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Decompiling a BGL File

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Hi Gary or Tom,
I just realized that I need to re-position the control tower for KBHM. I assume you know that in ADE one can change the tower view, but this does not change the position of the tower in FS2004. Do I use the KBHMscenery.xml to change it's position? I opened that file but the problem is that there's no way to know out of all of the scenery objects which one is the control tower. If I'm correct, how do I go about finding the correct scenery object? If this is not how I would do it, how do I change it's position in FS2004? Also, how do I go about re-positioning the equipment on the ground, such as the GPU, tugs, and other equipment? Since I moved the terminal, some of the equipment are in the way at a couple of gates.

Ken.
 
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Hi Ken:

The easiest way to identify / move / place BGLComp-type scenery library objects is to use Instant Scenery version 3.x (aka "IS3"). :idea:

Because the actual scenery library object used for the tower 'may' be a custom object, it may have a GUID which can not be found in a master list of default FS9 objects supplied with FS9.

Indeed, when the original KBHM_Scenery.bgl from the BHM2008 online package download is loaded into IS3, it shows this info for the object list:

Code:
Instant Scenery version 3.04

Copyright (C) 2007-2015 Flight One Software Inc.
Copyright (C) 2007-2015 Konstantin Kukushkin


*** SCENERY FILE ***

File: [BHM_2008 install path]\Scenery\KBHM_scenery.bgl

Number of objects:   110
Number of exclusion rectangles:   0
Number of POIs:   0


*** ADD-ON LIBRARIES USED ***

IMPORTANT: If you share this scenery, instruct the users how to download these add-on libraries!

[BHM_2008 install path]\scenery\gianthangr.BGL
[BHM_2008 install path]\scenery\bhm_xtra.BGL
[BHM_2008 install path]\scenery\bhm_a.BGL
[BHM_2008 install path]\scenery\m1dg_outline.BGL
[BHM_2008 install path]\scenery\bhm_bc.BGL


*** LIBRARY MODELS USED ***

Scenery\Vehicles\scenery\Vehicles.bgl:

  veh05   {d7c80684-24e2-4137-a911-9772228f7101}
  veh05b   {82a2760f-2871-4933-85c5-7b8125189edf}
  veh02   {37e5ef42-4c19-45f3-9d7d-2171e3626712}
  veh02b   {d8b5572c-8902-4252-b4c3-359ec3b3fa3b}
  veh01b   {8a7a72fe-286f-49c1-a342-bcea0d00679d}
  veh01   {5ade0809-4dcf-42e1-a1b9-ae736060ec89}
  gen_aviator01   {e9a4eca9-8e1a-49c0-8d5e-5574865d316c}
  veh07   {c792a0f8-8661-48d0-87ee-c881aae1b43b}
  veh06   {2dcb5d17-0533-44f6-a607-3570aba1f827}
  veh10   {8c038540-b71c-4c47-873c-13fc40894a90}
  veh08   {539ca498-ec1f-4287-980a-9c84a0d74caa}
  veh11   {75ca524e-fd7e-46b3-9365-f2fcafcb3634}
  veh04   {645d53db-8674-468d-a716-c487e2b698fc}

[BHM_2008 install path]\bhm_xtra.BGL:

     {dc0e0cc8-edfc-42ed-a060-7fb2ab1d6647}

Scenery\Generic\scenery\Generic.bgl:

  large_tower2   {87d440f0-dcfb-42a3-9504-61cee8607fcd}
  gen_tank01   {7549dba5-8710-4c0f-bf62-324244d86c31}
  ag_firehouse   {e1ae0703-9f4b-4187-b92e-d08698d19658}
  ag_warehouse   {f131f3d9-5f94-4606-82ed-9e61b7d10e16}
  Large_Fuel_Tank   {f51fb5e4-b23b-4a8e-a515-4c92176cc179}

[BHM_2008 install path]\scenery\bhm_bc.BGL:

     {d2274677-8c67-4e73-8312-8fd52fbc5cda}

[BHM_2008 install path]\scenery\m1dg_outline.BGL:

     {8f226c7c-4b9f-42a0-908d-728e1d2f10df}

[BHM_2008 install path]\scenery\bhm_a.BGL:

     {b02ee41a-2f28-47d5-9cc3-6eb385db4b54}

[BHM_2008 install path]\scenery\gianthangr.BGL:

     {0b506728-a19e-4d3d-8399-113c52b3d74f}

However, there are also objects being loaded from (at the very least), FS9 default scenery files.

Using trial and error with a de-compiled KBHM_Scenery.xml file, and analysis of any/all default or other 3rd party add-on files which are loading scenery library objects at KBHM, one could "eventually" identify which file 'places' the tower object; this is not a cost-effective use of one's time. :alert:

IS3 can scan all scenery BGLs set active for a flight, and display various labels on-screen in position next to each scenery library object at KBHM.

In my installation of a default FS2004 with AFAIK, the BHM2008 online package download as the only add-on loading scenery library objects at KBHM, IS3 lists the single tower displayed at run time, as:

large_tower2 {87d440f0-dcfb-42a3-9504-61cee8607fcd}

...loaded from: Scenery\Generic\scenery\Generic.bgl

...placed by: [BHM_2008 install path]\Scenery\KBHM_scenery.bgl


CAVEAT: Any default placement files (ex: OB9xxxxxx.bgl), should not be directly edited.


Instead, those object placements should be "Excluded" with a small BGLComp-type XML exclusion rectangle placed under their base, then the desired scenery library "Tower" object (whether custom or default) can be 're-placed' into position using IS3 with your own 'edited' KBHM_Scenery.BGL as the object placement BGL ...rather than the default FS9 scenery BGL file cited above.

All the above procedures can be performed via IS3 ...inside a live (slew mode) flight session.

PS: The IS3 product page:

http://www.flight1.com/products.asp?product=iscen3

Note that the free, fully functional Instant Scenery demo works for 30 days within 50 miles of Seattle, WA. ;)


Hope this info helps ! :)

GaryGB
 
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Hi Gary,
Thanks for the tip. According to IS3, the tower is a Generic object and I was thinking it was a custom tower that was created within BHM2008. Regarding IS3, I thought one could only change the position of objects that came with the IS3 program, and that you could not change or move objects from custom objects or addons like BHM2008. So with IS3, I can actually re-position objects with any addon scenery using IS3, correct? I knew one could move objects inside FS2004 using the IS3 but I prefer to position objects exactly where they should go by using a satellite image. Will IS3 allow me to do that? If not, could I use Model ConverterX to position those objects? From what I understand about IS3 and moving the object inside FS2004, one can only position approximately where they should go. I have another question but it's getting late and I'll be back later.

Ken.
 
Hi Gary,

Thanks for the tip. According to IS3, the tower is a Generic object and I was thinking it was a custom tower that was created within BHM2008. Regarding IS3, I thought one could only change the position of objects that came with the IS3 program, and that you could not change or move objects from custom objects or add-ons like BHM2008. So with IS3, I can actually re-position objects with any add-on scenery using IS3, correct?
Any FS9 and/or FSX MDL-based scenery object packaged inside a MSFS SDK BGLComp XML-derived scenery library BGL can be:

* detected by IS3

...and:

* placed, or otherwise accessed by IS3

...and:

* edited to change any of its existing placement display parameters and values (including its location)

...if it is located within a \Scenery sub-folder of a Area layer set "active" in the FS Scenery Library (aka "Scenery.Cfg" file). :pushpin:

The placement instructions for such scenery library objects, of course, are typically kept inside a (placement) BGL separate from the BGL containing actual MDL files within a XML-derived "library" code structure (not to be confused with the legacy pre-FS9 SCASM-derived 'library' code structures).

So, yes, IS3 can open / edit existing placement BGL files ...with a 3D copy of a object seen in a live slewed FS9 or FSX flight session. :wizard:

I knew one could move objects inside FS2004 using the IS3 but I prefer to position objects exactly where they should go by using a satellite image. Will IS3 allow me to do that? If not, could I use ModelConverterX to position those objects?
If you have accurately 'projected' and precisely 'placed' photo-real scenery loaded in FS9, yes.

If you use MCX or another utility such as SBuilder or ADE9 (via "SDE"), they too can place objects using a 2D background image or map.

From what I understand about IS3 and moving the object inside FS2004, one can only position approximately where they should go.
IS3 is capable of IMHO, "sufficient" precision in FS9 when:

* the FS9 GUI terrain mesh complexity slider is set at 100 %

...and:

* terrain mesh resolution is set at maximum resolution displayable in FS9, using a actively loaded 19.2 Meter / LOD-11 terrain mesh BGL, and a corresponding setting of TERRAIN_MAX_VERTEX_LEVEL=21 in the FS9.Cfg

...to enable a higher resolution terrain quad matrix grid with more "Area Points".

IIUC, Area Points may be used to calculate 'RefPoint' offsets for object positioning coordinates using ASM code written into the placement BGL by IS3 with its own proprietary FS SDK BGLComp-compatible compiler.

See: http://www.fsdeveloper.com/forum/threads/flattens.425495/page-2


Hope this helps explain how IS3 works ...a bit more comprehensibly for you. :)

GaryGB
 
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Usually shorthand for 'In my humble opinion'
 
Hi Gary,
Here's what I was referring to when I stated that one can only move objects that were created within IS3. I found it in the manual and on page 13 under Moving and Deleting Object, it says "You can only move and delete objects that you have previously added with Instant Scenery." This is what is confusing me. But I noticed it says "that you have previously added." So, from what I gather, I'll have to add the object first and then I'll be able to move it. Is that correct? I know I asked this before but since I must add the object, will I still be able to add any object from any scenery addon file I may have? The other thing I noticed is that when you click on Flight1 to open the IS3 inside FS2004, a box pops up that has a bunch of scenery objects, such as Generic.blgs and so forth. At first, I was thinking that these objects came with IS3. Correct me if I'm wrong, but I happen to remember that when I first opened the program, it gave me the option to install Modules and I clicked on the button that says, "Install Flight Simulator Modules." Is that why I have those objects in that box and they are FS2004 objects and well as addon scenery objects? I want to be sure IS3 does everything I expect before I purchase it.

Ken.
 
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Hi Gary,
Here's what I was referring to when I stated that one can only move objects that were created within IS3. I found it in the manual and on page 13 under Moving and Deleting Object, it says "You can only move and delete objects that you have previously added with Instant Scenery." This is what is confusing me. But I noticed it says "that you have previously added." So, from what I gather, I'll have to add the object first and then I'll be able to move it. Is that correct? Since I must add the object, will I be able to add any object from any scenery addon file I may have? I want to be sure I'll get my money's worth and it'll do everything I expect it to. When they say "add the object," I assume they mean adding the object to the scenery file, correct?

Ken.
After opening any placement BGL (including ex: the edited version of: [BHM_2008 install path]\Scenery\KBHM_scenery.bgl), in IS3, when you enter the "Move / Delete objects" mode and hover the mouse over an object placed by that BGL file, the object should "select" and display its "bounding box"; the object can then be Moved / Deleted / Rotated / Scaled etc..


Possibly the IS3 manual makes that statement inferring that an object must have been placed by IS3 to prepare the end user for not being able to manage some objects that are "Geo-locked", or to discourage 'accessing' 3rd party copyrighted scenery objects ? :scratchch


However, I don't recall to this date, ever encountering an object I could not "manage" with EZ-Scenery / IS1 / IS2 / IS3, even when from a completely 3rd party add-on BGL placement file containing none of my own object placements. ;)

One can also de-compile a placement BGL, edit the XML manually in an XML editor (ex: to use Find+Replace for semi-automatically adding a 'NoAutogenSuppression' parameter that was forgotten for a large group of objects when previously placed one-by-one via the IS3 GUI).

One can then re-compile the edited XML to a BGL with FS SDK BGLComp, re-open the BGL, and after placing even 1 object via IS3, the file resumes being (IIRC) totally manageable by IS3 again. :wizard:


Hope this helps to clarify more of the extensive 'usability' of IS3. :)

GaryGB
 
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Where do I get the bglComp type XML exclusion rectangle or how do I use it?

Hi Ken:

See "Adding exclusion rectangles" on Pages 24 and 25 ...in the IS3 Manual included with the free, fully functional Instant Scenery demo. :teacher:


ADE9 is also able to make exclusion rectangles for FS9 (these are the original pre-FSX XML rectangle type and not the FSX 'CVX vector' polygon type).


PS: If you encounter a FS9 3D scenery object that will not 'exclude' with XML, let me know, and we'll see if it is SCASM-based instead. ;)


Hope this helps ! :)

GaryGB
 
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Hi Ken:

See "Adding exclusion rectangles" on Pages 24 and 25 ...in the IS3 Manual included with the free, fully functional Instant Scenery demo. :teacher:


ADE9 is also able to make exclusion rectangles for FS9 (these are the original pre-FSX XML rectangle type and not the FSX 'CVX vector' polygon type).


PS: If you encounter a FS9 3D scenery object that will not 'exclude' with XML, let me know, and we'll see if it is SCASM-based instead. ;)


Hope this helps ! :)

GaryGB


Hi Gary,
I did that but I'll need to purchase it first, since it only works within 50 miles of Seattle. I've tried ADE to exclude the large_tower2 object but ADE will not open this type of file, and you cannot use the airport file to edit or exclude the large_tower2 file. If I remember correctly, the large_tower2 object is found in FS9/Scenery/Generic/Scenery/Generic.blg. The only way I know to open this file is to convert it to XML. But I don't know how to exclude the large_tower2 object while in XML, if that's possible. I can delete it but I don't guess that would be a good idea. I've also been trying out the IS3 at KSEA. I've tried to exclude objects but I haven't got any of them to work, and I've been following the manual.

Ken.
 
Ken,

There are several different types of .BGL files.

One of them is object libraries which contain the 3D model info only. Each model has a unique number, the GUID. By themselves object libraries add nothing to the sim.

Another type of .BGL is an object placement data file that only contains instructions for where to place the 3D models, yet does not contain the 3D models themselves. The only model specific info in these files is the model GUID. These are the files that IS creates and works with. IS will work with most any placement .BGL as long as there is no other data in that file.

Some .BGL files are a combination of the first two having both the model and placement info in one file.

There are other types of .BGL files such as Airport Facility Data (AFD) files, commonly called afcads, and terrain files. Traffic files are also .BGL files as technically AI traffic is moving scenery.

Generic.bgl is an object library and removing the tower from that file will remove it from every airport in the world that uses it.

If that tower shows up in the ADE display all you have to do to get rid of it is click on it and hit the Delete key on your keyboard. After compiling the airport and restarting the sim the tower should be gone.

Occasionally you will find objects, usually VOR transmitters, that show up in the ADE display and do not go away when you do the above procedure. When this happens you have to also draw an exclusion rectangle around the object to get rid of it as it is also being placed by a non-airport default file.

If you use IS to create an exclusion rectangle to remove that tower from an airport, that exclusion .BGL has to be in a scenery folder that is higher in the Scenery Library than the placement .BGL file that placed the tower in the first place. Also, the exclusion rectangle can be pretty small as all you need to do is cover the object's reference point, not the whole object.

Sometimes that can be difficult as the object may be more than you think it is. As an example...
Capture.JPG

This is one object even though that object contains several buildings. To exclude the object, all of the buildings, one would need to draw the exclusion rectangle around the object reference point which is where the red, blue and green lines cross in the grid. Drawing an exclusion rectangle only around any one of these buildings would do nothing unless it was big enough to also encompass the object reference point.

Excluding just one of these buildings, and leaving the rest, is not possible with an exclusion rectangle. It is possible, takes a bit of work to pull off and is probably just as easy to exclude the whole thing and rebuild what you want to keep from scratch.

Hope this helps.

cheers,
Lane
 
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http://www.fsdeveloper.com/forum/threads/decompiling-a-bgl-file.434183/page-3#post-714434

Hi Ken:

See "Adding exclusion rectangles" on Pages 24 and 25 ...in the IS3 Manual included with the free, fully functional Instant Scenery demo. :teacher:

Hi Gary,
I did that but I'll need to purchase it first, since it only works within 50 miles of Seattle.

I've also been trying out the IS3 at KSEA. I've tried to exclude objects but I haven't got any of them to work, and I've been following the manual.

Be sure to fully exit out of FS9 and re-start FS9 so that the exclude BGL can be detected and loaded properly at run time.


http://www.fsdeveloper.com/forum/threads/decompiling-a-bgl-file.434183/page-3#post-714434

ADE9 is also able to make exclusion rectangles for FS9 (these are the original pre-FSX XML rectangle type and not the FSX 'CVX vector' polygon type).

I've tried ADE to exclude the large_tower2 object but ADE will not open this type of file, and you cannot use the airport file to edit or exclude the large_tower2 file. If I remember correctly, the large_tower2 object is found in FS9/Scenery/Generic/Scenery/Generic.blg. The only way I know to open this file is to convert it to XML. But I don't know how to exclude the large_tower2 object while in XML, if that's possible. I can delete it but I don't guess that would be a good idea.

The information on BGLComp-XML-type exclude BGLs was mentioned only to distinguish those legacy methods (still partially in use in FSX for placing and excluding specific types of 3D airport and scenery library objects) ...from the newer FSX CXV-type vector exclude BGLs. :idea:

This can be confusing when manually working with BGLComp-XML for airports as Jim Vile explains the almost contradictory use of "Delete" and "Exclude" in BGLComp-XML code submitted using syntax ...required by BGLComp.XSD:

http://www.fsdeveloper.com/forum/threads/how-can-i-exclude-fsx-default-airports.8717/


Indeed, as Lane explains above, one must never "delete" one of the scenery library objects in the FS default "system" files, as it may be used at many locations in the FS 3D world.

[EDITED]

Rather, the goal is to "exclude" the object from being displayed at run time by placing the BGLComp-XML-type 'Exclude' (as Lane stated above): "in a scenery folder that is higher in the Scenery Library than the placement .BGL file that placed the tower in the first place".

http://www.fsdeveloper.com/forum/threads/sbuilderx-and-ab_excludeautogen-poly.299114/

[END_EDIT]


Alternatively, one can use the MSFS file load order method of alphanumeric file naming, and give the Exclusion BGL a file name prefix of "Z_excl_" so that it has a name such as "Z_excl_KBHM_Tower.bgl".

The "Z_excl_KBHM_Tower.bgl" file can then be located physically inside the same sub-folder as the file which places that tower ex:

[BHM2008 install path\Scenery\KBHM_scenery.bgl


...and because of the "higher-priority-order" file name prefix used, it will be read and processed after (aka with a "higher" relative position) in the MSFS scenery loading / rendering sequence. :wizard:





FYI: Items which one wishes to load later may have a "higher-priority-order" prefix of ex: "Z_ or "ZZ_" or ZZZ_" ...added to their file name, often allowing them also to be kept in the same folder as the BGL which originally placed any unwanted scenery library objects. ;)

[EDITED]

This is referred to by ADE author 'Scruffyduck' as "second stage priority" ...wherein the file that is lowest in the alpha-numeric order of file names is the last to load:

http://scruffyduck.screenstepslive.com/s/help_docs/m/20268/l/199760-priority-matters

[END_EDIT]


And indeed, as Lane indicated, one may wish to only make 3D scenery object 'excludes' as small as possible while still intercepting the datum point of the MDL (usually, but not always, the center of the MDL).


IMHO, it will save some trial-and-error effort with large and/or multi-object MDLs, to view such MDLs in MCX first to determine where the datum point is, and to then subsequently draw a correctly located, minimum-sized exclude in IS3 for such objects.


PS: Regarding "exclusion" of VORs:

http://www.fsdeveloper.com/forum/threads/exclude-default-vor.17232/


Hope this helps ! :)

GaryGB
 
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Indeed, as Lane explains above, one must never "delete" one of the scenery library objects in the FS default "system" files, as it may be used at many locations in the FS 3D world.

Rather, the goal is to "Exclude" the object from being displayed at run time by placing the exclude (...in contrast to what Lane stated): "in a scenery folder that is lower in the Scenery Library than the placement .BGL file that placed the tower".

http://www.fsdeveloper.com/forum/threads/sbuilderx-and-ab_excludeautogen-poly.299114/


Alternatively, one can use the MSFS file load order method of alphanumeric file naming, and give the Exclusion BGL a file name prefix of "0_excl_" so that it has a name such as "0_excl_KBHM_Tower.bgl".

The "0_excl_KBHM_Tower.bgl" file can then be located physically inside the same sub-folder as the file which places that tower ex:

[BHM2008 install path\Scenery\KBHM_scenery.bgl


...and because of the "lower-priority-order" file name prefix used, it will be read and processed before (aka with a "lower" relative position) in the MSFS scenery loading / rendering sequence. :wizard:



FYI: Items which one wishes to load later may have a "higher-priority-order" prefix of ex: "Z_ or "ZZ_" or ZZZ_" ...added to their file name, often allowing them also to be kept in the same folder as the BGL which originally placed any unwanted scenery library objects. ;)

Due respect Gary, you got this one wrong.

Excludes loaded first will not have any effect on objects loaded later. In the thread you linked to Luis Feliz Tirado wrote...

Hello Dirk,

I would guess that one exclusion is better than thousands of small instances, but perhaps there is not much difference in performance when dealing with only a dozen or so. Since I have never tested this, I couldn't give you any advice.

As for the exclusion, you want it loaded in FS after the scenery to be excluded has been loaded. FS will process the elements in the order they are loaded, so it makes no sense to load an exclusion before a scenery object.

Best regards.
Luis



To be clear, I was referring to the VOR transmitter scenery object, not the working VOR navaid.

cheers,
Lane
 
Hi Lane:

Thanks for the "heads-up" on my error made in haste at the end of a long day that started much too early in the morning. :eek:

It's refreshing, however, to see that at least a few individuals are actually reading and considering what I post and link to in a good faith effort to gather together info from many locations scattered across numerous FS web sites. ;)


I have edited my post above to convey correct information regarding BGLComp-XML rectangles used as excludes, and to properly re-cite your own posted info on that particular sub-topic. :pushpin:


I shall endeavor in the future to better distinguish between Area layer priority, and load order via 'alpha-numeric file naming' for BGLComp-XML rectangle BGLs used as excludes versus that for VTP2 polygon BGLs used to implement FS9 scenery exclusion while also considering their internal VTP layer numbering ...as partially discussed here: :scratchch

http://www.fsdeveloper.com/forum/threads/cut-the-trees.4643/

http://www.fsdeveloper.com/forum/threads/autogen-exclude-trouble.21467/#post-142154



As to the VOR info, that was included in this thread for Ken as a "pro-active" reference in the event that in the future, he may wish to further customize KBHM (or another airport).

GaryGB
 
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Hi Gary and Lane,
I must have done something wrong. Now, when I try to open the KSEA stock airport using ADE, I get this message:

ADE has encountered a problem while decompiling this airport.
The error message is: Index and lenght must refer to a location within the string.

Parameter name: Length

If this problem persists please use the manual log send in Settings > Options > General to send us the log.
Please do enter your e-mail address and also a description of what you were doing when the problem arose.

I wasn't sure where to save the exclusion and I'm beginning to think that I may not have saved the exclusion in the correct location. Let me explain exactly what I did:

1. I ran FS2004 and loaded the KSEA airport. This would be the default airport.
2. I set my view to the Top Down View then I clicked on the Flight1 menu and clicked Instant Scenery Demo.
3. I right clicked over the terminal that I wanted to exclude and clicked "exclusion rectangles."
4. I lined the red rectangle, or square, over the terminal and clicked "Add exclusion rectangle." Then I left clicked and clicked Add to file.

Here, I wasn't sure where to save the file. At first, I entered into the File Name the location of the airport KSEA, since that's where I was working. The airport is located at C:\FS9\scenery\Namw\scenery and the file name is AP915150.BGL. I found this by using ADE. This is where I recall saving the exclusion the first time I tried it. But now, I don't think that was where I should have save it. The next time I tried to save the exclusion, I notice in the field it had the file name Instant Scenery.bgl. So, I guess I must have corrupted the AP915150.blg file when I saved the exclusion to that file. The second time I save it, I saved it to C:\FS9\scenery\Namw\scenery and left the file name as it was shown - Instant Scenery.bgl. So it was C:\FS9\scenery\Namw\scenery\Instant Scenery.bgl. But this could still be wrong, and either that's why it's not being excluded or I did not do it right. Remember that I was trying it out to make sure IS3 does what I expect. Apparently, I'm not doing it right. Now, I got to fix the error message in ADE whenever I load KSEA. Do you know why I'm getting the error message and if I was using IS3 correctly based on what I've listed above?

Ken.
 
I hope you are not modifying the stock airport bgl file. Send the log as requested so that I check what ADE thinks is wrong
 
Hi Ken:

First, do indeed send the log to Scruffyduck so that he can interpret what happened, and continue to enhance ADE's ability to deal with even more folder location / Area layer / file loading sequence processing and display scenarios for FS9 ...since such topics are still under discussion in this and a few other recent threads. ;)


Based on what you described above, you should not have a conflict due to file naming, as the default file name submitted for use by IS3 is indeed "Instant Scenery.bgl".


FYI: It might be helpful in the future to over-strike the file name submitted for use by IS3 and instead give the exclude file a descriptive name such as "KBHM_Tower_Exclude.bgl" :teacher:


Alternatively, one can use the MSFS file load order method of alphanumeric file naming, and give the Exclusion BGL a file name prefix of "Z_excl_" so that it has a name such as "Z_excl_KBHM_Tower.bgl".

The "Z_excl_KBHM_Tower.bgl" file can then be located physically inside the same sub-folder and Area layer ...as the file which 'places' that tower ex:

[BHM2008 install path\Scenery\KBHM_scenery.bgl


...and because of the "higher-priority-order" file name prefix used, it will be read and processed after (aka with a "higher" relative position) in the MSFS scenery loading / rendering sequence. :wizard:



IIUC, IS3 may have read a variable it stores in a certain 'Most Recently Used' (aka "MRU") section of ex: the Windows registry, and proposed: :scratchch

C:\FS9\scenery\Namw\scenery\Instant Scenery.bgl


...rather than its out-of-the-box default, which apparently on your installation of FS9 would normally be:

C:\FS9\Addon scenery\scenery\Instant Scenery.bgl


This choice of location may simply be due to a variable IS3 retained from a prior file open and/or file write procedure you performed in that path of:

C:\FS9\scenery\Namw\scenery\


Regardless, your reported choice of file name "Instant Scenery.bgl" for the 'exclude' should not have altered the default FS9 airport file located at:

C:\FS9\scenery\Namw\scenery\AP915150.BGL


As discussed in the posts immediately above, the goal at this point was to create a BGLComp-XML rectangle used as a exclude for the KBHM Tower in your edited version of the freeware add-on scenery package.

In keeping with the requirements for use of a BGLComp-XML rectangle used as a exclude, your edited KBHM_scenery.bgl would normally be located in a sub-folder mapped to an Area layer physically above the default airport in the scenery library GUI (thereby giving it a higher display priority).

Thus, IIUC, one would wish to place the IS3 BGL file containing (only) the KBHM Tower XML exclusion rectangle in a sub-folder mapped to an Area layer physically above that folder containing your edited KBHM_scenery.bgl near the top of the scenery library GUI (thereby giving it a higher display priority than the Area layer mapped to the sub-folder containing your edited KBHM_scenery.bgl).


So, assuming you have not previously opened the default airport file in IS3 and accidentally over-written (or otherwise altered the content of) :

C:\FS9\scenery\Namw\scenery\AP915150.BGL

...you should be able to simply place the IS3 BGL file containing (only) the KBHM Tower XML exclusion rectangle in a sub-folder mapped to an Area layer physically above that folder containing your edited KBHM_scenery.bgl ...in order to achieve your goal of Tower exclusion. :idea:


Hope this helps sort out the current situation for your project. :)

GaryGB
 
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Hi Gary and Jon,
I've just submitted the Log. I also wanted to let you know that when I go directly to that file, which is C:\FS9\Scenery\Namw\Scenery\AP915150.bgl and open it, ADE says that it failed to decompile. So, it no longer decompiles this airport. I'm not sure if this means anything but I did noticed that the date the file was modified was 6-30-2015, which was yesterday when the problem started. The original date was 05-13-2003. This seems to suggest that I did modify the file but I don't know if that's why I'm having the issue with the ADE compiling the file. I probably could just re-place the file from the FS9 CD but I think I'll wait until I hear about my log first.

Ken.
 
Hi Ken:

As with EZ-Scenery / IS1 / IS2, IS3 also stores all data inside a BGL which it has opened; thus it appears that you have "written" something into:

C:\FS9\scenery\Namw\scenery\AP915150.BGL


I suggest you archive that file inside a ZIP file (and keep for possible future analysis by Jon ?), then replace it with the original from the FS9 install CD. ;)

GaryGB
 
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