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	<updated>2026-05-10T06:43:10Z</updated>
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	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=BGL_file_format_(FSX_airport)&amp;diff=1982</id>
		<title>BGL file format (FSX airport)</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=BGL_file_format_(FSX_airport)&amp;diff=1982"/>
		<updated>2006-12-08T17:52:28Z</updated>

		<summary type="html">&lt;p&gt;Sandino: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Structure of Airport files in FS X===&lt;br /&gt;
&lt;br /&gt;
(The structure was tested with APX31250 from the FS X Demo release)&lt;br /&gt;
&lt;br /&gt;
==1. File header==&lt;br /&gt;
&lt;br /&gt;
The file header has the same format as in FS9. It consists of a fixed length section of 0x38 bytes and a variable number of section pointers, each 0x14 bytes long.&lt;br /&gt;
&lt;br /&gt;
The first 4 bytes of the fixed section contain the file signature (0x19920201), the same as for FS9 ne format files. At offset 0x0004 from the file start there is the size field: a DWORD which contains 0x00000038. The function of the next 3 DWORD data fields is unknown, possibly they contain a kind of date stamp for the file. A DWORD field at offset 0x0014 from the file start contains the number of section pointers following the fixed part of the header. &lt;br /&gt;
After this there are 8 DWORD data fields of unknown function, possibly indicating which part of the earth surface is covered by the contents of this file.&lt;br /&gt;
&lt;br /&gt;
The section pointers in the variable part of the header start at offset 0x0038 from the file start and follow each other without interruption. Each section pointer has the following structure:&lt;br /&gt;
&lt;br /&gt;
The first DWORD field contains the section ID. The following values are found in aiport files: 0x0003 (primary airport records); 0x002c (secondary airport records); 0x0022 (waypoint records); 0x0025 (scenery object records); 0x002a (unknown function); 0x0027 (name list).&lt;br /&gt;
A DWORD data field at offset 0x0004 from the start of the section pointer has an unknown function. In APX31250.bgl the following values are found at this location: 0x0001, 0x0004, 0x0003. &lt;br /&gt;
The DWORD field at offset 0x0008 from the start of the section pointer gives the number of subsection pointers in the section header; the DWORD at offset 0x000c contains the offset of the section header from the start of the file, followed by a DWORD giving the size of the section header in bytes.&lt;br /&gt;
&lt;br /&gt;
==2. Section header==&lt;br /&gt;
&lt;br /&gt;
Each section header consists of a variable number of subsection pointers of 0x10 bytes length, following each other without interruption.&lt;br /&gt;
The subsection pointers have the following structure:&lt;br /&gt;
The first DWORD seems to specify the section of the earth surface to which the following records belong (somewhat similar to the Latband in the old FS file format). &lt;br /&gt;
A DWORD field at offset 0x0004 from the start of the header contains the number of records belonging to this subsection. A DWORD field at offset 0x0008 gives the offset of the subsection start from the file start, a DWORD field at offset 0x000c the total length of the subsection in bytes.&lt;br /&gt;
The records of the subsection begin at the subsection start and follow each other apparently in the same order they had been written in the xml source code.&lt;br /&gt;
&lt;br /&gt;
==3. Primary airport records==&lt;br /&gt;
&lt;br /&gt;
Each primary airport record consists of a fixed part with a length of 0x38 bytes and a variable number of subrecords.&lt;br /&gt;
The size of the record given in the fixed part includes all subrecords; thus it is sufficient to add this value to the offset of the subsection from the file start to arrive at the start of the 2nd airport record (or at the end of the subsection).&lt;br /&gt;
&lt;br /&gt;
The fixed part has the following structure:&lt;br /&gt;
It starts with a WORD data field containg the signature of the record (0x003c for primary airport records in FS X; in FS9 this was 0x0003). A DWORD data field at offset 0x0002 contains the total size of the record (including all subrecords). After this there are beginning at offset 0x0006 six BYTE data fields giving the number of runway subrecords, the number of Com subrecords, the number of start subrecords, the number of approach subrecords (?), the number of apron subrecords(?) and the number of helipad subrecords (?). In the field for the apron subrecords only bits 0..6 are used to give the count; bit 7 is used as flag indicating whether a deleteAirport subrecord is present.&lt;br /&gt;
The DWORD data field at offset 0x000c represets the longitude, the DWORD at offset 0x0010 the latitude and the DWORD at 0x0014 the elevation of the airport reference point. The DWORD data fields at 0x0018, 0x001c and 0x0020 contain longitude, latitude and elevation of the tower. &lt;br /&gt;
The next data field at offset 0x0024 represents the magnetic variation as float value. &lt;br /&gt;
At offset 0x0028 is a DWORD field containing the ICAO identifier in a special format (same as in FS 9). Note: there seems to be a new convention for giving an identifier to those airports which have neither an official ICAO nor an IAA identifier, otherwise identifiers like &amp;quot;CODR&amp;quot; or &amp;quot;COCO&amp;quot; found in APX31250.bgl cannot be explained.&lt;br /&gt;
Beginning at offset 0x002c there are 3 more DWORD fields in the fixed part, of which the function is unknown.&lt;br /&gt;
&lt;br /&gt;
After the fixed part there are usually one or more subrecords with a structure depending on the type of the subrecord. All have their type ID in a WORD field at the start and their size in a DWORD field at offset 0x0002 from the start.&lt;br /&gt;
&lt;br /&gt;
Many of this subrecords are in the same format as in FS9. following ones exost in APX31250.bgl:&lt;br /&gt;
&lt;br /&gt;
ID = 0x0019: airport name&lt;br /&gt;
&lt;br /&gt;
ID = 0x0004: runway&lt;br /&gt;
&lt;br /&gt;
ID = 0x0011: start&lt;br /&gt;
&lt;br /&gt;
ID = 0x0012: com&lt;br /&gt;
&lt;br /&gt;
ID = 0x001a: taxiway point&lt;br /&gt;
&lt;br /&gt;
ID = 0x001c: taxiway path. There is a new type in the type field of each path (offset 0x0004 from start of path)&lt;br /&gt;
&lt;br /&gt;
ID = 0x001d: taxiway name&lt;br /&gt;
&lt;br /&gt;
ID = 0x0037 and 0x0030: apron&lt;br /&gt;
&lt;br /&gt;
ID = 0x0031: apron edge lights&lt;br /&gt;
&lt;br /&gt;
ID = 0x0024: approach&lt;br /&gt;
&lt;br /&gt;
The subrecord with ID = 0x001b (taxiway parking) does no longer exist. Apparently it was replaced with a new type with the ID of 0x003d; the structure of this subrecord is still partly unknown. After the size field at offset 0x0006 there is a WORD field giving the number of points defined, and there is for each point a 0x24 byte long record, which has at the start a DWORD, then at offset 0x0004 and 0x0008 two float values (probably diameter and heading), then unknown DWORD (?) values, and then at offset 0x001c and 0x0020 two DWORD fields with the point coordinates.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
There are two other types of subrecords with new IDs:&lt;br /&gt;
ID = 0x003b and ID = 0x0039. One of them probably contains the data for the fences which are drawn at the perimeter of the airports. &lt;br /&gt;
&lt;br /&gt;
The subrecord with the ID of 0x003b contains after the size field 3 WORD fields of unknown function and then a large number of DWORD pairs defining point coordinates.&lt;br /&gt;
&lt;br /&gt;
The subrecord with the ID of 0x0039 has after the size field a field giving a count of something, then 0x20 bytes of unknown function (maybe one sequence contains a GUID ?), and then DWORD pairs giving point coordinates; the number of points corresponds to the value given in the count field. &lt;br /&gt;
&lt;br /&gt;
==4. Secondary airport records==&lt;br /&gt;
&lt;br /&gt;
The same structure as in FS 9.&lt;br /&gt;
&lt;br /&gt;
==5. Waypoint records==&lt;br /&gt;
&lt;br /&gt;
The same structure as in FS 9.&lt;br /&gt;
&lt;br /&gt;
==6. namelist==&lt;br /&gt;
&lt;br /&gt;
The same structure as in FS 9.&lt;br /&gt;
&lt;br /&gt;
==7. Scenery object records==&lt;br /&gt;
&lt;br /&gt;
Here are the taxiway signs coded. The type code for taxiway signs has changed to 0x0e (apparently all kinds of objects have new type codes!), and the record structure for the fixed length part has become 0x10 bytes longer: at offset 0x001c there are four DWORD&#039;s added (they are all 0x00000000 ?), so that the DWORD count field is at offset 0x002c. The code for each sign seems to be unchanged from FS9.&lt;br /&gt;
&lt;br /&gt;
The type code for a library object in FSX appears to be 0x0b (for FS9 it is 0x02).  This makes it relatively easy to decide between objects in FS9 and FSX bgls.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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		<author><name>Sandino</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=FSX_KML&amp;diff=1979</id>
		<title>FSX KML</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=FSX_KML&amp;diff=1979"/>
		<updated>2006-12-06T22:34:29Z</updated>

		<summary type="html">&lt;p&gt;Sandino: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
&lt;br /&gt;
[[Image:before_and_after.jpg|thumb|right|150px|Before and after screenshot]]&lt;br /&gt;
&lt;br /&gt;
FSX KML is a freeware scenery design tool for Microsoft Flight Simulator X (FSX). &lt;br /&gt;
&lt;br /&gt;
It converts KML (Keyhole Markup Language) files generated by Google Earth into FSX scenery.&lt;br /&gt;
&lt;br /&gt;
Using Google Earth to draw polygons and polylines you can accurately and easily create the following types of &amp;quot;vector&amp;quot; based scenery:-&lt;br /&gt;
&lt;br /&gt;
* Water polygons including oceans, rivers, lakes and canals&lt;br /&gt;
* Islands inside water features&lt;br /&gt;
* Irregular shaped landclass polygons for cities, parks, beaches, forest, golf courses etc&lt;br /&gt;
* Airport boundries and flatten polygons and AUTOGEN EXCLUSIONS&lt;br /&gt;
* Shorelines &lt;br /&gt;
* Streams&lt;br /&gt;
* Roads (NOT road bridges)&lt;br /&gt;
* Railways (NOT rail bridges)&lt;br /&gt;
* Freeways (ie Moving traffic)&lt;br /&gt;
* Utility lines (eg power and telephone lines)&lt;br /&gt;
* Exclusions polygons (for vector data)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Additionally FSX_KML can also:-&lt;br /&gt;
&lt;br /&gt;
* Place scenery objects (from the FSX library) along a polyline &lt;br /&gt;
* Create landclass and waterclass “tiles” (1.2km sq)&lt;br /&gt;
* Create a FSX flight plan along a polyline&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Downloading FSX KML ==&lt;br /&gt;
&lt;br /&gt;
The latest version of FSX KML can be downloaded from the following sites:-&lt;br /&gt;
&lt;br /&gt;
http://www.innovasoftware.com/fsx/fsx_kml_103.zip&lt;br /&gt;
&lt;br /&gt;
== Installation ==&lt;br /&gt;
&lt;br /&gt;
=== Installing FSX KML ===&lt;br /&gt;
&lt;br /&gt;
FSX KML can be installed in a folder of your choice. Simply unzip the FSX KML installation zip file into the desired folder. &lt;br /&gt;
&lt;br /&gt;
After unzipping the installation file you should have the following files:-&lt;br /&gt;
&lt;br /&gt;
* FSX_KML.exe&lt;br /&gt;
* ShapeLib129.dll  &lt;br /&gt;
* FSX_KML_TAGS.XML&lt;br /&gt;
&amp;lt;!-- * Tutorial.KML --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Installing the FSX Software Development Kit (SDK) ===&lt;br /&gt;
&lt;br /&gt;
To generate FSX scenery you will need the FSX SDK, which is distributed with the FSX Deluxe version.&lt;br /&gt;
&lt;br /&gt;
If the SDK is not installed in the default SDK folder you must specify its location on the FSX_KML build tab.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
== The Tutorial ==&lt;br /&gt;
&lt;br /&gt;
FSX KML includes a simple tutorial to get you started. This tutorial demonstrates the creation of a coastline (with beaches), a river and islands, a town and forest, plus a road with moving traffic.&lt;br /&gt;
&lt;br /&gt;
* Open Tutorial.KML in Google Earth. An easy way to do this is to double click on Tutorial.KML in windows explorer. You will see the various polygons and polylines that have been &amp;quot;traced&amp;quot; over the real scenery features displayed in Google Earth. The important thing to notice is the use of the &amp;quot;Description&amp;quot; field for each polygon or polyline. The description field is used to tell FSX KML what type of scenery feature the polygon/poyline represents.  These tags be customised in FSX_KML_TAGS.XML&lt;br /&gt;
* To make scenery from the Tutorial.KML file:-&lt;br /&gt;
** Run FSX KML&lt;br /&gt;
** On the project tab, click &amp;quot;Add KML&amp;quot; and select &amp;quot;Tutorial.KML&amp;quot;. You will see KML structure displayed in FSX KML&lt;br /&gt;
** Click the Build tab, and then click the Build button. FSX KML will create a FSX scenery file called cvxTutorial.BGL. The file will be copied automatically to the FSX addon scenery directory&lt;br /&gt;
* To test the scenery:-&lt;br /&gt;
** Run FSX&lt;br /&gt;
** Open the saved flight called &amp;quot;Tutorial.Flt&amp;quot;&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Building Scenery ==&lt;br /&gt;
&lt;br /&gt;
Building your own scenery with FSX KML is easy.&lt;br /&gt;
&lt;br /&gt;
=== Step 1 - Creating a KML file with Google Earth ===&lt;br /&gt;
&lt;br /&gt;
The first step in creating your FSX scenery is to create a KML file by using Google Earth to &amp;quot;trace&amp;quot; scenery features. &lt;br /&gt;
&lt;br /&gt;
==== Creating polygons and polylines ====&lt;br /&gt;
&lt;br /&gt;
Using Google Earth create a polygon using the &amp;quot;Add Poly&amp;quot; function or create a polyline using the &amp;quot;Add Path&amp;quot; function, and then trace the scenery feature (for example a lake or road).&lt;br /&gt;
&lt;br /&gt;
==== &amp;quot;Tagging&amp;quot; the scenery features ====&lt;br /&gt;
&lt;br /&gt;
To describe what scenery feature your polygon or polyline represents it needs to be &amp;quot;tagged&amp;quot;. The file FSX_KML_TAGS.XML contains a list the tags you can use.&lt;br /&gt;
&lt;br /&gt;
There are two ways to tag a polygon or polyline:-&lt;br /&gt;
&lt;br /&gt;
* Place the name of the tag in the description field of the polygon or polyline.&lt;br /&gt;
* Place the name of the tag in the description field of the parent folder that contains the polygon or polyline. If a polygon/polyline has no tag then it will inherit its tag from the parent folder.&lt;br /&gt;
&lt;br /&gt;
You can place these tags in GE using the properties dialog of the polygon or polyline, or you can use FSX_KML to place these tags. &lt;br /&gt;
&lt;br /&gt;
To tag using FSX_KML click on a description &amp;quot;cell&amp;quot; and press F2. An arrow will be displayed so then click on the arrow to drop down a list of valid tags. Highlight the tag you want and press ENTER. If you had multi-selected several cells then all the selected cells will be tagged. To select multiple cells hold down the shift key while clicking cells.&lt;br /&gt;
&lt;br /&gt;
=== Step 2 - Processing the KML file with FSX KML ===&lt;br /&gt;
&lt;br /&gt;
[[Image:project.jpg|thumb|right|150px|The Project tab]] [[Image:build.jpg|thumb||150px|The Build tab]]&lt;br /&gt;
&lt;br /&gt;
* Run FSX_KML&lt;br /&gt;
* On the &amp;quot;Project&amp;quot; tab, click the &amp;quot;Add KML&amp;quot; button and choose a KML file. The contents of the selected KML file will be displayed. You may add multiple KML files. A FSX BGL file will be generated for each KML input file.&lt;br /&gt;
* Change to the &amp;quot;Build&amp;quot; tab&lt;br /&gt;
* Set the following build options:-&lt;br /&gt;
** &amp;quot;FSX folder&amp;quot; - Input the folder where FSX is installed. By default this is &amp;quot;C:\Program Files\Microsoft Games\Microsoft Flight Simulator X&amp;quot;&lt;br /&gt;
** &amp;quot;Terrain SDK&amp;quot; - Input the location of the FSX terrain SDK&lt;br /&gt;
** &amp;quot;Run SDK tools&amp;quot; - If you select this option FSX KML will automatically run the SDK tools to turn your Shape Files into a FSX BGL &lt;br /&gt;
** &amp;quot;Copy generated scenery to FSX Addon Scenery Folder&amp;quot; - If you select this option FSX KML will copy the generated BGLS to the FSX addon scenery directory&lt;br /&gt;
* Click the &amp;quot;Build&amp;quot; button. FSX KML will now build your scenery. The progress of the build will be displayed in the build log window. The following actions will occur duddring the build:-&lt;br /&gt;
** For each KML file in your project&lt;br /&gt;
*** An appropriate set of Shape files is generated depending on the features that have been tagged in the KML&lt;br /&gt;
*** An XML config file is created for use by Shp2Vec&lt;br /&gt;
** A batch file called &amp;quot;Run_SDK_Tools.bat&amp;quot; will be created. This batch file contains the appropriate commands to call the SDK tools (Shp2Vec and Resample)&lt;br /&gt;
** If you have selected the &amp;quot;Run SDK Tools&amp;quot; option then the Run_SDK_Tools.bat file will be executed. This will turn the Shape files into BGL scenery files&lt;br /&gt;
** If you have selected the &amp;quot;Copy generated scenery...&amp;quot; option then the BGL files(s) will be copied to the FSX addon scenery directory&lt;br /&gt;
&lt;br /&gt;
=== Step 3 - Testing the scenery ===&lt;br /&gt;
&lt;br /&gt;
* If you selected the &amp;quot;Copy generated files...&amp;quot; option then your scenery will have been copied to the FSX addon scenery folder. Simply run FSX and goto your scenery location to test the scenery&lt;br /&gt;
&lt;br /&gt;
== Scenery Design Tips == &lt;br /&gt;
&lt;br /&gt;
=== Creating a coastline with beaches ===&lt;br /&gt;
&lt;br /&gt;
* Draw a polygon representing the ocean. &amp;quot;Tag&amp;quot; it with a ocean water polygon tag&lt;br /&gt;
* Draw a polygon representing the beach. &amp;quot;Tag&amp;quot; it with a sand landclass polygon tag&lt;br /&gt;
&lt;br /&gt;
=== Creating a road with moving traffic ===&lt;br /&gt;
&lt;br /&gt;
* Draw a polyline to represent the road. If your road is going to have &amp;quot;one way&amp;quot; traffic then the traffic will travel from the start of the line (1st point you draw) to the end of the line (last point you draw)&lt;br /&gt;
* &amp;quot;Tag&amp;quot; the polyline with a road polyline tag &lt;br /&gt;
* &amp;quot;Tag&amp;quot; the polyline with a traffic polyline tag&lt;br /&gt;
&lt;br /&gt;
=== Creating a river with islands ===&lt;br /&gt;
&lt;br /&gt;
[[Image:fsx_kml_river.jpg|thumb|right|150px|River with islands]]&lt;br /&gt;
&lt;br /&gt;
* Create a folder in your KML to hold the river&lt;br /&gt;
* Draw a polygon representing the river. &amp;quot;Tag&amp;quot; it with a river water polygon tag&lt;br /&gt;
* Create a sub folder to hold the islands. &amp;quot;Tag&amp;quot; it island with the special &amp;quot;ISLAND&amp;quot; tag&lt;br /&gt;
* In the sub folder draw polygons for each island in the river&lt;br /&gt;
&lt;br /&gt;
=== Creating a bush landing strip ===&lt;br /&gt;
&lt;br /&gt;
Standard airports in FSX always appear flat and without sloping runways. But there is an easy way to create sloping bush landing strips using landclass polygons.&lt;br /&gt;
* Draw a polygon that will represent a grass clearing.  &amp;quot;Tag&amp;quot; it with a grass landclass poly tag&lt;br /&gt;
* Draw a smaller polygon inside the first one that will represent the landing strip. &amp;quot;Tag&amp;quot; it with a dirt landclass polygon tag&lt;br /&gt;
&lt;br /&gt;
=== Creating exclusions ===&lt;br /&gt;
&lt;br /&gt;
Because your scenery is added to the existing FSX scenery it is important to exclude existing scenery features that are replaced by your new scenery. For example, if you have created an improved version of a river using water polygons you will need to exclude the existing water polygons in the FSX scenery, otherwise they will clash visually with your new scenery.&lt;br /&gt;
&lt;br /&gt;
For example, to exclude water polygons:-&lt;br /&gt;
* Draw a polygon that covers the area you wish to exclude&lt;br /&gt;
* &amp;quot;Tag&amp;quot; the polygon with a waterpoly exclusion tag&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
=== Placing FSX scenery objects along a polyline ===&lt;br /&gt;
Todo - Not implemented in version 1.00 &lt;br /&gt;
&lt;br /&gt;
=== Creating landclass and waterclass “tiles” === &lt;br /&gt;
Todo - Not implemented in version 1.00&lt;br /&gt;
&lt;br /&gt;
=== Creating a FSX flight plan along a polyline ===&lt;br /&gt;
Todo - Not implemented in version 1.00&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Editing a KML file using FSX_KML ==&lt;br /&gt;
&lt;br /&gt;
Using FSX_KML you can easily edit your KML file.  The following types of edits can be performed:-&lt;br /&gt;
&lt;br /&gt;
=== Copy ===&lt;br /&gt;
To copy a KML item (folder or polygon/polyline) select the item to copy and click the copy button.&lt;br /&gt;
=== Delete ===&lt;br /&gt;
To delete a KML item select the item to copy and click the delete button.&lt;br /&gt;
=== Edit === &lt;br /&gt;
To edit the Name and Description attributes of a KML item select either a single item or &amp;lt;B&amp;gt;multiple items&amp;lt;/B&amp;gt; (hold the shift key to multi-select) and then press F2 to display the inline editor. Enter the new value and press enter. Your edit will be applied to the items you selected&lt;br /&gt;
&lt;br /&gt;
=== Saving your changes ===&lt;br /&gt;
Click the save button to write your changes back to disk.&lt;br /&gt;
=== Open in Notepad ===&lt;br /&gt;
Click the &amp;quot;Open in Notepad&amp;quot; button to open the selected KML file in Notepad.&lt;br /&gt;
=== Open in Google Earth ===&lt;br /&gt;
Click the &amp;quot;Open in Google Earth&amp;quot; button to open the selected KML file in Google Earth.&lt;br /&gt;
=== Reload a KML file ===&lt;br /&gt;
If you have edited the selected KML file using an external program (eg Google Earth or Notepad) then you can reload those changes back into FSX_KML by clicking the reload button.&lt;br /&gt;
&lt;br /&gt;
== FSX_KML_TAGS.XML ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Tags.jpg|thumb|right|150px|FSX_KML_TAGS tab]]&lt;br /&gt;
&lt;br /&gt;
=== What is the FSX_KML_TAGS file? ===&lt;br /&gt;
&lt;br /&gt;
This file holds the &amp;quot;tags&amp;quot; that are used in the KML file to describe FSX scenery features. You can customise this file to add more tags or change existing ones. &lt;br /&gt;
&lt;br /&gt;
An easy way to browse this file is by clicking on the &amp;quot;FSX_KML_TAGS.XML&amp;quot; tab in FSX KML.&lt;br /&gt;
&lt;br /&gt;
This XML contains the following attributes for each &amp;quot;tag&amp;quot;:-&lt;br /&gt;
&lt;br /&gt;
* Tag - The unique identifier for this scenery feature. This tag is what you use to &amp;quot;tag&amp;quot; the polygons/polylines in your Google Earth KML file &lt;br /&gt;
* Description - A description of the scenery feature. This description is displayed in FSX KML.&lt;br /&gt;
* Feature Type - The type of scenery feature and must be one of the following types:-&lt;br /&gt;
** WATERPOLY - Water polygons such as coastline, rivers, lakes, canals etc&lt;br /&gt;
** WATERPOLYGPS - Low resolution water polygons for use in the GPS&lt;br /&gt;
** PARK - irregular shaped landclass polygons for towns, forest, beaches, park etc&lt;br /&gt;
** AIRPORTBOUNDRY - define airport boundries and also flatten areas and AUTOGEN EXCLUSIONS&lt;br /&gt;
** EXCLUSION - exclude default vector scenery from the polygon&lt;br /&gt;
** STREAM - create streams&lt;br /&gt;
** SHORELINE - create animated shorelines&lt;br /&gt;
** ROAD - create roads (NOT road bridges)&lt;br /&gt;
** FREEWAY - create moving traffic&lt;br /&gt;
** RAILWAY - create railways (NOT rail bridges)&lt;br /&gt;
** UTILITY - power lines, telegraph lines, fences etc&lt;br /&gt;
* GUID - The FSX GUID for the scenery feature. &lt;br /&gt;
&lt;br /&gt;
Please refer to the FSX &amp;quot;terrain.cfg&amp;quot; file and terrain SDK documentation for futher information on feature types and GUIDs&lt;br /&gt;
&lt;br /&gt;
=== Editing FSX_KML_TAGS.XML using FSX KML ===&lt;br /&gt;
&lt;br /&gt;
The FSX_KML_TAGS.XML file can be easily edited in FSX KML.  To following edits can be performed:-&lt;br /&gt;
&lt;br /&gt;
==== Copy ====&lt;br /&gt;
To copy an item select the item to copy and click the copy button.&lt;br /&gt;
==== Delete ====&lt;br /&gt;
To delete an item select the item to delete and click the delete button.&lt;br /&gt;
==== Edit ==== &lt;br /&gt;
To edit the Tag, Description, FeatureType or GUID attributes of an item select either a single item or &amp;lt;B&amp;gt;multiple items&amp;lt;/B&amp;gt; (hold the shift key to multi-select) and then press F2 to display the inline editor. Enter the new value and press enter. Your edit will be applied to the items you selected&lt;br /&gt;
&lt;br /&gt;
==== Saving your changes ====&lt;br /&gt;
Click the save button to write your changes back to disk.&lt;br /&gt;
==== Open in Notepad ====&lt;br /&gt;
Click the &amp;quot;Open in Notepad&amp;quot; button to open the FSX_KML_TAGS.XML file in Notepad.&lt;br /&gt;
==== Reload ====&lt;br /&gt;
If you have edited the FSX_KML_TAGS.XML file using an external program (eg Notepad) you can reload those changes by clicking the reload button.&lt;br /&gt;
&lt;br /&gt;
== Google Earth ==&lt;br /&gt;
&lt;br /&gt;
=== Downloading Google Earth ===&lt;br /&gt;
&lt;br /&gt;
The free version Google Earth may be downloaded from the [http://earth.google.com/ Google Earth home page]&lt;br /&gt;
&lt;br /&gt;
The latest [http://earth.google.com/earth4-beta6.html Google Earth beta] (1st Nov 06) adds support for creating polygons and polylines. Previously these features were only available in the $20 &amp;quot;plus&amp;quot; version.&lt;br /&gt;
&lt;br /&gt;
=== Copyright of Google Earth Data ===&lt;br /&gt;
&lt;br /&gt;
Scenery developers need to be aware that there may be copyright issues associated with the use of data obtained from Google Earth. Please see the [http://earth.google.com/support/ Google Earth support page] for more information on the Google Earth policy of using this data in your freeware or commercial products.&lt;br /&gt;
&lt;br /&gt;
== Freeware scenery created with FSX KML ==&lt;br /&gt;
&lt;br /&gt;
If you wish your scenery to be listed here please send an email to fsx_kml@innovasoftware.com&lt;br /&gt;
&lt;br /&gt;
== End User Licence ==&lt;br /&gt;
&lt;br /&gt;
Copyright © 2006 Innova Software ALL RIGHTS RESERVED&lt;br /&gt;
&lt;br /&gt;
FSX KML (&amp;quot;Software&amp;quot;) is distributed without charge to other scenery designers, redistribution of the original ZIP file is allowed. You are NOT allowed to sell this software or ask money for its distribution. &lt;br /&gt;
&lt;br /&gt;
FSX KML may be used free of charge for the production of both freeware and commercial sceneries subject to the following terms and conditions:-&lt;br /&gt;
* You notify Innova Software of the use of FSX KML in your scenery product&lt;br /&gt;
* You give Innova Software a free copy of your scenery (and any updates)&lt;br /&gt;
* In your readme file you say that FSX KML was used to help with your scenery production&lt;br /&gt;
* The copyright and any intellectual property relating to FSX KML shall remain the property of Innova Software&lt;br /&gt;
* LIMITED WARRANTY - INNOVA SOFTWARE SHALL NOT BE RESPONSIBLE IN TORT OR IN CONTRACT FOR ANY LOSS OR DAMAGE HOWSOEVER CAUSED TO THE PROPERTY OR PERSON OF YOURSELF OR ANY THIRD PARTY AS A RESULT OF ANY DEFECT IN THE SOFTWARE WHETHER PATENT OR LATENT OR AS A RESULT OF ANY FAULT, NEGLIGENCE, WRONGFUL ACT OR OMISSION OF INNOVA SOFTWARE OR ANY OF ITS SERVANTS, EMPLOYEES, CONTRACTS AND AGENTS, AND YOU INDEMNIFY INNOVA SOFTWARE AGAINST ANY CLAIMS MADE AGAINST IT BY ANY THIRD PARTY ARISING OUT OF ANY SUCH DEFAULT OR FAULT, NEGLIGENCE, WRONGFUL ACT OR OMISSION AND IN NO EVENT SHALL INNOVA SOFTWARE BE LIABLE FOR ANY CLAIMS OR DAMAGES INCLUDING, BUT NOT LIMITED TO CLAIMS OF FAULTY DESIGN, NEGLIGENT OR MISLEADING ADVICE, DAMAGES ARISING FROM LOSS OR USE OF THE SOFTWARE AND/OR SUPPLY OF SERVICES; AND ANY INDIRECT, SPECIAL OR CONSEQUENTIAL DAMAGES OR INJURY TO ANY PERSON, CORPORATION OR OTHER ENTITY BY REASON OF THE PROVISION OF THE SOFTWARE AND/OR PROVISION OF SERVICES PURSUANT TO THESE TERMS AND CONDITIONS&lt;br /&gt;
&lt;br /&gt;
Developers can email acceptance of these terms and conditions to &amp;lt;B&amp;gt;fsx_kml@innovasoftware.com&amp;lt;/B&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Release History ==&lt;br /&gt;
&lt;br /&gt;
=== v1.00 Beta - 19th 0ct 2006 ===&lt;br /&gt;
&lt;br /&gt;
This is first beta release of FSX KML&lt;br /&gt;
&lt;br /&gt;
=== v1.01 Beta - 19th 0ct 2006 ===&lt;br /&gt;
&lt;br /&gt;
Issues resolved:-&lt;br /&gt;
* Fixed error with FSX_KML_TAGS.XML file not found&lt;br /&gt;
&lt;br /&gt;
=== v1.02 Beta - 21st 0ct 2006 ===&lt;br /&gt;
&lt;br /&gt;
Issues resolved:-&lt;br /&gt;
* Fixed error reading polygon/poylines. FSX KML could sometimes insert an erroneous point of 0,0&lt;br /&gt;
&lt;br /&gt;
=== v1.03 Beta - 28th 0ct 2006 ===&lt;br /&gt;
&lt;br /&gt;
Issues resolved:-&lt;br /&gt;
* Better handle tags in description field. Be less strict about &amp;quot;whitespace&amp;quot; and cr/lf&lt;br /&gt;
* Better handle international settings for decimals&lt;br /&gt;
* Add more excludes to fsx_kml_tags.xml (see tags starting with &amp;quot;exclude__&amp;quot;)&lt;br /&gt;
* Add support for moving kml items up/down&lt;br /&gt;
* Add support for moving kml items via drag drop&lt;br /&gt;
* Add support for creating new kml folder&lt;br /&gt;
* Create shapes in order they appear in the KML&lt;br /&gt;
* Assign UUID (starting at 1) to each shape in the KML based on its order in the KML&lt;br /&gt;
&lt;br /&gt;
Known issues (Features not implemented in this release):-&lt;br /&gt;
* Freeway tags (moving traffic) - in v1.03 you must manually edit the FW .DBF file to set traffic density and direction&lt;br /&gt;
&lt;br /&gt;
== Development Roadmap ==&lt;br /&gt;
&lt;br /&gt;
The following features are planned for upcoming releases:-&lt;br /&gt;
&lt;br /&gt;
=== v1.04 ===&lt;br /&gt;
* Add New, Open and Save project buttons&lt;br /&gt;
* Allow multi select of KML files in Add KML file dialog&lt;br /&gt;
* Remember FSX and FSX SDK path settings&lt;br /&gt;
* Add Legacy_LandWaterMask_Water_NoFlatten to FSX_KML_Tags.XML to allow water polys that cling to mesh&lt;br /&gt;
* Write KML elevation data (ie Z value) for polygons/polylines if it exists otherwise write 0&lt;br /&gt;
* Add output directory - write to it instead of default directory&lt;br /&gt;
* Add support for &amp;quot;holes&amp;quot; in polygons, eg making islands in rivers&lt;br /&gt;
* Add support for multiple tags per KML item&lt;br /&gt;
* Add support for tag parameters (eg elevation and freeway traffic data)&lt;br /&gt;
* Add pop up editor for KML item tags. This is needed to allow easy entry of multiple tags and tag parameters&lt;br /&gt;
&lt;br /&gt;
=== v1.05 ===&lt;br /&gt;
* Add support for traditional landclass tiles (1.2km sq)&lt;br /&gt;
&lt;br /&gt;
=== v1.06 ===&lt;br /&gt;
* Add support for placing of FSX library objects either along polyline or at place marks&lt;br /&gt;
* Add support for placing FSX library objects inside a polygon. Allow number of objects and elevation  to be specified. Objects will be distributed randomly within the polygon. This can be used to populate livestock, wildlife, boats/ships in harbors, people on beaches, birds, hot air balloons etc&lt;br /&gt;
* &amp;lt;u&amp;gt;If possible&amp;lt;/u&amp;gt; add support for conditional display of FSX library objects based on various triggers such as date/time, weather conditions and probability factor. For example, this would allow harbors to be populated with pleasure craft on sunny warm days, but not at night or in cold weather. Would allow forest fires to be generated in hot, windy conditions.&lt;br /&gt;
&lt;br /&gt;
=== v1.07 ===&lt;br /&gt;
* Add support for flight plan generation along polyline&lt;br /&gt;
&lt;br /&gt;
== Feedback and Support ==&lt;br /&gt;
&lt;br /&gt;
You can discuss FSX KML at the fsdeveloper.com  &lt;br /&gt;
[http://www.fsdeveloper.com/forum/forumdisplay.php?f=81 FSX KML subforum]. This is the best place to ask support questions about FSX_KML since other FSX_KML users (as well as the author) can answer your questions.&lt;br /&gt;
&lt;br /&gt;
[[category:Manuals]]&lt;br /&gt;
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		<author><name>Sandino</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=FSX_KML&amp;diff=1942</id>
		<title>FSX KML</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=FSX_KML&amp;diff=1942"/>
		<updated>2006-11-15T18:00:45Z</updated>

		<summary type="html">&lt;p&gt;Sandino: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
&lt;br /&gt;
[[Image:before_and_after.jpg|thumb|right|150px|Before and after screenshot]]&lt;br /&gt;
&lt;br /&gt;
FSX KML is a freeware scenery design tool for Microsoft Flight Simulator X (FSX). &lt;br /&gt;
&lt;br /&gt;
It converts KML (Keyhole Markup Language) files generated by Google Earth into FSX scenery.&lt;br /&gt;
&lt;br /&gt;
Using Google Earth to draw polygons and polylines you can accurately and easily create the following types of &amp;quot;vector&amp;quot; based scenery:-&lt;br /&gt;
&lt;br /&gt;
* Water polygons including oceans, rivers, lakes and canals&lt;br /&gt;
* Islands inside water features&lt;br /&gt;
* Irregular shaped landclass polygons for cities, parks, beaches, forest, golf courses etc&lt;br /&gt;
* Airport boundries and flatten polygons&lt;br /&gt;
* Shorelines &lt;br /&gt;
* Streams&lt;br /&gt;
* Roads and road bridges&lt;br /&gt;
* Railways and rail bridges&lt;br /&gt;
* Freeways (ie Moving traffic)&lt;br /&gt;
* Utility lines (eg power and telephone lines)&lt;br /&gt;
* Exclusions polygons&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Additionally FSX_KML can also:-&lt;br /&gt;
&lt;br /&gt;
* Place scenery objects (from the FSX library) along a polyline &lt;br /&gt;
* Create landclass and waterclass “tiles” (1.2km sq)&lt;br /&gt;
* Create a FSX flight plan along a polyline&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Downloading FSX KML ==&lt;br /&gt;
&lt;br /&gt;
The latest version of FSX KML can be downloaded from the following sites:-&lt;br /&gt;
&lt;br /&gt;
http://www.innovasoftware.com/fsx/fsx_kml_103.zip&lt;br /&gt;
&lt;br /&gt;
== Installation ==&lt;br /&gt;
&lt;br /&gt;
=== Installing FSX KML ===&lt;br /&gt;
&lt;br /&gt;
FSX KML can be installed in a folder of your choice. Simply unzip the FSX KML installation zip file into the desired folder. &lt;br /&gt;
&lt;br /&gt;
After unzipping the installation file you should have the following files:-&lt;br /&gt;
&lt;br /&gt;
* FSX_KML.exe&lt;br /&gt;
* ShapeLib129.dll  &lt;br /&gt;
* FSX_KML_TAGS.XML&lt;br /&gt;
&amp;lt;!-- * Tutorial.KML --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Installing the FSX Software Development Kit (SDK) ===&lt;br /&gt;
&lt;br /&gt;
To generate FSX scenery you will need the FSX SDK. If you purchased the deluxe version of FSX then you already have the SDK. Otherwise you must download the SDK from the [http://www.microsoft.com/games/flightsimulatorx/default.htm Microsoft FSX website]&lt;br /&gt;
&lt;br /&gt;
If the SDK is not installed in the default SDK folder you must specify its location on the FSX_KML build tab.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
== The Tutorial ==&lt;br /&gt;
&lt;br /&gt;
FSX KML includes a simple tutorial to get you started. This tutorial demonstrates the creation of a coastline (with beaches), a river and islands, a town and forest, plus a road with moving traffic.&lt;br /&gt;
&lt;br /&gt;
* Open Tutorial.KML in Google Earth. An easy way to do this is to double click on Tutorial.KML in windows explorer. You will see the various polygons and polylines that have been &amp;quot;traced&amp;quot; over the real scenery features displayed in Google Earth. The important thing to notice is the use of the &amp;quot;Description&amp;quot; field for each polygon or polyline. The description field is used to tell FSX KML what type of scenery feature the polygon/poyline represents.  These tags be customised in FSX_KML_TAGS.XML&lt;br /&gt;
* To make scenery from the Tutorial.KML file:-&lt;br /&gt;
** Run FSX KML&lt;br /&gt;
** On the project tab, click &amp;quot;Add KML&amp;quot; and select &amp;quot;Tutorial.KML&amp;quot;. You will see KML structure displayed in FSX KML&lt;br /&gt;
** Click the Build tab, and then click the Build button. FSX KML will create a FSX scenery file called cvxTutorial.BGL. The file will be copied automatically to the FSX addon scenery directory&lt;br /&gt;
* To test the scenery:-&lt;br /&gt;
** Run FSX&lt;br /&gt;
** Open the saved flight called &amp;quot;Tutorial.Flt&amp;quot;&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Building Scenery ==&lt;br /&gt;
&lt;br /&gt;
Building your own scenery with FSX KML is easy.&lt;br /&gt;
&lt;br /&gt;
=== Step 1 - Creating a KML file with Google Earth ===&lt;br /&gt;
&lt;br /&gt;
The first step in creating your FSX scenery is to create a KML file by using Google Earth to &amp;quot;trace&amp;quot; scenery features. &lt;br /&gt;
&lt;br /&gt;
==== Creating polygons and polylines ====&lt;br /&gt;
&lt;br /&gt;
Using Google Earth create a polygon using the &amp;quot;Add Poly&amp;quot; function or create a polyline using the &amp;quot;Add Path&amp;quot; function, and then trace the scenery feature (for example a lake or road).&lt;br /&gt;
&lt;br /&gt;
==== &amp;quot;Tagging&amp;quot; the scenery features ====&lt;br /&gt;
&lt;br /&gt;
To describe what scenery feature your polygon or polyline represents it needs to be &amp;quot;tagged&amp;quot;. The file FSX_KML_TAGS.XML contains a list the tags you can use.&lt;br /&gt;
&lt;br /&gt;
There are two ways to tag a polygon or polyline:-&lt;br /&gt;
&lt;br /&gt;
* Place the name of the tag in the description field of the polygon or polyline.&lt;br /&gt;
* Place the name of the tag in the description field of the parent folder that contains the polygon or polyline. If a polygon/polyline has no tag then it will inherit its tag from the parent folder.&lt;br /&gt;
&lt;br /&gt;
You can place these tags in GE using the properties dialog of the polygon or polyline, or you can use FSX_KML to place these tags. &lt;br /&gt;
&lt;br /&gt;
To tag using FSX_KML click on a description &amp;quot;cell&amp;quot; and press F2. An arrow will be displayed so then click on the arrow to drop down a list of valid tags. Highlight the tag you want and press ENTER. If you had multi-selected several cells then all the selected cells will be tagged. To select multiple cells hold down the shift key while clicking cells.&lt;br /&gt;
&lt;br /&gt;
=== Step 2 - Processing the KML file with FSX KML ===&lt;br /&gt;
&lt;br /&gt;
[[Image:project.jpg|thumb|right|150px|The Project tab]] [[Image:build.jpg|thumb||150px|The Build tab]]&lt;br /&gt;
&lt;br /&gt;
* Run FSX_KML&lt;br /&gt;
* On the &amp;quot;Project&amp;quot; tab, click the &amp;quot;Add KML&amp;quot; button and choose a KML file. The contents of the selected KML file will be displayed. You may add multiple KML files. A FSX BGL file will be generated for each KML input file.&lt;br /&gt;
* Change to the &amp;quot;Build&amp;quot; tab&lt;br /&gt;
* Set the following build options:-&lt;br /&gt;
** &amp;quot;FSX folder&amp;quot; - Input the folder where FSX is installed. By default this is &amp;quot;C:\Program Files\Microsoft Games\Microsoft Flight Simulator X&amp;quot;&lt;br /&gt;
** &amp;quot;Terrain SDK&amp;quot; - Input the location of the FSX terrain SDK&lt;br /&gt;
** &amp;quot;Run SDK tools&amp;quot; - If you select this option FSX KML will automatically run the SDK tools to turn your Shape Files into a FSX BGL &lt;br /&gt;
** &amp;quot;Copy generated scenery to FSX Addon Scenery Folder&amp;quot; - If you select this option FSX KML will copy the generated BGLS to the FSX addon scenery directory&lt;br /&gt;
* Click the &amp;quot;Build&amp;quot; button. FSX KML will now build your scenery. The progress of the build will be displayed in the build log window. The following actions will occur duddring the build:-&lt;br /&gt;
** For each KML file in your project&lt;br /&gt;
*** An appropriate set of Shape files is generated depending on the features that have been tagged in the KML&lt;br /&gt;
*** An XML config file is created for use by Shp2Vec&lt;br /&gt;
** A batch file called &amp;quot;Run_SDK_Tools.bat&amp;quot; will be created. This batch file contains the appropriate commands to call the SDK tools (Shp2Vec and Resample)&lt;br /&gt;
** If you have selected the &amp;quot;Run SDK Tools&amp;quot; option then the Run_SDK_Tools.bat file will be executed. This will turn the Shape files into BGL scenery files&lt;br /&gt;
** If you have selected the &amp;quot;Copy generated scenery...&amp;quot; option then the BGL files(s) will be copied to the FSX addon scenery directory&lt;br /&gt;
&lt;br /&gt;
=== Step 3 - Testing the scenery ===&lt;br /&gt;
&lt;br /&gt;
* If you selected the &amp;quot;Copy generated files...&amp;quot; option then your scenery will have been copied to the FSX addon scenery folder. Simply run FSX and goto your scenery location to test the scenery&lt;br /&gt;
&lt;br /&gt;
== Scenery Design Tips == &lt;br /&gt;
&lt;br /&gt;
=== Creating a coastline with beaches ===&lt;br /&gt;
&lt;br /&gt;
* Draw a polygon representing the ocean. &amp;quot;Tag&amp;quot; it with a ocean water polygon tag&lt;br /&gt;
* Draw a polygon representing the beach. &amp;quot;Tag&amp;quot; it with a sand landclass polygon tag&lt;br /&gt;
&lt;br /&gt;
=== Creating a road with moving traffic ===&lt;br /&gt;
&lt;br /&gt;
* Draw a polyline to represent the road. If your road is going to have &amp;quot;one way&amp;quot; traffic then the traffic will travel from the start of the line (1st point you draw) to the end of the line (last point you draw)&lt;br /&gt;
* &amp;quot;Tag&amp;quot; the polyline with a road polyline tag &lt;br /&gt;
* &amp;quot;Tag&amp;quot; the polyline with a traffic polyline tag&lt;br /&gt;
&lt;br /&gt;
=== Creating a river with islands ===&lt;br /&gt;
&lt;br /&gt;
[[Image:fsx_kml_river.jpg|thumb|right|150px|River with islands]]&lt;br /&gt;
&lt;br /&gt;
* Create a folder in your KML to hold the river&lt;br /&gt;
* Draw a polygon representing the river. &amp;quot;Tag&amp;quot; it with a river water polygon tag&lt;br /&gt;
* Create a sub folder to hold the islands. &amp;quot;Tag&amp;quot; it island with the special &amp;quot;ISLAND&amp;quot; tag&lt;br /&gt;
* In the sub folder draw polygons for each island in the river&lt;br /&gt;
&lt;br /&gt;
=== Creating a bush landing strip ===&lt;br /&gt;
&lt;br /&gt;
Standard airports in FSX always appear flat and without sloping runways. But there is an easy way to create sloping bush landing strips using landclass polygons.&lt;br /&gt;
* Draw a polygon that will represent a grass clearing.  &amp;quot;Tag&amp;quot; it with a grass landclass poly tag&lt;br /&gt;
* Draw a smaller polygon inside the first one that will represent the landing strip. &amp;quot;Tag&amp;quot; it with a dirt landclass polygon tag&lt;br /&gt;
&lt;br /&gt;
=== Creating exclusions ===&lt;br /&gt;
&lt;br /&gt;
Because your scenery is added to the existing FSX scenery it is important to exclude existing scenery features that are replaced by your new scenery. For example, if you have created an improved version of a river using water polygons you will need to exclude the existing water polygons in the FSX scenery, otherwise they will clash visually with your new scenery.&lt;br /&gt;
&lt;br /&gt;
For example, to exclude water polygons:-&lt;br /&gt;
* Draw a polygon that covers the area you wish to exclude&lt;br /&gt;
* &amp;quot;Tag&amp;quot; the polygon with a waterpoly exclusion tag&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
=== Placing FSX scenery objects along a polyline ===&lt;br /&gt;
Todo - Not implemented in version 1.00 &lt;br /&gt;
&lt;br /&gt;
=== Creating landclass and waterclass “tiles” === &lt;br /&gt;
Todo - Not implemented in version 1.00&lt;br /&gt;
&lt;br /&gt;
=== Creating a FSX flight plan along a polyline ===&lt;br /&gt;
Todo - Not implemented in version 1.00&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Editing a KML file using FSX_KML ==&lt;br /&gt;
&lt;br /&gt;
Using FSX_KML you can easily edit your KML file.  The following types of edits can be performed:-&lt;br /&gt;
&lt;br /&gt;
=== Copy ===&lt;br /&gt;
To copy a KML item (folder or polygon/polyline) select the item to copy and click the copy button.&lt;br /&gt;
=== Delete ===&lt;br /&gt;
To delete a KML item select the item to copy and click the delete button.&lt;br /&gt;
=== Edit === &lt;br /&gt;
To edit the Name and Description attributes of a KML item select either a single item or &amp;lt;B&amp;gt;multiple items&amp;lt;/B&amp;gt; (hold the shift key to multi-select) and then press F2 to display the inline editor. Enter the new value and press enter. Your edit will be applied to the items you selected&lt;br /&gt;
&lt;br /&gt;
=== Saving your changes ===&lt;br /&gt;
Click the save button to write your changes back to disk.&lt;br /&gt;
=== Open in Notepad ===&lt;br /&gt;
Click the &amp;quot;Open in Notepad&amp;quot; button to open the selected KML file in Notepad.&lt;br /&gt;
=== Open in Google Earth ===&lt;br /&gt;
Click the &amp;quot;Open in Google Earth&amp;quot; button to open the selected KML file in Google Earth.&lt;br /&gt;
=== Reload a KML file ===&lt;br /&gt;
If you have edited the selected KML file using an external program (eg Google Earth or Notepad) then you can reload those changes back into FSX_KML by clicking the reload button.&lt;br /&gt;
&lt;br /&gt;
== FSX_KML_TAGS.XML ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Tags.jpg|thumb|right|150px|FSX_KML_TAGS tab]]&lt;br /&gt;
&lt;br /&gt;
=== What is the FSX_KML_TAGS file? ===&lt;br /&gt;
&lt;br /&gt;
This file holds the &amp;quot;tags&amp;quot; that are used in the KML file to describe FSX scenery features. You can customise this file to add more tags or change existing ones. &lt;br /&gt;
&lt;br /&gt;
An easy way to browse this file is by clicking on the &amp;quot;FSX_KML_TAGS.XML&amp;quot; tab in FSX KML.&lt;br /&gt;
&lt;br /&gt;
This XML contains the following attributes for each &amp;quot;tag&amp;quot;:-&lt;br /&gt;
&lt;br /&gt;
* Tag - The unique identifier for this scenery feature. This tag is what you use to &amp;quot;tag&amp;quot; the polygons/polylines in your Google Earth KML file &lt;br /&gt;
* Description - A description of the scenery feature. This description is displayed in FSX KML.&lt;br /&gt;
* Feature Type - The type of scenery feature and must be one of the following types:-&lt;br /&gt;
** WATERPOLY - Water polygons such as coastline, rivers, lakes, canals etc&lt;br /&gt;
** WATERPOLYGPS - Low resolution water polygons for use in the GPS&lt;br /&gt;
** PARK - irregular shaped landclass polygons for towns, forest, beaches, park etc&lt;br /&gt;
** AIRPORTBOUNDRY - define airport boundries and also flatten areas&lt;br /&gt;
** EXCLUSION - exclude default scenery from the polygon&lt;br /&gt;
** STREAM - create streams&lt;br /&gt;
** SHORELINE - create animated shorelines&lt;br /&gt;
** ROAD - create roads and road bridges&lt;br /&gt;
** FREEWAY - create moving traffic&lt;br /&gt;
** RAILWAY - create railways and rail bridges&lt;br /&gt;
** UTILITY - power lines, telegraph lines, fences etc&lt;br /&gt;
* GUID - The FSX GUID for the scenery feature. &lt;br /&gt;
&lt;br /&gt;
Please refer to the FSX &amp;quot;terrain.cfg&amp;quot; file and terrain SDK documentation for futher information on feature types and GUIDs&lt;br /&gt;
&lt;br /&gt;
=== Editing FSX_KML_TAGS.XML using FSX KML ===&lt;br /&gt;
&lt;br /&gt;
The FSX_KML_TAGS.XML file can be easily edited in FSX KML.  To following edits can be performed:-&lt;br /&gt;
&lt;br /&gt;
==== Copy ====&lt;br /&gt;
To copy an item select the item to copy and click the copy button.&lt;br /&gt;
==== Delete ====&lt;br /&gt;
To delete an item select the item to delete and click the delete button.&lt;br /&gt;
==== Edit ==== &lt;br /&gt;
To edit the Tag, Description, FeatureType or GUID attributes of an item select either a single item or &amp;lt;B&amp;gt;multiple items&amp;lt;/B&amp;gt; (hold the shift key to multi-select) and then press F2 to display the inline editor. Enter the new value and press enter. Your edit will be applied to the items you selected&lt;br /&gt;
&lt;br /&gt;
==== Saving your changes ====&lt;br /&gt;
Click the save button to write your changes back to disk.&lt;br /&gt;
==== Open in Notepad ====&lt;br /&gt;
Click the &amp;quot;Open in Notepad&amp;quot; button to open the FSX_KML_TAGS.XML file in Notepad.&lt;br /&gt;
==== Reload ====&lt;br /&gt;
If you have edited the FSX_KML_TAGS.XML file using an external program (eg Notepad) you can reload those changes by clicking the reload button.&lt;br /&gt;
&lt;br /&gt;
== Google Earth ==&lt;br /&gt;
&lt;br /&gt;
=== Downloading Google Earth ===&lt;br /&gt;
&lt;br /&gt;
The free version Google Earth may be downloaded from the [http://earth.google.com/ Google Earth home page]&lt;br /&gt;
&lt;br /&gt;
The latest [http://earth.google.com/earth4-beta6.html Google Earth beta] (1st Nov 06) adds support for creating polygons and polylines. Previously these features were only available in the $20 &amp;quot;plus&amp;quot; version.&lt;br /&gt;
&lt;br /&gt;
=== Copyright of Google Earth Data ===&lt;br /&gt;
&lt;br /&gt;
Scenery developers need to be aware that there may be copyright issues associated with the use of data obtained from Google Earth. Please see the [http://earth.google.com/support/ Google Earth support page] for more information on the Google Earth policy of using this data in your freeware or commercial products.&lt;br /&gt;
&lt;br /&gt;
== Freeware scenery created with FSX KML ==&lt;br /&gt;
&lt;br /&gt;
If you wish your scenery to be listed here please send an email to fsx_kml@innovasoftware.com&lt;br /&gt;
&lt;br /&gt;
== End User Licence ==&lt;br /&gt;
&lt;br /&gt;
Copyright © 2006 Innova Software ALL RIGHTS RESERVED&lt;br /&gt;
&lt;br /&gt;
FSX KML (&amp;quot;Software&amp;quot;) is distributed without charge to other scenery designers, redistribution of the original ZIP file is allowed. You are NOT allowed to sell this software or ask money for its distribution. &lt;br /&gt;
&lt;br /&gt;
FSX KML may be used free of charge for the production of both freeware and commercial sceneries subject to the following terms and conditions:-&lt;br /&gt;
* You notify Innova Software of the use of FSX KML in your scenery product&lt;br /&gt;
* You give Innova Software a free copy of your scenery (and any updates)&lt;br /&gt;
* In your readme file you say that FSX KML was used to help with your scenery production&lt;br /&gt;
* The copyright and any intellectual property relating to FSX KML shall remain the property of Innova Software&lt;br /&gt;
* LIMITED WARRANTY - INNOVA SOFTWARE SHALL NOT BE RESPONSIBLE IN TORT OR IN CONTRACT FOR ANY LOSS OR DAMAGE HOWSOEVER CAUSED TO THE PROPERTY OR PERSON OF YOURSELF OR ANY THIRD PARTY AS A RESULT OF ANY DEFECT IN THE SOFTWARE WHETHER PATENT OR LATENT OR AS A RESULT OF ANY FAULT, NEGLIGENCE, WRONGFUL ACT OR OMISSION OF INNOVA SOFTWARE OR ANY OF ITS SERVANTS, EMPLOYEES, CONTRACTS AND AGENTS, AND YOU INDEMNIFY INNOVA SOFTWARE AGAINST ANY CLAIMS MADE AGAINST IT BY ANY THIRD PARTY ARISING OUT OF ANY SUCH DEFAULT OR FAULT, NEGLIGENCE, WRONGFUL ACT OR OMISSION AND IN NO EVENT SHALL INNOVA SOFTWARE BE LIABLE FOR ANY CLAIMS OR DAMAGES INCLUDING, BUT NOT LIMITED TO CLAIMS OF FAULTY DESIGN, NEGLIGENT OR MISLEADING ADVICE, DAMAGES ARISING FROM LOSS OR USE OF THE SOFTWARE AND/OR SUPPLY OF SERVICES; AND ANY INDIRECT, SPECIAL OR CONSEQUENTIAL DAMAGES OR INJURY TO ANY PERSON, CORPORATION OR OTHER ENTITY BY REASON OF THE PROVISION OF THE SOFTWARE AND/OR PROVISION OF SERVICES PURSUANT TO THESE TERMS AND CONDITIONS&lt;br /&gt;
&lt;br /&gt;
Developers can email acceptance of these terms and conditions to &amp;lt;B&amp;gt;fsx_kml@innovasoftware.com&amp;lt;/B&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Release History ==&lt;br /&gt;
&lt;br /&gt;
=== v1.00 Beta - 19th 0ct 2006 ===&lt;br /&gt;
&lt;br /&gt;
This is first beta release of FSX KML&lt;br /&gt;
&lt;br /&gt;
=== v1.01 Beta - 19th 0ct 2006 ===&lt;br /&gt;
&lt;br /&gt;
Issues resolved:-&lt;br /&gt;
* Fixed error with FSX_KML_TAGS.XML file not found&lt;br /&gt;
&lt;br /&gt;
=== v1.02 Beta - 21st 0ct 2006 ===&lt;br /&gt;
&lt;br /&gt;
Issues resolved:-&lt;br /&gt;
* Fixed error reading polygon/poylines. FSX KML could sometimes insert an erroneous point of 0,0&lt;br /&gt;
&lt;br /&gt;
=== v1.03 Beta - 28th 0ct 2006 ===&lt;br /&gt;
&lt;br /&gt;
Issues resolved:-&lt;br /&gt;
* Better handle tags in description field. Be less strict about &amp;quot;whitespace&amp;quot; and cr/lf&lt;br /&gt;
* Better handle international settings for decimals&lt;br /&gt;
* Add more excludes to fsx_kml_tags.xml (see tags starting with &amp;quot;exclude__&amp;quot;)&lt;br /&gt;
* Add support for moving kml items up/down&lt;br /&gt;
* Add support for moving kml items via drag drop&lt;br /&gt;
* Add support for creating new kml folder&lt;br /&gt;
* Create shapes in order they appear in the KML&lt;br /&gt;
* Assign UUID (starting at 1) to each shape in the KML based on its order in the KML&lt;br /&gt;
&lt;br /&gt;
Known issues (Features not implemented in this release):-&lt;br /&gt;
* Freeway tags (moving traffic) - in v1.03 you must manually edit the FW .DBF file to set traffic density and direction&lt;br /&gt;
&lt;br /&gt;
== Development Roadmap ==&lt;br /&gt;
&lt;br /&gt;
The following features are planned for upcoming releases:-&lt;br /&gt;
&lt;br /&gt;
=== v1.04 ===&lt;br /&gt;
* Add New, Open and Save project buttons&lt;br /&gt;
* Allow multi select of KML files in Add KML file dialog&lt;br /&gt;
* Remember FSX and FSX SDK path settings&lt;br /&gt;
* Add Legacy_LandWaterMask_Water_NoFlatten to FSX_KML_Tags.XML to allow water polys that cling to mesh&lt;br /&gt;
* Write KML elevation data (ie Z value) for polygons/polylines if it exists otherwise write 0&lt;br /&gt;
* Add output directory - write to it instead of default directory&lt;br /&gt;
* Add support for &amp;quot;holes&amp;quot; in polygons, eg making islands in rivers&lt;br /&gt;
* Add support for multiple tags per KML item&lt;br /&gt;
* Add support for tag parameters (eg elevation and freeway traffic data)&lt;br /&gt;
* Add pop up editor for KML item tags. This is needed to allow easy entry of multiple tags and tag parameters&lt;br /&gt;
&lt;br /&gt;
=== v1.05 ===&lt;br /&gt;
* Add support for traditional landclass tiles (1.2km sq)&lt;br /&gt;
&lt;br /&gt;
=== v1.06 ===&lt;br /&gt;
* Add support for placing of FSX library objects either along polyline or at place marks&lt;br /&gt;
* Add support for placing FSX library objects inside a polygon. Allow number of objects and elevation  to be specified. Objects will be distributed randomly within the polygon. This can be used to populate livestock, wildlife, boats/ships in harbors, people on beaches, birds, hot air balloons etc&lt;br /&gt;
* &amp;lt;u&amp;gt;If possible&amp;lt;/u&amp;gt; add support for conditional display of FSX library objects based on various triggers such as date/time, weather conditions and probability factor. For example, this would allow harbors to be populated with pleasure craft on sunny warm days, but not at night or in cold weather. Would allow forest fires to be generated in hot, windy conditions.&lt;br /&gt;
&lt;br /&gt;
=== v1.07 ===&lt;br /&gt;
* Add support for flight plan generation along polyline&lt;br /&gt;
&lt;br /&gt;
== Feedback and Support ==&lt;br /&gt;
&lt;br /&gt;
You can discuss FSX KML at the fsdeveloper.com  &lt;br /&gt;
[http://www.fsdeveloper.com/forum/showthread.php?t=2979 FSX KML forum post]. This is the best place to ask support questions about FSX_KML since other FSX_KML users (as well as the author) can answer your questions.&lt;br /&gt;
&lt;br /&gt;
[[category:Manuals]]&lt;br /&gt;
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		<author><name>Sandino</name></author>
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