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Is there a way to import existing BGL's into SketchUp with the existing textures still on them?
 
Hi,

Yes, it's quite simple. I use Sketchup 8; I assume later versions have the same capabilites.

1. Import the BGL file into ModelConveterX.
2. If there is more than one object in the file, use the green arrows to find the correct object.
3. Use Export Object and choose 3DS (old) in the drop down box. If there is no 3DS (old) in your version choose 3DS.
4. Move the texture file(s) for the object into the same folder as the new 3DS file. Convert these to a format Sketchup can read (I use 24 bit BMP).
5. In Sketchup, choose File/Import and then 3DS in the drop down box.
6. Load the new 3DS file and your object will be loaded complete with texturing.

Now you can use normal Sketchup editing tools:

7. It will probably be a Component, so use Edit/Component/Edit Component.
8. It will be divided into triangles, so using the selection tool choose the diagonal line dividing typical rectangle polygons and press Delete.
9. It may be very small, and need to be scaled up. Hold down the Shift key when using the Scale tool and choose a center green point.

You can also edit the texture mapping:

10. Once you have your desired area a single polygon, click it with the arrow tool to select it.
11. Switch to the Paint Bucket tool and right click on the polygon.
12. Choose Texture/Postion and edit the texture mapping.

Note! If you wish to release anything for other than your own personal use, you MUST get permission from the original author!

Hope this helps,
 
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Hi,

Yes, it's quite simple. I use Sketchup 8; I assume later versions have the same capabilites.

1. Import the BGL file into ModelConveterX.
2. If there is more than one object in the file, use the green arrows to find the correct object.
3. Use Export Object and choose 3DS (old) in the drop down box. If there is no 3DS (old) in your version choose 3DS.
4. Move the texture file(s) for the object into the same folder as the new 3DS file.
5. In Sketchup, choose File/Import and then 3DS in the drop down box.
6. Load the new 3DS file and your object will be loaded complete with texturing.

Now you can use normal Sketchup editing tools:

7. It will probably be a Component, so use Edit/Component/Edit Component.
8. It will be divided into triangles, so using the selection tool choose the diagonal line dividing typical rectangle polygons and press Delete.
9. It may be very small, and need to be scaled up. Hold down the Shift key when using the Scale tool and choose a center green point.

You can also edit the texture mapping:

10. Once you have your desired area a single polygon, click it with the arrow tool to select it.
11. Switch to the Paint Bucket tool and right click on the polygon.
12. Choose Texture/Postion and edit the texture mapping.

Note! If you wish to release anything for other than your own personal use, you MUST get permission from the original author!

Hope this helps,

So you made it to import a 3DS into SketchUp 8 with the textures still applied including mapping?
The way you describe above never got me anything else than a mesh. No textures, no mapping. That will have to be redone and it depends on the model's complexity if it's worth it or even possible.
 
The SDK tools allow anyone to easily convert models to the .bgl format and as such they are considered secure, un-decompilable, except for the brilliance of Arno's MCX and anyone who spills the beans.
 
Before I wrote this I tested it, and yes, complete with mapping.

The object in ModelConverterX:

billboard_MCX.jpg


The object in Sketchup:

billboard_SKP.jpg


I did nothing more than export and import as I stated above.

Rick I'm sorry all this is making you payware guys lives more difficult, but this is only a hobby to me, and my objects are free to all (all I ask is credit is given). Note I did NOT say that he should pirate objects, and had to get the author's permission first.
 
Hi Tom:

I doubt that "payware guys" need be concerned (except, perhaps, about risk of consequences for "cyber-bullying" ? :alert: ).


BTW: In MCX, did you first convert mapped textures of 3D MDLs in the source BGLs ...to Sketchup-displayable (not DXT or DDS) image file types ? :scratchch


Thanks in advance for sharing further clarifications on the procedures for your "worked example" posted above. :)


GaryGB
 
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Hi,

My texture is a 24 bit BMP image I use in GMAX. I just placed it into the same folder as the 3DS file. I always assume that all these CAD programs cannot display FS bitmaps and change them to a standard BMP file.
 
OK, yes and thank you for your help. I'm talking about in game BGL's. I can get some, but not the ones in the object library. Is there a way to get them? I have not found them. I would just like to bundle trees and be able to use in game texture trees around my models so I can see them in SketchUp without the guess work in ADE. Also is there a way to get the textures from the BGL's in the object library? I've looked and only found the textures in the texture folder in FSX. Is there more I don't know about?
 
What do you mean "but not the ones in the object library"? Which library? All textures will either be in the texture subfolder alongside the BGL file's scenery subfolder, or in the main Texture folder.

AFAIK all default trees are autogen objects, but you might be able to use those. In FSX there are trees in the file vegetation.bgl. Just place them as usual.

The GUID codes for those trees are here:

http://lc0277.gratisim.fr/sceneobjects/

For FS2004 there have been addon libraries created that use the original autogen tree textures so you can add them with programs like ADE and Instant Scenery.

ag_tree_lib11.zip at AVSIM
 
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Autogen objects are also just library objects, but placed differently.

I think with the last version of MCX the COLLADA format should be even easier than 3ds to transfer objects into SketchUp.
 
OK, where would this BGL and its textures be in FSX Steam version so I could use it in SketchUp if I wanted too?
 

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Sorry here's another one, the other is low quality.
 

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autogen.bgl is located in FSX:SE(or whatever the main folder name is)/scenery/Global/scenery. There are 525 objects total according to MCX. The textures are in FSX:SE/scenery/Global/texture.
 
Alright, what I've got so far. Global/scenery brings me to what looks like the object library on ADE. Open up autogen and it opens up MCX and it's the first item on the autogen list. Where are the others? Also if I open up any of the numbered BGL's MCX comes up with this warning. I did find all the textures, so that's very helpful.
 

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In MCX when you open a library BGL with more than one object then you use the arrow keys in the upper left corner to scroll through them. The APX files that you tried to open are airport files. They have placement data. No object data. Therefore the warning in MCX.
 
Your picture is not very clear, but I would look in the autogen.bgl in the global scenery folder.

Be aware that these objects are made by Microsoft, so you're not allowed to modify or redistribute them.
 
OK, not quite understanding the move texture files to the folder thing. Are the textures supposed to be already on the model, or do I have to put them on? This is what I get.
 

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