• 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.

What happens if you deliberately give two objects the same GUID?

Messages
16
Pretty much as the title says, what would happen if you decide to give two objects in FSX the same GUID? I'm asking because I'm trying to update a fs2004 library to FSX, but while some of the objects need to be run through Model Convertor X, others in the same library stop working and have mesh issues if you do. I'm considering running the file through MCX, giving the ones that won't run through it a new GUID, but using the same GUID for the rest of them, and I'm wondering what would happen, and which files/objects would overwrite which.
 
Just Do It ®

... probably one to just try and see what happens maybe repeat to see it it shows a random object. Maybe it'll display none.
 
You'll randomly get one of the objects, depending on the order they are read if I remember correctly.

But one big advice, DON'T DO THIS. Because you might wonder why you don't see an update you make later on, not to realize you had that other object with the same GUID as well. Really, each GUID should be unique.
 
Really, if the SDK tells us to use a unique GUID, don't you think it a good idea to follow its recommendation?
 
If used in a modeldef.xml <Animation...> definition, the silly file won't compile! :laughing:
 
You'll randomly get one of the objects, depending on the order they are read if I remember correctly.

But one big advice, DON'T DO THIS. Because you might wonder why you don't see an update you make later on, not to realize you had that other object with the same GUID as well. Really, each GUID should be unique.

I tried it, and apparently, presuming both are .bgl files and in the same scenery folder, it loads whichever one is second in alphabetical order. Seems to work, so far at least, provided you keep careful track of which which file is which. The reason is more or less simple - I need to update some of the objects in a fs9 library to fsx, but NOT upgrade other files in the same fs9 library, which won't work if loaded onto Model Convertor X. (Which I only have the .bgl's for. I copied the library .bgl via windows copy-paste (nothing fancy), updated the objects that needed updating, and gave the ones that needed to stay in fs9 format new GUID'S in the edited file, and placed both .bgl's in the same folder.) If I had a way to simply extract the individual objects from a fs9 library and make them into their own fs9 library, I would have done that instead. But BGL2XML won't load fs9 files, and the only library editor I've been able to find requires .xml files as the starting point.

Does anybody know of a way to add/remove objects from a fs9 library that's in .bgl format?
 
If bgl2xml doesn't load the FS2004 library, then I bet it is not a FS2004 library, but actually a FS2002 or older scenery library. Does would not be understood by the decompilers for the bglcomp BGL format. Have you tried bglanalyze of bglanalyzex?
 
Back
Top