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Problem with airport loading!

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11
Hi guys,
i' ve created a simple airport with gmax, after this i' ve export the gmax file with the makebgl plug in!
Now i' ve copied my vallicella.bgl and the relative textures in the "scenery" and "texture" directory on fs9\scenery addon\Vallicella(name of the airport)\
After this i' ve activate the airport via scenery library, but now i don't see the airport!
Can someone help me please!
 
Can you provide a little more detail? For example are you using the Fs2002 or the Fs2004 MakeMDL?
 
After this i' ve activate the airport via scenery library, but now i don't see the airport!

If you are using FS2004

Are lat and lon inverted ???

Check the altitude
What is your altitudeIsAgl set to.

Check ImageComplexity and what is your
imageComplexity set to in fs9

All these can make your scenery dissapear


An Example .xml which works O.K.

<SceneryObject lat="N28 23.4915" lon="W81 36.7638" alt="5.4" pitch="0" bank="0" heading="0" altitudeIsAgl="TRUE" imageComplexity="VERY_SPARSE">
<LibraryObject name="6934B20C48AB8374F1F851A1E80C02B4" scale="1.0" />
</SceneryObject>

<ModelData name="6934B20C48AB8374F1F851A1E80C02B4" sourceFile="WDW_Contempory.mdl" />
 
and so, the problem is that my airport don' t appear in the airport list when i must choose the start location, but only appear in the scenery library!
I use fs2004 with gmax 1.2, and the only information requested by the makebgl are lat\long and heading don't ask me for altitude!
 
GMax will not add your airport to the airport list. GMax is only used to create 3D objects. You will have to either add the <Airport> tag to your XML file (and all information that belongs in there). Or use another tool (like AFCAD, SceneGenX) to create that information for you.
 
ok afcad add the airport to the xml files! But i know that with afcad i can create only the runway surface and how can i add to my airpots an hangar or other 3d objects?
 
It is best to place those 3D objects with a seperate XML file (for example the one you made with GMax now). So in the end your project will have two BGL files, the one made with AFCAD and another one for the 3D objects made with GMax.
 
Ok and now that i' ve the two bgl how i fuse them to create my airport? Sorry for all this questions but i need for the airport for my flight school!
Can you explain me the exact procedures from start to insert this file in fs9 please?
 
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Just place the two BGL files in the scenery folder of your project and FS will load them both. So there is no need to fuse them.
 
and for example how the hangar created with gmax is collocated in the right place on the runway created with afcad? In other words fs9 load the runway bgl and the hangar bgl but where it locate the hangar on the runway?
 
How to place your hanger in the right place near your runway

and for example how the hangar created with gmax is collocated in the right place on the runway created with afcad? In other words fs9 load the runway bgl and the hangar bgl but where it locate the hangar on the runway?

If I understand you correctly you want to know how to place your hanger in the right place near your runway.

Get Fs9 up and running.
Go to your airport.

Go to Top Down Veiw

Click Y and slew the aeroplane using your cursor keys to where you want your hanger

Write down the Lat and Lon. (For more accuracy use the free TCalconTop program)

Rotate the Aeroplane to the direction you want your Hanger and write down the HDG.

Find the .xml for your hanger and change the Lat ,Lon (Beware of different Lat and Lon formats) and HDG.

Recompile using bglcomp.exe and move to your AddOn Scenery folder

If having trouble compiling use ARNo's COMPILE_HELPER.

If you can not see your hanger some common mistakes

Are lat and lon inverted ??? in your .xml

Check the altitude : What is your altitudeIsAgl set to. in your xml

Check ImageComplexity in .xml : What is your imageComplexity set to in fs9

All these can make your Hanger dissapear


Steve
 
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and for example how the hangar created with gmax is collocated in the right place on the runway created with afcad? In other words fs9 load the runway bgl and the hangar bgl but where it locate the hangar on the runway?

To say it simply, you enter the position (latitude and longitude) of the object in the XML file. So in that way you can position the origin of the GMax object (0,0 point in GMax), at the location you want.
 
ok thank you!
Only one question! There is a complete software for build an airfield either runway and 3d obj?

You can use tools like GMax or FSDS3 to do that. But in general you get better results if you use them only for the 3D objects. Tools like AFCAD are more meant for runways, aprons, etc.
 
ok guys!
I' ve have some problem. I' ve created the runway of my airfield with afcad, now i need to create and place some hangar created with gmax, near the runway.
I' ve created my runway with afcad and in fs9 it works fine, after this i 've created the hangar with gmax and then i export the file in *bgl format with "makebgl" plugin, during the export operation i' ve inserted the coordinates for positioning the hangar.
After this operation i' ve copied the hangar bgl in the same scenery directory of the runway created with afcad but when i lunch fs9 i don't see the hangar but only the runway.
Makebgl don't ask me for altitude location.
Can someone help me please?
 
Hi

I do not do anything in makemdl when exporting and make all the changes in the .xml file, but I am assuming you must still have an .xml file along with the .bgl.

See my post 2 down from the top for some potential problems that can be in your .xml file and compare the example to yours. Moving forward in FS design you are really going to need to understand .xml .

Did you apply textures in GMax and which directory did you put them in and what format did you use.

same scenery directory of the runway created with
What is this File Directorys name ??


Steve
 
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Hi,

Steve is talking about the Fs2004 gamepack, while it seems the person asking the question is still using the Fs2002 gamepack (where you need to enter the coordinates and the BGL files is created directly from MakeMDL).

Are you sure that you entered the coordinates correct? Else it could be that your object is at the other side of the world (for example by mixing up E and W).
 
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