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How can i add these scenery objects using scenproc??

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26
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spain
Hello people.

This is my fisrt post in the forum, so hello everybody and special thanks to arno for this fantastic tool.

I saw a list of scenery objects pictures with the guid code here: http://lc0277.gratisim.fr/sceneobjects/

I saw with ModelConverterX (another fantastic tool) that all these objects are in the bgls at world/scenery/

Anyone knows how to use one of these objects with the scenproc?? I tryed using the guid code but it don´t works.... anyone knows why?

Thanks in advance!
 
Hi,

Do you want to use them for autogen or for XML placed objects?

You can use those GUIDs in the CREATEXMLLIBOBJ step. But you can't directly use them in CREATEAGNLIBOBJ. Autogen library objects use the autogen classes as defined in the default.xml file.
 
Hi,

Do you want to use them for autogen or for XML placed objects?

You can use those GUIDs in the CREATEXMLLIBOBJ step. But you can't directly use them in CREATEAGNLIBOBJ. Autogen library objects use the autogen classes as defined in the default.xml file.

I wanted to use them for autogen... but its ok if can be xml placed. The question is to use those GUIDs with scenproc...

Well i tried the CREATEXMLLIBOBJ and the scenproc console says: 9:11 CREATEXMLLIBOBJ Information Created 54124 XML objects.

but i can´t see them in fsx... only appears the autogen library objects.. as you can see in the photo.

If autogen library objects uses the autogen classes defined in the default.xml, can I modify the default.xml adding a new class with only one lib object and create a new GUID for use in scenproc using the CREATEAGNLIBOBJ step?
 

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Hi,

If you place xml objects you need a step to write the bgl files at the end (similar to the write agn step). It's called something like WRITEBGL (I don't remember completely by mind).

About the autogen, yes you can extend the default.xml with your own classes. But of course that complicates the installation of your addon when you want to distribute it, since your installer will have to update that file.
 
Ah ok ok. Yes, i saw that the xml placed objects sould be exported to bgl.

I wanted to use it for autogen cos autogen objects dissapears when you are not looking it, and it saves fps.. so now the question is: can i do the same for the BGLs??? Can i make those bgls with the xml placed objects dissapears like autogen??

I also have more than 350 custom buildings converted to BGLs using the placement tool of ModelConverterX and it would really nice to make them also dissapear like the autogen objects... is it possible?


(sorry for bad english :P )
 
Anyway, i have a new problem when export to bgl. As you can see in the photo, the scenproc don´t find the bglcomp.exe, and the options seems to be correct.

What im doing wrong??? :)

Thanks for the help!
 

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The SDK path should be the SDK folder which in the FSX SDK folder. So try to add \SDK at the end.

For performance using autogen is usually better than using XML. XML placed objects are also skipped when not in view (depending on the bounding box), but in general they can be seen from greater distance and give more performance overhead than autogen.
 
Ok Arno, Thanks again. Now it works fine!!

One more question..hehe, i saw in the wiki-manual of scenproc that you use this command to set the building textures:

SETAGNBUILDINGTEXTURE|autogen_NL

What is the "autogen_NL" ??? it is a file or a folder? What kind of file?

:)
 
That's the name of the custom autogen texture you want to use (without any extension).
 
That's the name of the custom autogen texture you want to use (without any extension).

Well, i suposed to be that...

But this textures names comes from somewhere, isn´t it? where should i look for it?

Sorry for the ignorance.. im a beginner with this tool. :P
 
Well, i suposed to be that...

But this textures names comes from somewhere, isn´t it? where should i look for it?

Sorry for the ignorance.. im a beginner with this tool. :P

The autogen textures are located in the "FSX/Texture" folder.
 
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