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V2 Bgl Format differences

scruffyduck

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Well my initial tests indicate that there is no difference in Airport Bgl files from FSX/P3D1. Also stock objects appear to be identical except for one additional 'filler' object.

If my immediate findings are valid then it seems ADE should work fine with P3D2

However perhaps I am wrong :o
 
Well, there is one thing. It seems that V2 now honors the Draw Surface flag for aprons and taxiways. Not sure why but there you go............
 
ADE generated airports will not show taxi surfaces in P3D v 2. This is because the flags mentioned above default to FALSE. The upcoming ADE 1.60 should fix this.

Sent from my Sony Xperia with Tapatalk 2
 
Does an apron path with DrawSurface TRUE display in P3D2?

Oops, you cannot say. I'll try it.

No, apron paths ignore DrawSurface.
 
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Hi Jon,

Thanks for sharing your findings.

I indeed found no problems loading BGL files made with the new BGLComp in ModelConverterX either. Except for the changes to the MDL format of course.
 
Hi Arno

I have found no changes in the Bgl format but, of course, P3D v2 seems to respect more of the data it is getting.
 
Speaking about P3Dv2 respecting more data:

I was battling with ENBR, which has a custom runway made with Airport for Windows :D. I had a problem with custom bgl lights (heavy flickering and killing autogen), and I threw those lights away, then fired up P3D.

The runway had lights! I had forgotton to switch them off in ADE, lucky me.

In FSX, ADE lights were hidden by custom runways and taxiways. In P3Dv2 I can now solve this problem by simply turning all the lights back on in ADE. I see this as a huge step forward, al least regarding centerline lights for custom runways and taxiways.

PS:

Except from the fact taxiway centerline lighting and runway lighting shows up around 60 cm offset in P3Dv2. They are spot on in FSX.

Cheers,
:stirthepo
 
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