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Library creator and Gmax

Discussion in 'Library Creator XML' started by kimhumphreys, 24/1/07.

  1. kimhumphreys

    kimhumphreys

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    I am having problems exporting from GMAX with the fsx gamepack installed and then creating library files using Arno’s library creator.

    I create a simple box and apply a simple texture. I run the image tool and then save the texture as a DXT1 file.

    I have tried allocating a guid in GMAX using the LOD method and entering the name through File/Properties.

    When I try and create a library I get the following error message:

    ["old"] Library Creator XML

    C:\FS Utilities\Library Creator XML>bglcomp compile.xml

    Parsing document: compile.xml

    ERROR C2014: Failed to load model data in file: C:\FS Utilities\Library Creator XML\box.MDL
    ERROR C2149: Failed to load model data!
    ERROR C2340: Failed to finalize MODEL_DATA!
    ERROR C2032: XML Parse Error! Element tree follows:

    ERROR: <FSData
    ERROR: version = 9.0
    ERROR: >
    ERROR: <ModelData
    ERROR: name = 3CAEAAFEF49E4EA198395CBEA781FD61
    ERROR: sourceFile = C:\FS Utilities\Library Creator XML\box.MDL
    ERROR: >
    ERROR:
    ERROR C2024: Failed to process closing element tag <ModelData> near line 2!


    Parse complete!

    I cannot work out what I am doing wrong and I wonder if it is possible to export and mdl file from GMAX at present and how to do so.

    If someone could tell me the best method of exporting from GMAX for fsx and where I am going wrong in the library creation I would be very grateful.

    I attach my test files.
    Last edited: 18/4/07
  2. arno

    arno Administrator Staff Member FSDevConf team Resource contributor

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    Hi,

    The old Library Creator XML does not support the FsX MDL files. So you can not create a library with these.

    You could try the alpha version of the new 2.0 version I have made available in this forum. It has been designed to support the FsX MDL format as well.
  3. kimhumphreys

    kimhumphreys

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    GMAX and Library creator

    Hi Arno,

    Thank you for your reponse. I have tried using the new LibraryCreator but I am sitll getting an error message. I have studied the SDK as it applies to GMAX but I cannot work out the definitive method of applying a guid - whcih I think may be the problem. apologies for the long post but I thought if I set out the steps I am taking you and anyone else out there may be able to tell me where I am going wrong.

    1. Gmax for fsx is installed with the fsx Gamepack and I can see the FS tools menu.

    2. I create a box and name it 2box".

    3. I convert it to editable mesh.

    4. In the modifiers list I select UVW map and then box from the mapping option.

    I open the material editor and click new and in the new material pop up box I click Flight sim X.

    5. I then click the material navigator and select file system and then drag the texture file into the material editor. The texture file is called test.bmp but I will convert that to the fsx format for placing in the appropriate texture folder.

    6. I press apply in the material editor and the box shows the application of the texture.

    7. I use the GUIDgen program to create a GUID and then in the File/Properties box I enter the GUID and call the object box.

    8. When I try and export (having selected FS10 materials in the options box that comes up), I get an error that says “No GUID set” and the “No Friendly Name set” and then “export module failure”

    9. If I then go into the FStools menu and select lod and guid tools I select "create a new guid for this file" and then I get another box which says friendly name info which has "box" already named in it and I press “go”

    10. Then when I export it does so without error.

    11. I go into LibraryCreatorXML (new) and go through the steps to create a library but when I try and compile the bgl I get the following error message.

    ERROR C2471: Unrecoverable error loading schema!
    INTERNAL COMPILER ERROR C1010: Failed to load XSD (bglcomp.xsd)!
    ERROR C2003: Failed to process file: box.xml

    I think it may be the way I am compiling the Mdl from Gmax and I wonder if you could let me know the correct sequence for exporting what will be a library object. I have tried all the alternative steps I can think of but none of them have worked.

    I attach the latest efforts. If you or anyone else out here could help I would be really grateful.
    Last edited: 18/4/07
  4. arno

    arno Administrator Staff Member FSDevConf team Resource contributor

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    Hi,

    You can skip step 7, as you are already setting the GUID and friendly name in step 9. So step 7 is not needed at all (and the script is a much easier way to set the GUID).

    The error message indicates that the bglcomp.xsd file can not be found. This usually happens if you have copied BGLComp.exe to a different location, but forgot the copy the XSD file as well.
  5. kimhumphreys

    kimhumphreys

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    LibraryCreator and Gmax

    Hi Arno,

    Thank you for your reply. Sorry to be such a pain but I am still not quite there.

    I moved the bglcomp.xds file into the folder containing Librarycreator and tried again but this time I got the following error message:

    ERROR C2150: Model must have GUID and filename!
    ERROR C2340: Failed to finalize MODEL_DATA!
    ERROR C2032: XML Parse Error! Element tree follows:

    ERROR: <FSData
    ERROR: version = 9.0
    ERROR: >
    ERROR: <ModelData
    ERROR: sourceFile = C:\FS Utilities\LibraryCreatorXML\box.MDL
    ERROR: >
    ERROR:
    ERROR C2024: Failed to process closing element tag <ModelData> near line 2!


    Parse complete!

    I skipped stage 7 referred to in my previous post as you suggested but the above seems to suggest that the mdl file does not have a Guid. I attach a screenshot of what I see in LibraryCreator.

    I also read another post about compiling FSDS mdl/xml files into library bgls and I tried that and it compiled without error but when I placed the bgl, xml and mdl into the scenery folder it did not show up in the object placer menu. The path is Addon scenery/EGNX/scenery.

    Apologies for the rambling post but if you or anyone can help/has come across the same problems I would be grateful for some guidance.
    Last edited: 18/4/07
  6. arno

    arno Administrator Staff Member FSDevConf team Resource contributor

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    Are you sure you are working with the FsX BGLComp? It sounds like you have copied the Fs2004 BGLComp. That does not work with FsX models.

    Also there is no need to copy BGLComp to the folder of Library Creator. You can just enter the path to the BGLComp folder of the SDK in the settings.
  7. kimhumphreys

    kimhumphreys

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    LibraryCreator and Gmax

    Hi Arno,

    Thank you for your reply. I must have been using the Fs2004 BGLComp because when I set the path to the BGLComp in the fsx sdk it worked - thank you.

    I sitll cannot see the object in the object placer though. I copied the bgl, mdl and xml into the folder for the scenery I am creating the path is as follows C:\Program Files\Microsoft Games\Microsoft Flight Simulator X\Addon Scenery\EGNX\Scenery.

    I have the Mission creation add on installed because I can see it in under in the Tools menu in fsx and place stock library objects. I have looked through the list of scenery object very carefully but I cannot find it.

    I have seen other posts referring to "active" scenery. This scenery is active in the sense that I have exlcluded the stock airport and staring replacing runways, taxiways and aporns etc with Afcad, all of which show up.

    Am I placing the files in the right place?

    I attach the files I have created and wondered if you can tell me where I am going worng.

    Thank you as always
    Last edited: 18/4/07
  8. arno

    arno Administrator Staff Member FSDevConf team Resource contributor

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    Hi,

    Did you add your new scenery folder to the scenery library as well? (That is what is meant with being active here).

    That should be enough to get your object visible in the Object Placement tool. One note, it does not show with its name, but with the GUID. So you should find it at the top of the list of available objects.
  9. kimhumphreys

    kimhumphreys

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    Library Maker

    Hi Arno,

    Thank you for your reply. The scenery file was already in the scenery library and activated.I attach a screenshot of what I see when I go into the scenery library. Currently, I have excluded all the stock objects and added a new runway and taxiway.

    I have been through the list of objects, in particular I have tried the first 10 or so but they are all stock library objects.

    I also include a screen shot of where I have placed the bgl. I have tried placing these in another add on scenery that I have (activated) but it does not show in the scenery library there either.

    I have rechecked the installation of the SDK and the DLL fiel but I assume that since I can see the scenery tool and use it to place objects, it is OK.

    Any ideas would be gratefully received.

    Regards

    Kim
    Last edited: 18/4/07
  10. arno

    arno Administrator Staff Member FSDevConf team Resource contributor

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    Hi Kim,

    Looking at your Object Placement screenshot I think you need to try more than the first ten. Have a look at the GUID in Library Creator and check the first part. Then scroll down till you have reached that part of the list.

    All objects that show with their GUID and not with a friendly name are from addon sceneries.
  11. kimhumphreys

    kimhumphreys

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    Library Creator

    Hi Arno,

    Success - I made the mistake of assuming the random nature of the guid would prevent the guid for the object from being buried sequencially with the stock library objects.

    Hartelijk bedankt.

    Kim

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