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FSX SbuilderX objects visibility

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49
Country
slovakia
Hello,

I have problem with my high electricity posts again. As I'm finishing my scenery project I noticed considerable performance impact caused by all objects placed into my scenery by SbuilderX, which in this case is mostly caused by my high number of high electricity posts.

The problem is that I'm not able to set visibility distance in SbuilderX on SbuilderX - Object Properties General tab afeter I clicked on the object and chose its properties.

I can set the scenery complexity on any of the options available there and it is working perfectly in the sim, but next to it the Visibility (FS8 style) is impossible. I tried all possible values but every-time I click the properties again its showing on both lines V1(m) and V2(m) zero.

If I'm flying from long distance I am able to see all posts and other objects placed by SbuilderX miles and miles and tens of miles away from my scenery where is no other autogen visible which looks firstly ridiculous and secondly impacting FPS considerably. If I'm sitting on runway I can say which direction is most number of posts and objects.

It's making me crazy...

:banghead:
 
Hi,

What kind of objects are you placing? v1 and v2 visibility conditions only work for older style SCASM macros, if you have MDL objects placed with XML code you can not set the visibility in that way. The only way is then to use LODs within your objects.

For electricity posts you might also be able to use the autogen populated line features, like the default scenery does.
 
Thanks Arno.

I'm placing Library Object type. Picking from top menu of SbuilderX by object tool Object category FSX_Hazards named gen_powertower01 {54382ec5-b1bd-4a43-aa1a-4f5f529356c3}

Simply clicking on the ground and turning around to appropriate direction and thats it.

I don't want to use line or vector based high power posts because they are placed in automatic way which is what I don't want because I am building Photoreal scenery with autogen standards. It would be not possible to place them accurately on each photographic base where they are in real.
 
I tried to add that string {54382ec5-b1bd-4a43-aa1a-4f5f529356c3} which is used by SbuilderX to the default.xml through the autogen editor tool but without success.

Also I tried to add that string to the library objects.txt in main AUTOGEN SDK folder and also created image for that item similar to way that I added some objects in to the SbuilderX library. The autogen editor is not displaying it in its ALL LIBRARY OBJECTS part of window.

However I managed to add the item into the default.xml in this way:

<CLASS>
<NAME>Highpowerline</NAME>
<GUID>54382ec54a43b1bd5f4f1aaac3569352</GUID>
<WIDTH>12</WIDTH>
<DEPTH>18</DEPTH>
</CLASS>

and annotator tool displayed it successfully in library objects (L) window but after I placed them in the scenery and copied the default.xml to the root folder AUTOGEN in FSX installation, nothing was actually displayed on the scenery again after starting the simulator.

I think I have to make same entry in each Region starting from A to Z which will take some time but I don't really know where those posts are hidden in the simulator database to get them out to the annotator.

Maybe that GIUD string 54382ec54a43b1bd5f4f1aaac3569352 is only for SbuilderX and I need the simulator stock string or something like that.

Don't you agree?

:banghead:
 
I tried to add new object category to SbuilderX LibObjects in this following way:

[FSX_hazards02]
54382ec5-b1bd-4a43-aa1a-4f5f529356c3 0 12 18 1 gen_powertower01

where parameter "0" after object string without brackets states according to objects.txt file, designates new object in FS8 techniques where is possible to control visibility parameter.

Everything worked fine till compilation in SbuilderX

Following SCASM error occurred after starting compilation which I don't understand:

Error in line 16
-> CallLibObj( 0 54382EC5 -B1BD-4A 43-AA1A- 4F5F5293 )
-> parameter expected!
Scasm compilation status: error(s) 1

I don't get it. Because I'm not using SCASM technique because this would be stated after object string by number 1 not 0.

I think I tried every possible way and there is only one explanation, FS8 style is using shorter string for GUID than FSX does.

I'm going to implement new created library object for annotator as I stated in my previous post as last option and get back with results.

:banghead::banghead::banghead::banghead:
 
I tried to add that string {54382ec5-b1bd-4a43-aa1a-4f5f529356c3} which is used by SbuilderX to the default.xml through the autogen editor tool but without success.

Also I tried to add that string to the library objects.txt in main AUTOGEN SDK folder and also created image for that item similar to way that I added some objects in to the SbuilderX library. The autogen editor is not displaying it in its ALL LIBRARY OBJECTS part of window.

However I managed to add the item into the default.xml in this way:

<CLASS>
<NAME>Highpowerline</NAME>
<GUID>54382ec54a43b1bd5f4f1aaac3569352</GUID>
<WIDTH>12</WIDTH>
<DEPTH>18</DEPTH>
</CLASS>

and annotator tool displayed it successfully in library objects (L) window but after I placed them in the scenery and copied the default.xml to the root folder AUTOGEN in FSX installation, nothing was actually displayed on the scenery again after starting the simulator.

I think I have to make same entry in each Region starting from A to Z which will take some time but I don't really know where those posts are hidden in the simulator database to get them out to the annotator.

Maybe that GIUD string 54382ec54a43b1bd5f4f1aaac3569352 is only for SbuilderX and I need the simulator stock string or something like that.

Don't you agree?

:banghead:

The GUID is assigned in the model library hazards.bgl. See the SDK documentation for autogen/global library objects.

I don't have any experience with the autogen editor, but I did a test and it seems like I could at least edit default.xml correctly. I followed the instructions in the autogen sdk document, except for the following:
in the step to edit AutogenEditor.exe.config file, i did the following edit:
Code:
        <setting name="ObjectsPath" serializeAs="String">
          <value>E:\Flight Simulator X\Scenery\Global\Scenery\autogen.bgl;E:\Flight Simulator X\Scenery\Global\Scenery\hazards.bgl</value>
        </setting>

In particular, I saw that the default file assumes fsx is installed in the default %programfiles% location. I have created my own folder for fsx, so I edited the entry for both autogen.bgl and hazards.bgl as appropriate to my install. I then found the power tower in the "all library objects" window (no thumbnail of course, you would have to create that). Then followed the direction to add a class to all regions (you could limit that of course) which I named "power tower" and then I dragged the gen_powertower01 object into the library object box. I don't know the footprint dimensions but you could get that from ADE or SBX. Then I saved default.xml and it appears that my new class is there, so I assume I could then place it in the annotator (didn't try yet).



scott s.
.
 
Thank you for your reply.

I think I was right when I said there has to be another GUID for internal FSX power tower. Your GUID which you found in scenery.bgl is different than used by SbuilderX

Just for compare:

3bb3ec43-1756-4dcd-a0b7-7a7ae9dd0fca this is what you have in autogen editor

54382ec5-b1bd-4a43-aa1a-4f5f529356c3 and this is what SbuilderX is using as power post.

Strange thing is that your autogen editor is showing actually differed GUID in xml file that in window. Maybe it is converted somehow. With slashes without slashes, only microsoft guy would know:)

Anyway I will try it because you can add scenery class right from autogen editor and save it in default.xml which is easier than doing it by editing 7 Meg file through notepad and looking for each entry (32) individually and not making single misprint.

Thanks
 
No luck.

Anyway always when I try to add following:


<setting name="ObjectsPath" serializeAs="String">
<value>C:\Program Files\Flight Simulator X\Scenery\Global\Scenery\autogen.bgl;C:\Program Files\Flight Simulator X\Scenery\Global\Scenery\hazards.bgl</value>
</setting>

to the autogeneditor.exe.config file exactly as you described, after starting autogen editor says that specified path for objects folder is not existing.
 
I'll have to think about that, but I do know the sdk says that the guid in default.xml is an "old format" whereas what SBX and all other FSX tools use is what I think they call "registry format" guid. I'm not sure why there is the change, but I think it might also affect fs9 object libraries. Maybe in a couple of days when folks get back online someone can explain exactly what the guid deal is. But I do know that the format in default.xml is different, so don't try to just plug in the value there.

scott s.
.
 
Thank you for your reply.


Just for compare:

3bb3ec43-1756-4dcd-a0b7-7a7ae9dd0fca this is what you have in autogen editor

54382ec5-b1bd-4a43-aa1a-4f5f529356c3 and this is what SbuilderX is using as power post.

OK, the 3bb3ec43 guid is for the new class that I named "power tower" in the AutogenEditor. the 54382ec5 guid is for the library object inside the class, in this case a single object the gen_powertower01 object. I guess the idea is that you could have a set of objects, which would be randomly assigned if you place the class with the annotator.

scott s.
.
 
Basically that is the idea I just tested.

Creating class identifier I tried to give order by annotator to place the default autogen item by this GUID information.

Nothing happened.

It was not possible to identify or somehow load the gen_powertowe1 object from default autogen xml file from autogen hazards bgl file in simulator.

Annotator is placing the object from library but nothing happens after saving the scenery and loading sim.
 
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