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XML placement file question

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unitedstates
ok, im just trying to get one of my own objects to show up it flight sim X. from what i understand i must create my own XML file but the XML code i am using seems to be my problem. Im using the code i got from the SDK but i don't know were to place the new GUID number-is it either the sceneryobject or the LibraryObject name?
I created a couple BGL files by swiching in my GUId but no scenery shows up at the runway. can someone please help me. perhaps provide some correct code? thanks

<?xml version="1.0" encoding="ISO-8859-1"?>
<FSData version="9.0" xmlns:xsi='http://www.w3.org/2001/XMLSchema-instance' xsi:noNamespaceSchemaLocation="bglcomp.xsd">

<SceneryObject instanceId="{ec14df7a-3d72-4c87-bd55-daa998b6908f}" lat="47 25.89" lon="-122 18.43" alt="0" pitch="0" bank="0" heading="0" altitudeIsAgl="TRUE" imageComplexity="NORMAL">
<LibraryObject name="{6684841f-5555-46d0-bcd2-52e2e2fae6c8}" scale="1.0" />
</SceneryObject>

<ModelData sourceFile="test.MDL" />
</FSData>
 
OK a couple of questions

Is your mdl file in the same folder as the xml file?

Is the compiler producing a bgl file or is it giving error messages

If you are getting a bgl file are you then placing it in a folder in your Addon Scenery Folder structure which is active in FSX?
 
yes my mdl file is in the same folder as the xml file.
yes the bgl compiler creates a bgl file.
yes i have the bgl file in the addon scenery\ scenery folder along with the texture in addon scenery\ texture folder.
still nothing shows at seatac and i have scenery sliders at max.

I changed the ModelData sourcefile and the GUID's but again im not sure what GUID needs to be changed to match my model. any suggestions - thanks for the help.

<ModelData sourceFile="House.MDL" />

this one: LibraryObject name="{0f10da58-963d-412d-8014-10ac27bc193c}"
or this one: SceneryObject instanceId="{ec14df7a-3d72-4c87-bd55-daa998b6908f}"
 
Last edited:
I'm not an expert on the GMax FSX gamepack but I seem to recall that you need to embed the GUID in your model when you create it. It is that GUID which the LibraryObject Element need to reference. Is that the case?
 
Hi,

It is the GUID in the LibraryObject command that needs to match the GUID you assigned to your object in GMax. The instanceId GUID is optional and for most default object placement I think you can leave it out without trouble. As far as I know it is mainly used for feature that require you to identify the exact object later on (especially if you have placed the same object multiple times). For example in missions.
 
InstanceId

Hi, Arno

I have a doubt about InstanceId usage. I disassembed an APXxxxx.bgl to create a new version of the airport.

Almost objects in the decompiled XML have no such identification, but BoundaryFence.

I used the same InstanceId to recompile the BoundaryFence model, although I would like to modify its model, but I couldn't know the InstaceId to apply to the others models.

Any suggestion about InstanceId creation?

Regards,

José
 
thanks for your help guys- i removed instanceId="{ec14df7a-3d72-4c87-bd55-daa998b6908f}" and just used the LibraryObject name GUID and it worked. :) thank you!
 
Hi, Arno

I have a doubt about InstanceId usage. I disassembed an APXxxxx.bgl to create a new version of the airport.

Almost objects in the decompiled XML have no such identification, but BoundaryFence.

I used the same InstanceId to recompile the BoundaryFence model, although I would like to modify its model, but I couldn't know the InstaceId to apply to the others models.

Any suggestion about InstanceId creation?

Regards,

José

the attribute name shown in some of the SDK examples using the instance ID are wrong and I think there is a post here somewhere which talsk about it.

When SDE de-compiles a bgl or creates a new one it generates instance IDs for each object as a way of uniquely identifying them. In normal scenery development (i.e. non mission) I have not found any use for them so far. I agree with Arno that it would be useful to be able to identify a specific instance of a model in something like a mission but is not of any use otherwise. instanceId is an optional attribute in any case so mostly when generating XML I leave it out and I think there is not harm in doing that for normal scenery work.
 
No need for InstanceId

Thanks, Jon

I understood I can recompile without instanceid, even when there is one. I will try creating fences this way.

Regards,

José
 
Hi Jose,

I don't think we can treat a LibraryObject and a Fence the same. As far as I remember the instaceId is required when using the Fence command. And as Jon pointed out, the examples of the SDK will not always compile correctly.
 
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