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FSX SbuilderX 'could not find/ process: (my object library).txt'

Messages
77
Country
unitedkingdom
Hi,
I have made a simple object library using 2 mdl files and using LibraryCreatorXML_203. It successfully compiled the object library to a bgl.

Now I need to import this to SBX to place it, so I made a new file named egbblibrary in C:\Program Files (x86)\SBuilderX313\LibObjects which is where the JPEG images went as requested in the instructions in the 'object.txt' file in sbx.

After this I edited the 'object.txt' file in C:\Program Files (x86)\SBuilderX313\LibObjects to include the line:

include=FSX_airport_objects.txt
include=FSX_animals.txt
include=FSX_autogen.txt
include=FSX_bridges.txt
include=FSX_buildings.txt
include=FSX_gameobjects.txt
include=FSX_generic.txt
include=FSX_hazards.txt
include=FSX_landmark.txt
include=FSX_missionobjects.txt
include=FSX_vehicles_aircraft.txt
include=FSX_vehicles_airport.txt
include=FSX_vehicles_land.txt
include=FSX_vehicles_water.txt
include=FSX_waterobjects.txt
include=egbblibrary.txt

and then saved this back in the same location.

Then I created my text file that contains the GUID and name of the 2 MDL objects I currently want in the object library. I looked at the default object library text files and found them in this format:

[FSX_buildings]
{8747280b-0769-4340-95f1-dc7da70cdc88} 2 236 222 1 gen_ampitheater
{5556330d-a612-4a51-a220-440f35a97112} 2 172 248 1 gen_amusementpark
{4ee46d45-c0ed-4db9-9d3e-6e0cd94ae5d8} 2 74 40 1 gen_barn01
{8ebb0ba5-9f81-4cae-8c78-c23b96e01ff4} 2 318 318 1 gen_dome01
{51aa12d6-ae0f-49e6-a916-6dbcd81cf402} 2 50 24 1 gen_elevator01
{5b479fb1-d134-4060-aac3-fe80e1ba5286} 2 85 43 1 gen_factory01
{a0f21144-1921-401e-a2eb-7b8763e1a1bc} 2 69 134 1 gen_ferryterminal
{78217ab4-76d2-46e3-8438-57ad27e6ed6d} 2 10 10 1 gen_hutopen
{ad4f1f5a-de8b-45a5-bc27-3e85f5670227} 2 10 10 1 gen_hutwalled
{0e9712ce-5cf0-4648-8c75-45c4518ffa83} 2 240 148 1 gen_refinery01
{be7fa036-6133-48cd-b3a3-bdc339e6ab35} 2 8 14 1 lighthouse1
{8b63a054-b32e-415d-9884-258008444268} 2 8 8 1 lighthouse2
{de00535c-5e8c-4cc0-932f-e82355a37412} 2 14 12 1 lighthouse3
{c545a292-e2ec-11d2-9c84-00105a0ce62a} 2 136 64 1 sco_statecapital1
{c545a293-e2ec-11d2-9c84-00105a0ce62a} 2 112 112 1 sco_statecapital2
{c545a294-e2ec-11d2-9c84-00105a0ce62a} 2 76 40 1 sco_statecapital3

I then wrote MY object library text file like this:
[egbblibrary]
{69707CE8-7E08-4FF8-BCE7-A1C44D6EEEB8} road sign
{968245B2-F682-486E-BAFE-D8831FC0F12C} m6 light

The only difference I have found is that there are numbers at the end of the GUID in the defaults but not in mine. What are they? Maybe important? But the error: cannot find/ process the file egbblibrary.txt makes it seem like it's placed wrong?


Anyone got any ideas? Thanks so much if you can help.

Lewis
 
I suspect those missing numbers might be the problem.

I suggest you add the following to each line...

2 xx yy 1

...where xx yy represents the size of the object footprint (or bounding box), in meters.

cheers,
Lane
 
Hello:

Possibly this link with comments by rhumbaflappy might explain some of the parameters and values: :idea:

"The format is GUID TYPE X Y SCALE FriendlyName"

http://www.fsdeveloper.com/forum/threads/cant-place-custom-objects.86310/


I am not certain as to references for the second parameter sequence value (numeric Object "TYPE") in FS SDK docs for BGLComp XML scenery library objects.


But, perhaps this helps ?: :scratchch

http://www.fsdeveloper.com/wiki/index.php?title=BGL_File_Format#LibraryObject

[EDITED]

...Or perhaps this info by Winfried Orthmann in "New BGL File structure.PDF"


http://library.avsim.net/esearch.php?CatID=fs2004util&DLID=44634


SceneryObject

LIBRARYOBJECT

The record has a fixed length of 48 byte with the following structure:
offset length format description contents
0 2 WORD ID 0x000
2

[END_EDIT]



...or this thread with comments by author Luis Sa' (since this is not explained in the SBuilder Objects.txt or Help file):

http://www.fsdeveloper.com/forum/threads/importing-own-objects.7564/


...or this legacy SCASM info:

http://www.scasm.de/doc/sca_objl.htm



It would be very helpful if rhumbaflappy would elaborate on this, for those of use who may wish to make more extensive use of SBuilderX. ;)



PS: Curiously, object footprint size units in SBuilder's "Objects.txt" cited above by the OP differ for ex:

gen_barn01 {4EE46D45-C0ED-4DB9-9D3E-6E0CD94AE5D8}


..from those shown here: :confused:

http://lc0277.gratisim.fr/sceneobjects/buildings/index.html


GaryGB
 
Last edited:
I am not certain as to references for numeric "Object Type"
The reference to "object type" in objects.txt has nothing to do with the SDK and is explained in objects.txt...
; In the 1st case the object is placed using FS8 techniques
; and you can control some extra visibility parameters. In the
; 2nd case it will be placed via SCASM exactly in the same way
; as BGLComp from the FS2004 SDK. In the 3rd case the object
; be placed with FSX' BGLComp.

PS: Curiously, object footprint size units in SBuilder's "Objects.txt" cited above by the OP differ for ex:

gen_barn01 {4EE46D45-C0ED-4DB9-9D3E-6E0CD94AE5D8}


..from those shown here: :confused:


http://lc0277.gratisim.fr/sceneobjects/buildings/index.html
No, they don't. Meters is used in both instances.

The differences are that in objects.txt they are...

1) rounded up to the next whole meter

2) the website includes all three axes while objects.txt does not use (or need) the vertical axis to draw a footprint in the SBX workspace.
 
Hi Lane:

I referred specifically to the second parameter sequence value (numeric Object "TYPE") as cited by rhumbaflappy:

"The format is GUID TYPE X Y SCALE FriendlyName"


http://www.fsdeveloper.com/forum/threads/cant-place-custom-objects.86310/


I would welcome your further detailed clarification of where exactly in the SBuilderX "Objects.txt" file one may see an explanation of that second parameter sequence value (numeric Object "TYPE") as cited by rhumbaflappy, as seen in this copy of [SBuilderX version 3.14 install path]\LibObjects\objects.txt:


; This file should only be used with:

; SBuilderX 3.04 or later
; ***********************

; Lines started by ; are comments and are ignored
; Lines enclosed in [] are category designators.
; You can have more objects references in secondary files
; using the include directive in the "objects.txt" file.
; The secondary files should exist in the SBuilder/Tools/
; folder and they are processed after the processing of
; the primary - "objects.txt" - file.

; You can enter your objects in any of the following 3 forms:

; 6dc7e21e4f0c4d7395488dac102499a1 0 38 14 1 ag_barn
; 6dc7e21e4f0c4d7395488dac102499a1 1 38 14 1 ag_barn
; {6dc7e21e-4d73-4f0c-ac8d-4895a1992410} 2 38 15 1 ag_barn

; In the 1st case the object is placed using FS8 techniques
; and you can control some extra visibility parameters. In the
; 2nd case it will be placed via SCASM exactly in the same way
; as BGLComp from the FS2004 SDK. In the 3rd case the object
; be placed with FSX' BGLComp.

; SBuilderX 3.13 or later
; ***********************

; 1 - This file and all included (secondary) files have moved to the
; SBuilderX/LibObjects/ folder. It is required that each Category
; should be defined in a single secondary file and that the Category
; Name should match the name of the corresponding secondary file.
; 2 - All object definitions should be moved to secondary files
; 3 - Thumbnails need to be JPEG type. All that is needed is to place
; them in the SBuilderX/LibObjects/NewJpegs folder.
; 4 - The folder containing the thumbnails should have the same name
; as the Category.

include=FSX_airport_objects.txt
include=FSX_animals.txt
include=FSX_autogen.txt
include=FSX_bridges.txt
include=FSX_buildings.txt
include=FSX_gameobjects.txt
include=FSX_generic.txt
include=FSX_hazards.txt
include=FSX_landmark.txt
include=FSX_missionobjects.txt
include=FSX_vehicles_aircraft.txt
include=FSX_vehicles_airport.txt
include=FSX_vehicles_land.txt
include=FSX_vehicles_water.txt
include=FSX_waterobjects.txt


Possibly Dick meant "TYPE" is the 'placement method', and a (required) numeric parameter value is either 0, 1, or 2 ? :scratchch


[EDITED]
Also, perhaps you might wish to offer further comment regarding differing size units ( * READ: 'numerical digits used and associated number value') in SBuilder's "Objects.txt" (as customized by the OP above), for:

[END_EDIT]


gen_barn01
{4EE46D45-C0ED-4DB9-
9D3E-6E0CD94AE5D8}
size: 73.75, 27.58, 39.47


gen_barn01 {4EE46D45-C0ED-4DB9-9D3E-6E0CD94AE5D8}

...located in:

[FSX install path]\Scenery\Global\scenery\buildings.bgl


...in light of the following information copied from Patrick Germain's BGLViewer, which IMHO, may help explain some of the differences seen in the size values cited above ...for the 'gen_barn01' example object cited above:

gen_barn01

Offset Field Description
=====================================
000374 ModelName {4EE46D45-C0ED-4DB9-9D3E-6E0CD94AE5D8}
000384 Offset 3306567 (0x327447) => 0x3274A3
000388 File Length 167213 (0x28D2D)
00038C

*** RIFF ***
3274A3 Chunk Id RIFF
3274A7 Size 167205 (0x28D25) => 0x3501D0
3274AB RIFF Type MDLX

*** MDLH ***
3274AF Chunk Id MDLH
3274B3 Size 8 (0x08) => 0x3274BF
3274B7 Unknown Int 123456
3274BB Model Version 10

*** MDLG ***
3274BF Chunk Id MDLG
3274C3 Size 16 (0x10) => 0x3274D7
3274C7 Object Guid {4EE46D45-C0ED-4DB9-9D3E-6E0CD94AE5D8}

*** MDLN ***
3274D7 Chunk Id MDLN
3274DB Size 11 (0x0B) => 0x3274EA
3274DF Name gen_barn01

*** PARA ***
3274F4 Chunk Id PARA
3274F8 Size 0 (0x00) => 0x3274FC

*** CRAS ***
3274FC Chunk Id CRAS
327500 Size 1252 (0x4E4) => 0x3279E8
327504 UnknownInt1 1
327508 UnknownInt2 8
32750C FrontLowerLeftX -44.6918601989746
327510 FrontLowerLeftY -44.6918601989746
327514 FrontLowerLeftZ -44.6918601989746
327518 Length 73.7507171630859
32751C Height 27.583179473877
327520 Width 39.4726104736328
327524 NbNodes 38
327528 ??? (...)

*** BBOX ***
3279E8 Chunk Id BBOX
3279EC Size 24 (0x18) => 0x327A08
3279F0 X min -44.6918601989746
3279F4 Y min -2.27990102767944
3279F8 Z min -27.7078800201416
3279FC X max 29.0583591461182
327A00 Y max 25.302770614624
327A04 Z max 11.7642297744751

*** RADI ***
327A08 Chunk Id RADI
327A0C Size 4 (0x04) => 0x327A14
327A10 Radius 52.716236114502

*** MDLD ***
327A14 Chunk Id MDLD
327A18 Size 165812 (0x287B4) => 0x3501D0
327A1C Data (...)
327A24 Texture[0] barn.DDS
327A64 Texture[1] barn_LM.DDS
327AA4 Texture[2] Tractor.DDS
327AE4 Texture[3] Tractor_LM.DDS
327B24 Texture[4] Chicken.DDS
327B64 Texture[5] Chicken_LM.DDS
327BA4 Texture[6] grandstand01.DDS
327BE4 Texture[7] grandstand01_LM.DDS
327C24 Texture[8] hay.DDS
327C64 Texture[9] hay_LM.DDS
327CA4 Texture[10] Silo.DDS
327CE4 Texture[11] Silo_LM.DDS


IIUC, the size used by SBuilderX 'Objects.txt' (as customized by the OP above) "to draw a footprint in the SBX workspace" as you stated ...is the MDL "CrashBox" ! ;)

http://www.fsdeveloper.com/forum/th...ot-find-process-my-object-library-txt.438859/


NOTE: (*) Edited in context to minimize possible mis-interpretation of what I meant by "size units" above:

https://en.m.wikipedia.org/wiki/Numerical_digit


Thanks in advance for sharing your insights on this interesting topic. :)

GaryGB
 
Last edited:
I suspect those missing numbers might be the problem.

I suggest you add the following to each line...

2 xx yy 1

...where xx yy represents the size of the object footprint (or bounding box), in meters.

cheers,
Lane
I'll give it a shot thanks!
 
Hi Lane:

I referred specifically to the second parameter sequence value (numeric Object "TYPE") as cited by rhumbaflappy:

"The format is GUID TYPE X Y SCALE FriendlyName"


http://www.fsdeveloper.com/forum/threads/cant-place-custom-objects.86310/


I would welcome your further detailed clarification of where exactly in the SBuilderX "Objects.txt" file one may see an explanation of that second parameter sequence value (numeric Object "TYPE") as cited by rhumbaflappy, as seen in this copy of [SBuilderX version 3.14 install path]\LibObjects\objects.txt:


; This file should only be used with:

; SBuilderX 3.04 or later
; ***********************

; Lines started by ; are comments and are ignored
; Lines enclosed in [] are category designators.
; You can have more objects references in secondary files
; using the include directive in the "objects.txt" file.
; The secondary files should exist in the SBuilder/Tools/
; folder and they are processed after the processing of
; the primary - "objects.txt" - file.

; You can enter your objects in any of the following 3 forms:

; 6dc7e21e4f0c4d7395488dac102499a1 0 38 14 1 ag_barn
; 6dc7e21e4f0c4d7395488dac102499a1 1 38 14 1 ag_barn
; {6dc7e21e-4d73-4f0c-ac8d-4895a1992410} 2 38 15 1 ag_barn

; In the 1st case the object is placed using FS8 techniques
; and you can control some extra visibility parameters. In the
; 2nd case it will be placed via SCASM exactly in the same way
; as BGLComp from the FS2004 SDK. In the 3rd case the object
; be placed with FSX' BGLComp.

; SBuilderX 3.13 or later
; ***********************

; 1 - This file and all included (secondary) files have moved to the
; SBuilderX/LibObjects/ folder. It is required that each Category
; should be defined in a single secondary file and that the Category
; Name should match the name of the corresponding secondary file.
; 2 - All object definitions should be moved to secondary files
; 3 - Thumbnails need to be JPEG type. All that is needed is to place
; them in the SBuilderX/LibObjects/NewJpegs folder.
; 4 - The folder containing the thumbnails should have the same name
; as the Category.

include=FSX_airport_objects.txt
include=FSX_animals.txt
include=FSX_autogen.txt
include=FSX_bridges.txt
include=FSX_buildings.txt
include=FSX_gameobjects.txt
include=FSX_generic.txt
include=FSX_hazards.txt
include=FSX_landmark.txt
include=FSX_missionobjects.txt
include=FSX_vehicles_aircraft.txt
include=FSX_vehicles_airport.txt
include=FSX_vehicles_land.txt
include=FSX_vehicles_water.txt
include=FSX_waterobjects.txt


Possibly Dick meant "TYPE" is the 'placement method', and a (required) numeric parameter value is either 0, 1, or 2 ? :scratchch


[EDITED]
Also, perhaps you might wish to offer further comment regarding differing size units ( * READ: 'numerical digits used and associated number value') in SBuilder's "Objects.txt" (as customized by the OP above), for:

[END_EDIT]


gen_barn01
{4EE46D45-C0ED-4DB9-
9D3E-6E0CD94AE5D8}
size: 73.75, 27.58, 39.47


gen_barn01 {4EE46D45-C0ED-4DB9-9D3E-6E0CD94AE5D8}

...located in:

[FSX install path]\Scenery\Global\scenery\buildings.bgl


...in light of the following information copied from Patrick Germain's BGLViewer, which IMHO, may help explain some of the differences seen in the size values cited above ...for the 'gen_barn01' example object cited above:

gen_barn01

Offset Field Description
=====================================
000374 ModelName {4EE46D45-C0ED-4DB9-9D3E-6E0CD94AE5D8}
000384 Offset 3306567 (0x327447) => 0x3274A3
000388 File Length 167213 (0x28D2D)
00038C

*** RIFF ***
3274A3 Chunk Id RIFF
3274A7 Size 167205 (0x28D25) => 0x3501D0
3274AB RIFF Type MDLX

*** MDLH ***
3274AF Chunk Id MDLH
3274B3 Size 8 (0x08) => 0x3274BF
3274B7 Unknown Int 123456
3274BB Model Version 10

*** MDLG ***
3274BF Chunk Id MDLG
3274C3 Size 16 (0x10) => 0x3274D7
3274C7 Object Guid {4EE46D45-C0ED-4DB9-9D3E-6E0CD94AE5D8}

*** MDLN ***
3274D7 Chunk Id MDLN
3274DB Size 11 (0x0B) => 0x3274EA
3274DF Name gen_barn01

*** PARA ***
3274F4 Chunk Id PARA
3274F8 Size 0 (0x00) => 0x3274FC

*** CRAS ***
3274FC Chunk Id CRAS
327500 Size 1252 (0x4E4) => 0x3279E8
327504 UnknownInt1 1
327508 UnknownInt2 8
32750C FrontLowerLeftX -44.6918601989746
327510 FrontLowerLeftY -44.6918601989746
327514 FrontLowerLeftZ -44.6918601989746
327518 Length 73.7507171630859
32751C Height 27.583179473877
327520 Width 39.4726104736328
327524 NbNodes 38
327528 ??? (...)

*** BBOX ***
3279E8 Chunk Id BBOX
3279EC Size 24 (0x18) => 0x327A08
3279F0 X min -44.6918601989746
3279F4 Y min -2.27990102767944
3279F8 Z min -27.7078800201416
3279FC X max 29.0583591461182
327A00 Y max 25.302770614624
327A04 Z max 11.7642297744751

*** RADI ***
327A08 Chunk Id RADI
327A0C Size 4 (0x04) => 0x327A14
327A10 Radius 52.716236114502

*** MDLD ***
327A14 Chunk Id MDLD
327A18 Size 165812 (0x287B4) => 0x3501D0
327A1C Data (...)
327A24 Texture[0] barn.DDS
327A64 Texture[1] barn_LM.DDS
327AA4 Texture[2] Tractor.DDS
327AE4 Texture[3] Tractor_LM.DDS
327B24 Texture[4] Chicken.DDS
327B64 Texture[5] Chicken_LM.DDS
327BA4 Texture[6] grandstand01.DDS
327BE4 Texture[7] grandstand01_LM.DDS
327C24 Texture[8] hay.DDS
327C64 Texture[9] hay_LM.DDS
327CA4 Texture[10] Silo.DDS
327CE4 Texture[11] Silo_LM.DDS


IIUC, the size used by SBuilderX 'Objects.txt' (as customized by the OP above) "to draw a footprint in the SBX workspace" as you stated ...is the MDL "CrashBox" ! ;)

http://www.fsdeveloper.com/forum/th...ot-find-process-my-object-library-txt.438859/


NOTE: (*) Edited in context to minimize possible mis-interpretation of what I meant by "size units" above:

https://en.m.wikipedia.org/wiki/Numerical_digit


Thanks in advance for sharing your insights on this interesting topic. :)

GaryGB
IT WORKED!!!! Thank you so much, I hope you realise how much you have helped me!
 
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