• Which the release of FS2020 we see an explosition of activity on the forun and of course we are very happy to see this. But having all questions about FS2020 in one forum becomes a bit messy. So therefore we would like to ask you all to use the following guidelines when posting your questions:

    • Tag FS2020 specific questions with the MSFS2020 tag.
    • Questions about making 3D assets can be posted in the 3D asset design forum. Either post them in the subforum of the modelling tool you use or in the general forum if they are general.
    • Questions about aircraft design can be posted in the Aircraft design forum
    • Questions about airport design can be posted in the FS2020 airport design forum. Once airport development tools have been updated for FS2020 you can post tool speciifc questions in the subforums of those tools as well of course.
    • Questions about terrain design can be posted in the FS2020 terrain design forum.
    • Questions about SimConnect can be posted in the SimConnect forum.

    Any other question that is not specific to an aspect of development or tool can be posted in the General chat forum.

    By following these guidelines we make sure that the forums remain easy to read for everybody and also that the right people can find your post to answer it.

scenery objects issue

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46
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italy
Hi guys, I have downloaded a freeware scenery of rome fiumicino airport, and if I open it with ade I see al the buildings and the structures, but when I add it into p3d all the structure, jetway extensions are missing...
why? can some one help me??
in the first image is the airport opened with ade...no black square object and every think is ok, but in game the result is what you see in the second and third images

note: in the library object manager in ADEX I have added the bgl file of the airport to add all the structures and avoid any black square and unknow objects
 

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Hi Davide:

IIUC, you are referring to the freeware add-on cited in your prior thread ...here ? :scratchch

https://www.fsdeveloper.com/forum/threads/elevated-bridge-before-the-jetway.455649/post-905354


If so, here is some pertinent info from prior posts on this topic; as you can see "significant learning" is required to achieve tour goal:

https://www.fsdeveloper.com/forum/t...nsion-into-ade-library-object-manager.428513/

https://www.google.com/search?q=sit...BNIgBNJIBATGYAQCgAQHAAQE&sclient=gws-wiz-serp

GaryGB
 
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Messages
46
Country
italy
hi Gary, yes the addon is the same, but in this case the problem is that the buildings does not show up in p3d, but is can see them in ADEX... :(
 
Messages
6,840
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us-illinois
Hi Davide:

Are you saying that the original custom buildings used by Ray Smith from the FSX add-on do not show if loaded in P3D ?

...Or are you saying, if you 'modify' the Ray Smith buildings, you have not been able to make the modified ones display in P3D at run time ? :scratchch

GaryGB
 
Messages
46
Country
italy
Hi Davide:

Are you saying that the original custom buildings used by Ray Smith from the FSX add-on do not show if loaded in P3D ?

...Or are you saying, if you 'modify' the Ray Smith buildings, you have not been able to make the modified ones display in P3D at run time ? :scratchch

GaryGB
Yes if I load the buildings does not show
 
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6,840
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us-illinois
Hi again:

You need to use the P3Dv4 update of this LIRF scenery by Robert W. Catherall (...IIUC, he was authorized to do this by Ray Smith):


ALWAYS RTFM.

If you follow the instructions in the ReadMe file, you may see that all buildings and the Jetway extensions display with Textures. :alert:

Specifically, you must copy the (2) files from [P3D install path]\Scenery\NAME\Texture folder to your own folder chain:

[P3D install path]\Addon Scenery\LIRF_P3Dv4_RWC\Texture


You must choose either the default RWY pattern or the Crosswind RWY pattern BGL (not both) to be in the:

[P3D install path]\Addon Scenery\LIRF_P3Dv4_RWC\Scenery -subfolder

You must manually add that folder chain to the P3D scenery library GUI in a new Area layer at the top of the "stack" of Area layers.


lirf_p3dv4_rwc-1-jpg.83276


lirf_p3dv4_rwc-2-jpg.83277


Please use this web page if you require more practice with the English language:

https://www.google.com/search?q=tra...YCNoBBAgCGAfaAQYIAxABGAo&sclient=gws-wiz-serp

GaryGB
 

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Messages
46
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italy
Hi again:

You need to use the P3Dv4 update of this LIRF scenery by Robert W. Catherall (...IIUC, he was authorized to do this by Ray Smith):


ALWAYS RTFM.

If you follow the instructions in the ReadMe file, you may see that all buildings and the Jetway extensions display with Textures. :alert:

Specifically, you must copy the (2) files from [P3D install path]\Scenery\NAME\Texture folder to your own folder chain:

[P3D install path]\Addon Scenery\LIRF_P3Dv4_RWC\Texture


You must choose either the default RWY pattern or the Crosswind pattern BGL (not both) to be in the:

[P3D install path]\Addon Scenery\LIRF_P3Dv4_RWC\Scenery -subfolder

You must manually add that folder chain to the P3D scenery library GUI in a new Area layer at the top of the "stack" of Area layers.


lirf_p3dv4_rwc-1-jpg.83276


lirf_p3dv4_rwc-2-jpg.83277


Please use this web page if you require more practice with the English language:

https://www.google.com/search?q=tra...YCNoBBAgCGAfaAQYIAxABGAo&sclient=gws-wiz-serp

GaryGB
Hi Gary, thanks for your help, just for information, for the next time how can I do to convert a scenario from fsx to p3d v4???
 
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6,840
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us-illinois
Hi Gary, thanks for your help, just for information, for the next time how can I do to convert a scenario from fsx to p3d v4???

That depends on what you want to convert.

If it is static scenery objects, native FSX scenery 'may' display OK in P3D without conversion; otherwise use MCX.

IIRC, "most" (but not all) add-on scenery from FSX displays OK in P3D.


We must remember that the core code of P3D is mostly an installation of FSX-SP2.

The P3D SDK's 'enable' new features in newly created ciontent, but the basic scenery itself is originally from FSX-SP2.


I do not develop for P3D, so I do not know if P3D changes any FSX layering numbers for airport objects that ADE can fix.

GaryGB
 
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Messages
46
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italy
Hello everyone, I tried to convert BGL file in MCX, but when I export it as p3d v4.4 scenery, ADEX doesn't read it to me anymore.
Another problem is, if I directly put the downloaded files in the folder --> addon scenery--> scenery, everything works, but if I try to edit something like a taxiway or a gate, when I compile the airport the buildings don't show up as in figure 3.
Can please some one help me??
 

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Hi Davide:

Please also use this web page if you require more practice with the English language:

https://www.google.com/search?q=tra...ABQogBfZIBATKYAQCgAQHIAQrAAQE&sclient=gws-wiz


IIUC, you are attempting to edit a BGL from the add-on package I linked to above: LIRF_P3Dv4_RWC

Hi again:

You need to use the P3Dv4 update of this LIRF scenery by Robert W. Catherall (...IIUC, he was authorized to do this by Ray Smith):


Your screenshots above suggest that you attempted to import into MCX, this file from the LIRF_add-on package:

[LIRF_P3Dv4_RWC install path]\LIRF_P3Dv4_RWC.bgl

Although that file contains code for 3D models in a scenery object library with placement, it also has LIRF airport code.

This is what I refer to as a "hybrid" BGL, containing a mix of 3D models, placement code, and airport code..


If you import that BGL into MCX, it displays:

* (24) 3D models mapped with default P3D textures, and (1) 3rd party texture that is not a P3Dv4 default.

NOTE: That 3rd party texture (lights1.dds) can be found in this add-on:

https://library.avsim.net/search.php?SearchTerm=KSEG&CatID=root&Go=Search


* Under MCX Object Placement, you will see that each object is "placed".

AFAIK, you do not need to import this BGL into MCX to convert it for display in P3D, as it is already P3D compatible.


If you have the above cited add-on installed into P3Dv4, the other (default) 3D models 'may' already be available via ADE.

[EDITED]

If they are not already available in ADE, they may be custom scenery objects using default textures, and must be added to ADE.

[END_EDIT]

Thus, you may instead be able to achieve all the edits and modifications you wish by using ADE rather than MCX via:

ADE Menu > File > Open Airport from BGL > browse / select: [LIRF_P3Dv4_RWC install path]\LIRF_P3Dv4_RWC.bgl


ADE will import a copy of the original airport in the file, and display it in the ADE workspace.

You may then be able make any desired modifications, and compile an exclude / replacement BGL for LIRF airport.

GaryGB
 
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Messages
46
Country
italy
Hi Davide:

Please also use this web page if you require more practice with the English language:

https://www.google.com/search?q=tra...ABQogBfZIBATKYAQCgAQHIAQrAAQE&sclient=gws-wiz


IIUC, you are attempting to edit a BGL from the add-on package I linked to above: LIRF_P3Dv4_RWC



Your screenshots above suggest that you attempted to import into MCX, this file from the LIRF_add-on package:

[LIRF_P3Dv4_RWC install path]\LIRF_P3Dv4_RWC.bgl

Although that file contains code for 3D models in a scenery object library with placement, it also has LIRF airport code.

This is what I refer to as a "hybrid" BGL, containing a mix of 3D models, placement code, and airport code..


If you import that BGL into MCX, it displays:

* (25) 3D models mapped with default P3D textures, and (1) 3rd party texture that is not a P3Dv4 default.

NOTE: That 3rd party texture (lights1.dds) can be found in this add-on:

https://library.avsim.net/search.php?SearchTerm=KSEG&CatID=root&Go=Search


* Under MCX Object Placement, you will see that each object is "placed".

AFAIK, you do not need to import this BGL into MCX to convert it for display in P3D, as it is already P3D compatible.


If you have the above cited add-on installed into P3Dv4, the other (default) 3D models are already available via ADE.

Thus, you may instead be able to achieve all the edits and modifications you wish by using ADE rather than MCX via:

ADE Menu > File > Open Airport from BGL > browse / select: [LIRF_P3Dv4_RWC install path]\LIRF_P3Dv4_RWC.bgl


ADE will import a copy of the original airport in the file, and display it in the ADE workspace.

You may then be able make any desired modifications, and compile an exclude / replacement BGL for LIRF airport.

GaryGB
I'm an airline pilot in real life so I don't need Google translate, for sure I can always improve.

If I compile the airport in ADE some building disappear when I start up the sim and I Don't know why, because if I add the downloaded file without touching and modifying anything, everything is good, but, if I open it in ADE and I change a gate number or a taxiway name and then compile, once I open p3d some buildings disappear...
You were talking about "compile exclude" what do you mean with exclude.
I hope that my explanation was OK and that you understand...because is difficult to explain
 
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6,840
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If I compile the airport in ADE some building disappear when I start up the sim and I Don't know why, because if I add the downloaded file without touching and modifying anything, everything is good, but, if I open it in ADE and I change a gate number or a taxiway name and then compile, once I open p3d some buildings disappear...

OK, so IIUC, when you install the add-on scenery package to P3D, nothing is missing at LIRF when loaded at run time in P3D ?

And IIUC, some thing(s) go missing after ADE has processed the source code for that LIRF add-on and you have modified it ?

You were talking about "compile exclude" what do you mean with exclude.
I hope that my explanation was OK and that you understand...because is difficult to explain

By default, ADE creates a number of very small exclude Rectangles for default FS scenery objects to stop display of the 'original'.

Occasionally, we must add back into the copied airport that ADE has derived, some 'original' scenery objects that were excluded.

You (or I) shall have to study ADE's forums, ADE's online Help site, as well as ADE's user manual to find out why this happens.


See: ADE version 1.65 Manual PDF file - http://www.mediafire.com/download/8rp6jr7en9xwdls

See
: https://scruffyduck.screenstepslive...-how-do-i-remove-a-stock-airport-from-the-sim


I suspect that it may have to do with what happens when ADE tries to sort out the XML code contents of "hybrid" airport BGLs.

But, be assured there is more than (1) way to add those scenery objects back into the LIRF that ADE derives from the add-on package and/or default LIRF airport.


First we need to know if the add-on LIRF after loaded by ADE, provides all the objects within ADE's GUI, that you otherwise can see when the add-on is loaded in P3D ...before the airport is modified / compiled by ADE in any way.

What (if any) scenery objects are missing in P3D before the add-on LIRF is modified in any way by ADE ?

What scenery objects (ex: gate number or a taxiway name) are "incorrect" in P3D before the add-on LIRF is modified by ADE ?


After the add-on LIRF derived by ADE is modified, which scenery objects (ex: buildings) go missing ...that normally display in P3D ?


You may need to attach 'before-and-after' screenshots with arrows / text applied in Windows Paint or another graphics application.

As an airline pilot you would have access to on-ground LIRF diagrams, but other would-be helpers may need a reference ex:

https://simmerdream.com/wp-content/uploads/2020/12/LIRF-CHARTS.pdf

https://opennav.com/airport/LIRF


PS: Be sure that P3Dv4 SDK is installed so that ADE can automatically find it and use it ...when compiling BGLs:

P3Dv4 SDK Download Page:

https://www.prepar3d.com/support/sdk/


P3Dv4 SDK (*.MSI Installer) download Link:

https://cloud.prepar3d.com/SDK/Prepar3D_v4_SDK_Setup_4.5.14.34698.msi


P3Dv4.x SDK Documentation:

https://www.prepar3d.com/SDKv4/LearningCenter.php

GaryGB
 
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Messages
46
Country
italy
OK, so IIUC, when you install the add-on scenery package to P3D, nothing is missing at LIRF when loaded at run time in P3D ?

And IIUC, some thing(s) go missing after ADE has processed the source code for that LIRF add-on and you have modified it ?



By default, ADE creates a number of very small exclude Rectangles for default FS scenery objects to stop display of the 'original'.

Occasionally, we must add back into the copied airport that ADE has derived, some 'original' scenery objects that were excluded.

You (or I) shall have to study ADE;s forums, ADE's online Help site, as well as ADE's user manual to find out why this happens.


See: ADE version 1.65 Manual PDF file - http://www.mediafire.com/download/8rp6jr7en9xwdls

See
: https://scruffyduck.screenstepslive...-how-do-i-remove-a-stock-airport-from-the-sim


I suspect that it may have to do with what happens when ADE tries to sort out the code contents of "hybrid" airport BGLs.

But, be assured there is more than (1) way to add those scenery objects back into the LIRF that ADE derives from the add-on package and/or default LIRF airport.


First we need to know if the add-on LIRF after loaded by ADE, provides all the objects within ADE's GUI, that you otherwise can see when the add-on is loaded in P3D ...before the airport is modified / compiled by ADE in any way.

What (if any) scenery objects are missing in P3D before the add-on LIRF is modified in any way by ADE ?

What scenery objects (ex: gate number or a taxiway name) are "incorrect" in P3D before the add-on LIRF is modified by ADE ?


After the add-on LIRF derived by ADE is modified, which scenery objects (ex: buildings) go missing ...that normally display in P3D ?


You may need to attach 'before-and-after' screenshots with arrows / text applied in Windows Paint or another graphics application.

As an airline pilot you no doubt have access to on-ground LIRF diagrams, but other would-be helpers may need a reference ex:

https://simmerdream.com/wp-content/uploads/2020/12/LIRF-CHARTS.pdf

https://opennav.com/airport/LIRF


PS: Be sure that P3Dv4 SDK is installed so that ADE can automatically find it and use it ...when compiling BGLs:

P3Dv4 SDK Download Page:

https://www.prepar3d.com/support/sdk/


P3Dv4 SDK (*.MSI Installer) download Link:

https://cloud.prepar3d.com/SDK/Prepar3D_v4_SDK_Setup_4.5.14.34698.msi


P3Dv4.x SDK Documentation:

https://www.prepar3d.com/SDKv4/LearningCenter.php

GaryGB
I have the SDK package installed, here is the before and after.
Here I have inserted the modification made with ade, and for the before and after I think that there is no need to use arrows or circles, it is evident of what is missing eheheheh o_Oo_O
 

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Hi again, Davide:

Perhaps ADE author Scruffyduck (aka Jon Masterson) may now explain how to restore objects ADE excluded from add-on BGLs ?

I have not had occasion to utilize ADE for this type of procedure in recent years, and do not recall threads that explain the process.


In the mean time, you may wish to review some of Jon's mini-tutorials ...here:

https://scruffyduck.screenstepslive...9783-adding-library-object-information-to-ade

https://scruffyduck.screenstepslive...-party-object-libraries-are-used-in-a-project

https://scruffyduck.screenstepslive.com/s/help_docs/m/20268/l/199801-user-model-display-and-tooltip


Jon:

When we 'Add' a 3rd party "hybrid" BGL to ADE Library Object Manager (aka "LOM"), can ADE read / import the 3D MDLs ?

If not, do we first have to generate a separate 3D MDL scenery object library via Arno's MCX and XML Library Creator ?

Or can we instead just split-compile BGLs via ADE, then import the proper BGL file into LOM ?


Does ADE LOM still have the ability to generate a scenery object library BGL separate from any "hybrid" airport BGL ?


Can ADE read / import "hybrid" BGL 'placement' info ?

If not, can we first generate a split-compiled "placement" BGL via ADE, then import the proper BGL file into ADE ?

Or do we instead have to use BXL2XML on the "placement" BGL, and then import the XML into ADE ?

GaryGB
 
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Messages
46
Country
italy
Hi again, Davide:

Perhaps ADE author Scruffyduck (aka Jon Masterson) may now explain how to restore objects ADE excluded from add-on BGLs ?

I have not had occasion to utilize ADE for this type of procedure in many years, and do not recall threads that explain the process.


In the mean time, you may wish to review some of Jon's mini-tutorials ...here:

https://scruffyduck.screenstepslive...9783-adding-library-object-information-to-ade

https://scruffyduck.screenstepslive...-party-object-libraries-are-used-in-a-project

https://scruffyduck.screenstepslive.com/s/help_docs/m/20268/l/199801-user-model-display-and-tooltip


Jon:

When we 'Add' a 3rd party "hybrid" BGL to ADE Library Object Manager (aka "LOM"), can ADE read / import the 3D MDLs ?

If not, do we first have to generate a separte 3D MDL scenery object library via Arno's MCX and XML Library Creator ?

Or can we instead just split-compile BGLs via ADE, then import the proper BGL file into LOM ?


Does ADE LOM still have the ability to generate a scenery object library BGL separate from any "hybrid" airport BGL ?


Can ADE read / import "hybrid" BGL 'placement' info ?

If not, can we first generate a split-compiled "placement" BGL via ADE, then import the proper BGL file into ADE ?

Or do we instead have to use BXL2XML on the "placement" BGL, and then import the XML into ADE ?

GaryGB
I have all the libraries installed and in ade, but you can try yourself downloading the scenery and adding it to your p3d and then modifying something in ade, and you will see that the buildings will disappear
 
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Hi Davide:

Please ZIP and attach to a reply here in this thread, the ADE *.AD4 project file for your LIRF modified add-on, so would-be helpers can examine this scenario, and offer troubleshooting feedback.

GaryGB
 
Messages
46
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italy
these are the two zip one is the original that work perfectly, and the modded has only one change.
in the image you can see the the one and only modification made by me in ade,
 

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Hi Davide:

Please ZIP and attach to a reply here in this thread, the ADE *.AD4 project file for your LIRF modified add-on, so would-be helpers can examine this scenario, and offer troubleshooting feedback.

GaryGB

Hi Davide:

In order to see what you actually have within your ADE LIRF project source code, we must examine a complete code set in ADE.

This is stored within the "project file", which ADE writes out as a *.AD4 (a custom data file format Jon uses).

That file is typically saved by ADE in a particular location by default, depending on where / how you have installed ADE, ex:

D:\Airport Design Editor 179\P34\Projects\LIRF_ADEP4_GGB.ad4


Please add the ADE project source code *.AD4 files to your ZIP files above, and re-attach them in a reply.

Then we can examine exactly what you may be seeing / not seeing, and better advise you on a troubleshooting procedure.


PS: Be sure you are using the latest updated version of ADE for FS9 / FSX / P3D:

https://www.fsdeveloper.com/forum/threads/development-version-1-79-7475-available.448076/

http://www.mediafire.com/file/i6xk38ghqjomykp/ade_current_dev.zip/file


BTW: Depending on how P3D's installer "profiled" performance capability of your PC, you may also need to adjust scenery sliders:

https://www.fsdeveloper.com/forum/t...pear-in-p3d-after-compile.455492/#post-903667


GaryGB
 
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scruffyduck

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I would try and help if I understood what is going on. It all seems remarkably complicated. I have no idea what a hybrid bgl is - it is not a term I have ever used.

I think that this is about a third party addon airport but I don't see a link to the actual package. I assume the main bgl file for this addon has been loaded into ADE and modified. It seems that models which are custom and part of the main bgl file go missing if the project is compiled after modification. I suspect I know what is going on but need to start from the same place as the OP.
 
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6,840
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You need to use the P3Dv4 update of this LIRF scenery by Robert W. Catherall (...IIUC, he was authorized to do this by Ray Smith):


ALWAYS RTFM.

If you follow the instructions in the ReadMe file, you may see that all buildings and the Jetway extensions display with Textures. :alert:

Specifically, you must copy the (2) files from [P3D install path]\Scenery\NAME\Texture folder to your own folder chain:

[P3D install path]\Addon Scenery\LIRF_P3Dv4_RWC\Texture


You must choose either the default RWY pattern or the Crosswind RWY pattern BGL (not both) to be in the:

[P3D install path]\Addon Scenery\LIRF_P3Dv4_RWC\Scenery -subfolder

You must manually add that folder chain to the P3D scenery library GUI in a new Area layer at the top of the "stack" of Area layers.

IIUC, you are attempting to edit a BGL from the add-on package I linked to above: LIRF_P3Dv4_RWC


Your screenshots above suggest that you attempted to import into MCX, this file from the LIRF_add-on package:

[LIRF_P3Dv4_RWC install path]\LIRF_P3Dv4_RWC.bgl

Although that file contains code for 3D models in a scenery object library with placement, it also has LIRF airport code.

This is what I refer to as a "hybrid" BGL, containing a mix of 3D models, placement code, and airport code..


If you import that BGL into MCX, it displays:

* (25) 3D models mapped with default P3D textures, and (1) 3rd party texture that is not a P3Dv4 default.

NOTE: That 3rd party texture (lights1.dds) can be found in this add-on:

https://library.avsim.net/search.php?SearchTerm=KSEG&CatID=root&Go=Search


* Under MCX Object Placement, you will see that each object is "placed".

AFAIK, you do not need to import this BGL into MCX to convert it for display in P3D, as it is already P3D compatible.


If you have the above cited add-on installed into P3Dv4, the other (default) 3D models 'may' already be available via ADE.

[EDITED]

If they are not already available in ADE, they may be custom scenery objects using default textures, and must be added to ADE.

[END_EDIT]

Thus, you may instead be able to achieve all the edits and modifications you wish by using ADE rather than MCX via:

ADE Menu > File > Open Airport from BGL > browse / select: [LIRF_P3Dv4_RWC install path]\LIRF_P3Dv4_RWC.bgl


ADE will import a copy of the original airport in the file, and display it in the ADE workspace.

You may then be able make any desired modifications, and compile an exclude / replacement BGL for LIRF airport.

GaryGB

I would try and help if I understood what is going on. It all seems remarkably complicated. I have no idea what a hybrid bgl is - it is not a term I have ever used.

I think that this is about a third party addon airport but I don't see a link to the actual package. I assume the main bgl file for this addon has been loaded into ADE and modified. It seems that models which are custom and part of the main bgl file go missing if the project is compiled after modification. I suspect I know what is going on but need to start from the same place as the OP.

Hi Jon:

The OP wants to modify a specific freeware add-on package for LIRF cited in my quote above in this thread.

The OP is using a P3Dv4 LIRF scenery by Robert W. Catherall (...IIUC, he was authorized to do an update from FSX by Ray Smith)

https://library.avsim.net/esearch.php?CatID=p3dscen&DLID=204640

That add-on package apparently includes (24) custom 3D models mapped with P3D default textures, and (1) 3D model mapped with a 3rd party texture ('original' source of that latter object and its texture is unknown at this time).

All the above scenery is contained within (1) mixed content "airport" BGL (...what I call a 'hybrid' BGL).


I recommended he attach his ADE project source code *.AD4 files for LIRF from before- and after- his modifications to LIRF.

Reportedly he ends up with missing buildings at LIRF after he modifies and compiles his ADE project after it is derived from:

[LIRF_P3Dv4_RWC install path]\LIRF_P3Dv4_RWC.bgl


AFAIK, he is using ADE v1.79x in P3Dv4 mode, and has been advised to have the P3Dv4 SDK installed prior to compilation.


Thanks in advance for your input on what may be done to successfully implement changes to LIRF the OP desires for P3Dv4. :)

GaryGB
 
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