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		<id>http://www.fsdeveloper.com/wiki/index.php?title=AGN_(FSX)&amp;diff=9944</id>
		<title>AGN (FSX)</title>
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		<updated>2015-05-24T08:24:54Z</updated>

		<summary type="html">&lt;p&gt;Golf-HotelDelta: /* A2GE */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox-Applicable-FSVersion&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| FSXA = true&lt;br /&gt;
| FSX = true&lt;br /&gt;
| FS2004 = false&lt;br /&gt;
| FS2002 = false&lt;br /&gt;
| FS2000 = unknown&lt;br /&gt;
| FS98 = unknown&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This document describes the FSX format for autogen (AGN) files.&lt;br /&gt;
&lt;br /&gt;
== Sections ==&lt;br /&gt;
&lt;br /&gt;
The AGN file uses the RIFF format (like MDL files), this means that the file consists of different sections. Each section starts with a four character label, followed by the length of the section in bytes (this length without the header itself).&lt;br /&gt;
&lt;br /&gt;
The main RIFF section itself has one additional parameter, this is a four character string that indicates the type of RIFF AGN file. For an FSX AGN file the value should always be AGNX.&lt;br /&gt;
&lt;br /&gt;
The following subsection show more details about the content of these different sections. &lt;br /&gt;
&lt;br /&gt;
=== VERS ===&lt;br /&gt;
&lt;br /&gt;
Contains versions information about the AGN file.&lt;br /&gt;
&lt;br /&gt;
  int32 version (normally 1091777331)&lt;br /&gt;
&lt;br /&gt;
=== GBDD ===&lt;br /&gt;
&lt;br /&gt;
Contains information about autogen generic buildings&lt;br /&gt;
&lt;br /&gt;
  int32 percentage of 1 and 2 floor buildings (normally 10)&lt;br /&gt;
  int32 percentage of 3 to 5 floor buildings (normally 10)&lt;br /&gt;
  int32 percentage of 6 to 8 floor buildings (normally 10)&lt;br /&gt;
  int32 percentage of 9 to 12 floor buildings (normally 10)&lt;br /&gt;
&lt;br /&gt;
Valid values for percentage are from 0x00 (0%) to 0x14 (100%).&lt;br /&gt;
&lt;br /&gt;
=== GBTE ===&lt;br /&gt;
&lt;br /&gt;
This section contains the name of the texture to use for the generic buidlings. The texture name is stored without extension and the length seems to be a multiple of 4.&lt;br /&gt;
&lt;br /&gt;
=== RHTE ===&lt;br /&gt;
&lt;br /&gt;
This section contains the name of the texture to use for the row houses. The texture name is stored without extension and the length seems to be a multiple of 4.&lt;br /&gt;
&lt;br /&gt;
=== GBLD ===&lt;br /&gt;
&lt;br /&gt;
Contains building information. This section contains one or more [[#GBLR|GBLR]] sections.&lt;br /&gt;
&lt;br /&gt;
==== GBLR ====&lt;br /&gt;
&lt;br /&gt;
Contains information about Generic Buildings.&lt;br /&gt;
&lt;br /&gt;
  GUID roof type (will use default roofs, if 0)&lt;br /&gt;
&lt;br /&gt;
For each Generic Building:&lt;br /&gt;
&lt;br /&gt;
  float X position of first point &lt;br /&gt;
  float Y position of first point&lt;br /&gt;
  float X direction to the second point&lt;br /&gt;
  float Y direction to the second point&lt;br /&gt;
  float X offset of third point&lt;br /&gt;
  float Y offset of third point &lt;br /&gt;
&lt;br /&gt;
The x and y coordinates are given as offset from the middle of the LOD13 square (range -0.5 till 0.5).&lt;br /&gt;
&lt;br /&gt;
=== PREG ===&lt;br /&gt;
&lt;br /&gt;
Contains vegatation information. This section contains one or more [[#PRDE|PRDE]] sections.&lt;br /&gt;
&lt;br /&gt;
==== PRDE ====&lt;br /&gt;
&lt;br /&gt;
For vegatation polygon. Contains:&lt;br /&gt;
&lt;br /&gt;
  GUID vegatation type&lt;br /&gt;
&lt;br /&gt;
For each polygon:&lt;br /&gt;
&lt;br /&gt;
  int number of vertices&lt;br /&gt;
&lt;br /&gt;
For each vertex:&lt;br /&gt;
&lt;br /&gt;
  single x&lt;br /&gt;
  single y&lt;br /&gt;
&lt;br /&gt;
The x and y coordinates are given as offset from the top left of the LOD13 square (range 0 till 1). The first and last vertex of the polygon have to be the same (so the polygon has to be closed).&lt;br /&gt;
&lt;br /&gt;
=== VGRG ===&lt;br /&gt;
&lt;br /&gt;
Contains information about FSX style rectangular vegetation regions. This section contains one or more [[#VGRE|VGRE]] sections. The type of vegetation is defined by a GUID.&lt;br /&gt;
&lt;br /&gt;
==== VGRE ====&lt;br /&gt;
&lt;br /&gt;
  GUID vegetation type&lt;br /&gt;
&lt;br /&gt;
For each rectangle:&lt;br /&gt;
&lt;br /&gt;
  float X position of first point&lt;br /&gt;
  float Y position of first point&lt;br /&gt;
  float X offset to second point&lt;br /&gt;
  float Y offset to second point &lt;br /&gt;
&lt;br /&gt;
The x and y coordinates are given as offset from the middle of the LOD13 square (range -0.5 till 0.5).&lt;br /&gt;
&lt;br /&gt;
=== VGRD ===&lt;br /&gt;
&lt;br /&gt;
Contains information about the FS2004 vegetation definition.&lt;br /&gt;
&lt;br /&gt;
  int vegetation class 1&lt;br /&gt;
  int vegetation class 2&lt;br /&gt;
  int percentage vegetation class 1 (0-100)&lt;br /&gt;
  int maximum density&lt;br /&gt;
  float minimum height class 1&lt;br /&gt;
  float maximum height class 1&lt;br /&gt;
  float minimum height class 2&lt;br /&gt;
  float maximum height class 2&lt;br /&gt;
&lt;br /&gt;
=== VGRO ===&lt;br /&gt;
&lt;br /&gt;
Contains information about FS2004 style rectangular vegetation regions. The type of vegetation is defined in the [[#VGRD|VGRD]] section.&lt;br /&gt;
&lt;br /&gt;
For each rectangle:&lt;br /&gt;
&lt;br /&gt;
  float X position of first point&lt;br /&gt;
  float Y position of first point&lt;br /&gt;
  float X offset to second point&lt;br /&gt;
  float Y offset to second point &lt;br /&gt;
&lt;br /&gt;
The x and y coordinates are given as offset from the middle of the LOD13 square (range -0.5 till 0.5).&lt;br /&gt;
&lt;br /&gt;
=== ROWH ===&lt;br /&gt;
&lt;br /&gt;
Contains information about row houses. The amount of houses is the length of the section divided by 24.&lt;br /&gt;
&lt;br /&gt;
For each row house:&lt;br /&gt;
&lt;br /&gt;
  float X position of first point&lt;br /&gt;
  float Y position of first point&lt;br /&gt;
  float X direction to second point&lt;br /&gt;
  float Y direction to second point&lt;br /&gt;
  float X offset to third point&lt;br /&gt;
  float Y offset to third point &lt;br /&gt;
&lt;br /&gt;
The x and y coordinates are given as offset from the middle of the LOD13 square (range -0.5 till 0.5).&lt;br /&gt;
&lt;br /&gt;
=== AGN2 ===&lt;br /&gt;
&lt;br /&gt;
Contains information about library objects. Contains one or more [[#A2GE|A2GE]] sections.&lt;br /&gt;
&lt;br /&gt;
==== A2GE ====&lt;br /&gt;
&lt;br /&gt;
Contains information about library objects.&lt;br /&gt;
&lt;br /&gt;
  GUID library object guid&lt;br /&gt;
&lt;br /&gt;
For each library object:&lt;br /&gt;
&lt;br /&gt;
  float X position of first point&lt;br /&gt;
  float Y position of first point&lt;br /&gt;
  float X direction to second point&lt;br /&gt;
  float Y direction to second point&lt;br /&gt;
&lt;br /&gt;
Optional:&lt;br /&gt;
&lt;br /&gt;
  float X offset to third point&lt;br /&gt;
  float Y offset to third point &lt;br /&gt;
&lt;br /&gt;
The x and y coordinates are given as offset from the middle of the LOD13 square (range -0.5 till 0.5). The coordinates describe the bounding box, the actual library object is placed in the center of it.&lt;br /&gt;
&lt;br /&gt;
=== PBLD===&lt;br /&gt;
&lt;br /&gt;
Contains information about polygon buildings. Contains one or more [[#PBDE|PBDE]] sections.&lt;br /&gt;
&lt;br /&gt;
==== PBDE====&lt;br /&gt;
&lt;br /&gt;
  GUID building type&lt;br /&gt;
&lt;br /&gt;
For each building:&lt;br /&gt;
&lt;br /&gt;
  int32 1 (seems always to be 1)&lt;br /&gt;
  float extrusion width&lt;br /&gt;
  int32 number of footprint vertices&lt;br /&gt;
&lt;br /&gt;
For each vertex:&lt;br /&gt;
&lt;br /&gt;
  single x&lt;br /&gt;
  single y&lt;br /&gt;
&lt;br /&gt;
The x and y coordinates are given as offset from the top left of the LOD13 square (range 0 till 1).&lt;br /&gt;
&lt;br /&gt;
[[Category:Terrain Design]]&lt;br /&gt;
[[Category:File_Formats]]&lt;br /&gt;
[[Category:Autogen]]&lt;/div&gt;</summary>
		<author><name>Golf-HotelDelta</name></author>
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