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.
By hovering the Mouse cursor over objects in ADE work-space, please state what 3D models you used for the new terminal.
BTW: Additionally, please attach a list of the 3rd scenery models are used to create your new modified BGL of LIRF Fiumicino.
This list may be captured via:
ADE Menu > Lists > 3rd Party Libraries Used > drag the bottom of that dialog box down to reveal all entries in (1) view.
Select / copy all BGL names in Left column > Paste into Windows NotePad.
Save that list out from NotePad as ex: LIRF-LIB.txt.
If you try to modify the bgl file and reopen p3d? I have the issue when I modify something and then compile it againHi Davide:
This is what I see in P3Dv4 if I load your latest Modded LIRF_ADEP4_ADE.bgl above, along with- / on top of- the original LIRF BGL.
Although I have added your latest 3rd Party Libraries to ADE, it shows no apparent changes (unless I'm missing something).
However, I have not compiled the updated project yet, after having added your latest 3rd Party Libraries into ADE LOM
PS: Please provide a text format list of 3D models used for your modded scenery.
I am not going to type 32-character GUIDS identified from a screenshot to search your decompiled BGL in NotePad++ to see if ADE included your requested 3D model placement info at compilation of the project into your BGL.
I will, however, use copy-and-paste from the text file to do troubleshooting ...if you provide the info as requested.
GaryGB
Tomorrow I'll try to do every passage, my pc is a laptop, and mfs2020 won't run 😔Hi Davide:
I have a particular work-flow I plan to use in a sequence for this troubleshooting process.
First, I plan to examine what ADE wrote into your latest Modded LIRF BGL using a decompiler.
For that I shall require from you, the text format list of 3rd Party Libraries Used, so I can look for GUIDs of placed 3D models,.
If you encounter a 'lag' in selecting the list of 3rd Party Libraries Used with 3D models and GUID in the dialog, it will finish.
Then you can paste it into NotePad, write out a test file, and attach it here.
I do not yet intend to perform any modifications to the ADE project, or compiling, at this initial phase of troubleshooting.
FYI: P3Dv4 is inferior code / performance compared to MSFS 2020; you may wish to consider using MSFS and a payware LIRF.
https://secure.simmarket.com/mk-studios-rome-fiumicino-msfs.phtml
https://orbxdirect.com/product/mkstudios-lirf-msfs
GaryGB
what do you mean??For that I shall require from you, the text format list of 3rd Party Libraries Used, so I can look for GUIDs of placed 3D models,.
If you encounter a 'lag' in selecting the list of 3rd Party Libraries Used with 3D models and GUID in the dialog, it will finish.
I will copy and paste the guid of the third party library object, is this right?Then you can paste it into NotePad, write out a text file, and attach it here.
By hovering the Mouse cursor over objects in ADE work-space, please state what 3D models you used for the new terminal.
Didn't understand...I'm really sorry for that, but I'm not an expert in the development of the scenery, I do this just tu update the airports following guides on YouTube, I always used to modify, compile and add the bgl file in: p3d v4 path/scenery/addon scenery/scenery and then is done, but with this airport it's very difficultDavide:
We need a concise list of what BGLs you intend to be used to create a run time rendering of LIRF.
If that requires multiple Area layers in the Scenery Library GUI, we need a list of what BGLs are to be in each Area layer.
Finally, we need a list of how to "stack" those Area layers in Scenery Library GUI ...from top-to-bottm.
It is OK to use 3rd party scenery to create a "composite" airport using objects from multiple BGLs ...on our own computers.
But if we are going to do that using multiple BGLs located in multiple Area layers, we must define how they "stack up".
Please provide a list of what BGLs are to be included in specified Area layers within the scenery library.
By doing that, we will know what to include in our ADE project, so that as Area layers "stack up", the higher layers control display of what we intend to utilize- or not utilize- ...from lower Area layers.
NOTE: In ADE we do not require an Exclusion Rectangle to eradicate Jetways in lower Area layers of a composite airport "stack".
WHY: A default procedure in ADE when it de-compiles, copies, and reconstitutes an airport, it uses this code:
<DeleteAirport
deleteAllRunways="TRUE"
deleteAllStarts="TRUE"
deleteAllHelipads="TRUE"
deleteAllFrequencies="TRUE"
deleteAllTaxiways="TRUE"
deleteAllAprons="TRUE"
deleteAllApronLights="TRUE"
deleteAllControlTowers="TRUE"
deleteAllJetways="TRUE"
deleteAllBoundaryFences="TRUE"
deleteAllBlastFences="TRUE"
deleteAllApproaches="TRUE"/>
If a lower Area layer is intended to place Jetways, and our top layer ADE BGL has that statement in its instructions for P3Dv4, then the rendering engine will not display Jetways from BGLs in layers below that containing our ADE-Modded airport.
So we must fix that by setting:
deleteAllJetways="FALSE"
...or we must place the Jetways ourselves within the top Area layer ADE-genrated BGL.
I do not see Jetways placed for LIRF Terminal 3 in what IIUC, is intended to be your top Area layer ADE-genrated BGL.
Remember a fundamental concept in FS scenery development is to: Exclude and Replace.
If a ADE BGL effectively "excludes" rendering of Jetways from LIRF BGLs in lower layers, our top layer BGL must "replace" them.
GaryGB
By hovering the Mouse cursor over objects in ADE work-space, please state what 3D models you used for the new terminal.
Do you have a more updated LIRF BGL which when loaded into ADE, now shows Terminal 3, or do you instead intend for that new Terminal 3 to be rendered only via:
[LIRF_P3Dv4_RWC install path]\LIRF_P3Dv4_RWC.bgl
I shall await your replay before proceeding further with searching your LIRF project BGLs for 3D model GUIDs.
Thanks a lot GaryGBHi Davide:
I shall return from my travels tomorrow (Sunday), and may post some recommendations here by Monday, for how you can ensure display of the LIRF scenery objects (even if that airport is processed / compiled) by ADE ...so that you can also make certain changes to the original configuration.
GaryGB
This is the one and only LIRF scenario that I have. If I make ANY modification to the original bgl the buildings will disappear.
(I have noted that the buildings that disappear are that contained in the 3rd Party Libraries, so it's like that ADE won't compile them)
I have attached the .txt with the third party library objects GUID and these objects are the ones that disappear the moment I go to make any change to the scenery.
If you try yourself you will understand what I mean. Just try to:
1) add the stock lirf scenery in p3d addon scenery folder
2) run p3d and you will see the scenario working perfectly
3) open ade and add all the libraries to avoid the black squares and open the original lirf bgl
4) make any modification like move a ground vehicle or modify a parking number, now compile the bgl and replace in addon scenery folder
5) open the sim and you will see that all the buildings contained in the third party libraries are disappeared.
P.S. : If you look at the dimension of the original file and the modified one, you will notice that the original it's heavier than the modded.
Let me know if you try this and what is the result.
Davide.