the toolbar pops up the object/effect exclusion dialog. The terrain and autogen exclusion polys are popped up by the square poly on the toolbar.

Dick
 
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A building may be either a library object or a generic builing, so exclude accordingly. Which one to try? It usually works out that it's the second one you have to try. :o
 
Thanks but I keep running into a new problem.

Seems that when I compile the exclude I do not get a "bgl" file. No errors. I see the quick DOS window open & close and find the "xml" file in the tools folder but nowhere do I find the bgl file. I set the properties to compile the bgl file onto my desktop but nothing. I do a search of hard drive nothing. I think I may have screwed something up.

At first I did at least get a bgl file on my desk top but now nothing. Any ideas ??

When I do the exclude I use the tool (exclude) set up the four points, right click on them or select all set the properties to exclude when I go to compile the dialogue menu shows exclusion rectangles checked ,I than check "copy bgl files to bgl folder" which I have set as desk top but again no bgl file yet I do get a xml file in the tools/work folder of SBuilder ?
 
Me thinks you're over thinking things. I just ran a quick exclusion is SBX and it worked like a charm, so let's try a couple of things.

Under your SBuilderX installation location do you have a scenery folder? If not, make one. Any time you start a new project, SBuilderX will allow you to give the project a name and a place for the BGL file. For now I would suggest always pointing the BGL file to your SBuilderX\Scenery location. That way you know where to find things.

Second thing, you mention placing your four points for the exclusion and that tells me you've set it up wrong, so no BGL file. When you click the "X" button in SBX the mouse pointer will show "exc" underneath. The process is left click and hold, drap to the bottom right of what you want the exclusion rectangle to be and release the left mouse button. Then the Exclusion Properties box will automatically pop up and let you specify what is to be excluded and then you click OK. Go to the Select menu and choose "All Excludes", then hit the green button to compile the BGL. SBX will automatically append the file name with 000_filename.BGL. Take that and copy it to an active scenery folder within FSX.

Exclusions must be constructed in a certain format within the XML code and the fact that you're not getting a BGL file says something is wrong, more than likely with the coordinates. If you open the XML and look at the Lat and Lon entries you should see something like this;

latitudeMinimum=" 40.0823974722222"
latitudeMaximum=" 40.2471923888889"
longitudeMinimum="-10.9465477777778"
longitudeMaximum="-10.7206670555556"

It looks a little differently than how I structure things, which goes like this;

latitudeMaximum = "22.2108199820922" BIGGER NUMBER
latitudeMinimum = "22.2108199818922" SMALLER NUMBER
longitudeMaximum = "-159.443983733554" SMALLER NUMBER
longitudeMinimum = "-159.443983733754" BIGGER NUMBER
excludeGenericBuildingObjects = "TRUE"/>

I find the thought process of big, small, small, big helps me keep the coordinates correct.
 
Meshman
:) You are so right I think I just got my brain into a frustrated frenzy and was over thinking.
Since Sbuilder opens up with a blank screen and I was expecting when I loaded FSX a top down view of my area. But since I noticed that did not happen I slewed the aircraft to each four corners of the building and when I noticed the red cross marker on Sbuilders blank screen I just clicked in each corner so in fact I had four little boxes that marked the coordinates of the building. At that point I clicked each point marking the exclusion object properties, selected all four points and attempted to compile.

Now the good news, I followed you very clear instructions and it worked “exactly” as you said. I finally am on my way again. To be honest I have never done detailed scenery builder but rather just minor mods to existing scenery. EZ-Scenery was a snap for placement, I am getting pretty good at basic modeling with FSDS V3.5 and was very spoiled but flatten/exclusion utilities that just either let me write text in scenery config file or compiled exclusion bgls with a minor effort of thought.
Sorry to say FSX & Vista has changed a lot of this and I guess I am back on the long road of relearning
Thanks again for your advice.
 
Glad to hear things are working now. I look forward to your "less developed" version of San Diego, because when I go down there I find way too many people and cars!:cool:
 
retro San Diego

Lance, from SoCal
This site is really a site created for my children & grandchildren. I just wanted to try and explain how different things are compared to 1957 when I was in the Navy stationed at NAS Miramar. I have no intentions of uploading my primitive and somewhat amateurish work and just have fun doing for the family. Any way I hope to move all of it eventually over to FSX.
Your right way to many cars, traffic and people.

http://www.philkiernan.com/retro_san_diego/retro_san_diego.html
 
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