Tutorial
OK, I think I finally got this one figured. Before I go any further, I want to again express my sincere thanks to all who helped and in particular to
Bobbyjack and
Sidney S. It is not an exaggeration to say that without their help, I would not be writing this.
Converting Google SketchUp models for use in FS9
FIRST…
If the SketchUp model is available as a KMZ file, download it as such. If not, but is available as an SKP, you must convert it to a KMZ before downloading it. This can be done via SketchUp.
1. Open the SKP within SketchUp
2. File\Export\3D Model\GoogleEarth File (*KMZ)
That operation has created an equivalent KMZ which you can now download for further processing.
SECOND…
With the KMZ file in-hand, the next step is to convert it into the necessary XML » BGL & BMPs. This is accomplished via Arno Gerretsen’s marvelous Model Converter X [MCX].
Before we can use MCX, we have to adjust its EXPORTER and TEXTURE settings.
1. Double-click on ModelConverter.exe to open the application
2. In the MCX window, click on Options. For our limited purpose, the most important of these are:
EXPORTER settings\MDLWriter
► MakeMDLpath which must be “pointed” at the location of MakeMDL.exe in the PC.
For my system it is: G:\07 Scenery Design\Make MDL_SDK\EXECUTED\makemdl.exe
TEXTURE settings\TextureLoader
► FS2004Path
At this time we have it set to FS9_2008
TEXTURE settings\TextureWriter
► DefaultType set it to DXTBMP for lower impact than BMP on FPS
► ImageToolPath which must be “pointed” at the location of ImageTool.exe in the PC.
For my system it is:
G:\07 Scenery Design\Terrain_SDK\EXECUTED\Terrain_Tools\imagetool.exe
Click on 3D preview to return to the object view.
We can now continue using MCX.
3. Import a KMZ file
4. If the grid appears, click the icon to remove it
5. Create a folder into which all the MCX-created files will be placed; name it for the object.
6. Click the icon to create a thumbnail for use in Rwy12 Object Placer. It is important the name of the thumbnail image exactly match the object name.
7. Open Mass Texture Editor by clicking on the icon
a) At the very bottom of the new window SET THE PATH to the folder created in step 5 (above)
b) CHANGE THE NAME of EACH texture to something UNIQUE that will permit identification among hundreds of other textures.
c) Insure that all boxes are checked and that all Convert slots show DXTBMP
d) Click Update. This places all the converted textures into the folder created in step 5 (above)
8. At the main MCX window double-click Export. A SaveAs window opens.
a) At the top, in the Save in slot, SET THE PATH to the folder created in step 5 (above).
b) At the bottom, in the File name slot, enter the object’s name [same as thumbnail’s!!!]
c) Verify Save as type shows FS9 MDL object (*MDL)
This creates and places an MDL into the folder created in step 5 (above).
The Export process could take several minutes, depending on the complexity of the model.
That folder should now contain:
• A thumbnail (JPG)
• Textures (BMP)
• Model (MDL)
That concludes the use of MCX. Before we can use the object in Rwy12/FS9, we need an XML from which to generate a BGL. That is done by Arno Gerretsen’s Library Creator XML.
THIRD…
Open Library Creator XML by double-clicking on LibraryCreatorXML.exe
1. Select Options\FS2004 BGLComp path
(If bglcomp.exe does not appear in the field, browse to it)
2. Click Open (the field goes blank)
3. Select Options\Relative paths (the field remains blank)
4. Select File\New library (the field remains blank) but a Create new library XML source window opens.
a) At the top of the new window, change the Save in to the folder created in step 5 (above).
b) At the bottom of the new window, change the File name enter the object’s name [same as thumbnail’s!!!]
c) Hit Save the new window closes and the Library Creator XML field remains blank
5. Select Add MDL objects [a Select MDL objects to add to library window opens]
a) The field should contain the MDL created in the last step of Model Converter X
b) Single-click Open [the new window closes and the Library Creator XML field contains the object with a + in front. Expanding it reveals a Name, GUID and a Path.]
6. Select File\Save library [this places an XML into the folder created in step 5 (above).]
7. Select File\Compile library BGL [a Select library BGL to create window opens; verify that Save in and File name are correct]
a) Hit Save [the new window closes and a BGL appears in the folder created in step 5 (above).]
b) A Compilation log appears and declares Parse complete!
In order to use the object in Rwy12, we must do more processing using Library Creator XML.
FOURTH…
Open Library Creator XML by double-clicking on LibraryCreatorXML.exe
1. Select File\Open library and browse to the XML if it does not appear in the field
2. Hit Open [the object (XML) appears in the Library Creator XML field]
3. Select Tools\Create Rwy12 XML file [an Export Rwy12 XML window opens] Verify the pre-entered info, add the name of the library (“description”). Once the foregoing is verified,
4. Hit Generate XML.
This final processing has added a Rwy12-compatible XML (recognizable by the “add_” prefix) and a folder (named for the Library). The folder’s contents (a “NO IMAGE AVAILABLE” JPG) can be discarded. Move the thumbnail JPG (created in step 6 of Model Converter X) into the folder, and then move the folder into Rwy12\Img.
CAUTION! The name of the Library is what appears in the Rwy12 Category window
e.g.,
Refinery objects in my case
It must also be identical to the Rwy12 XML
e.g., add_Refinery objects.xml
The name of the object is what appears in the Rwy12 Object to place window
e.g.,
Caltex_terminal
It must also be identical to the BGL….
e.g., Caltex_terminal.bgl
…and the thumbnail JPG
e.g., Caltex_terminal.jpg
If you get an error message, check those first!
If you are adding objects to an existing library, proceed as follows:
Open Library Creator XML by double-clicking on LibraryCreatorXML.exe
1. Select File\Open library [A Select XML library source to open window opens. Browse to the XML if it does not appear in the File name slot]
2. Click Open (the field remains blank)
3. Select Add MDL objects [a Select MDL objects to add to library window opens]
4. Browse to the new object’s location and highlight its MDL
5. Click Open. This adds the object’s MDL to the Library Creator XML field
Repeat steps 3, 4 & 5 for each new object. After all the new objects have been added,
Flash » I have had to add ALL the previously-existing objects, NOT JUST the new ones. [I expected the existing objects would be present when I opened the "existing library", but that did not happen, so I had to resort to this work-around; maybe you can figure what I did wrong!]
6. Tools\Create Rwy12 XML file [an Export Rwy12 XML window opens] Verify the pre-entered info, add the name of the library (“description”). Once the foregoing is verified,
7. Click Generate XML.
8. Select File\Compile library BGL [a Select library BGL to create window opens; verify that Save in and File name are correct]
Note: For an existing library, Rwy12XML file, Rwy12 image folder and Library description MUST match the existing values (names), eg
add_Refinery objects.xml, Refinery objects and
Refinery objects, respectively.
FIFTH…
We are now ready to place the object and all its associated files into Rwy12.
1. Place the thumbnail into Rwy12\Img\[folder] name “as created in step 5”
2. Place the Rwy12 XML (the one with the “add_” prefix) into Rwy12\
3. Place the BGL into Rwy12\scenery folder location;
at present, this is FS9_2008\Addon Scenery\Static Objects Library\scenery
4. Place the BMPs into Rwy12\texture folder location;
at present, this is FS9_2008\Addon Scenery\Static Objects Library\texture
The MDL and the non-Rwy12 XML are not required by Rwy12.
- Finito -
A final caveat: there are many little details and similar operations in this long process. If you are not careful or if you move too quickly, you'll probably end up doing it over again!
- H52