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Instant Scenery not recognizing model

I was just trying to help you sort out your problem, what you have done with "tons of scenery objects and object libraries" is not the issue, it is what you are unable to do with SAMM that was the issue.
I was just making the point that I'm not inexperienced when it comes to making and using objects and object libraries. I find that when I'm helping someone else figure out a problem, it's useful to know what level of exerience they've had. I was just trying to do the same. Excuse me.

Perhaps if you review the SAMM forum and the issues of a small handful of users out of over 1500 downloads, you will begin to see a pattern that led me to ask if you had tried placing the Cessna at a default airport.
Sorry if you're misinterpreting my questions as an attack on something or someone. They're certainly not intended that way. I am reading through the messages here, but there are lots of them and it takes some time.
 
I tried something I saw mentioned in another thread...ignored the texture error mesages when placing the object, then exited and reloaded FS9 and the textures then appeared. I'm wondering if it has something to do with the scenery.cfg being rebuilt when FS9 is reloaded. Whatever...it's a big step forward. :)
 
That sounds like a great idea which I have not seen the necessity to attempt as yet.

However if you have experience adding to an existing library, perhaps you would be willing to share your technique with others. ;)

Cheers
Gary

Surely you don't use one bgl per model? The whole point of a library is that it can contain multiple objects:





 
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If EZ didn't like the texture folder structure, how did you get it to work?? EZ Scenery is just an earlier version of Instant Scenery (same programmer), so I would think it would work in IS also.
Sid, you asked this question a number of posts ago (amazing how much can take place while you're sleeping). EZ scenery displayed the model untextured - which prompted me to add a feature to the Make Library routine to save all textures to the main texture folder. The implication, of course, is it's up to the user to manage library contents to avoid texture filename overlap.

This feature will be available in the next release - likely later this week.

Don
 
Surely you don't use one bgl per model? The whole point of a library is that it can contain multiple objects

George,
I am having a hard time understanding what point you are trying to make here, and how you got the idea that I put one model on a .bgl.

You come out asking about adding to an existing .bgl, I ask you to share how you do so, and you come back with this odd statement which doesn't seem to tell anybody anything about how they would add to an existing .bgl.

Wouldn't it have made more sense from the beginning to just post your techniques without all of this rhetoric?

As a matter of fact I seldom make one model of any aircraft, I make multi-pose sets and multi-livery sets. And of course I can also very quickly save .mdl's of a dozen different aircraft and save them all to the same .bgl.

Since I have been, and continue to be testing SAMM, I have deleted and replaced virtually every aircraft collection and set I have made many times now, and I often convert up to twenty five aircraft at a time, select them all from the SAMM - Make library list and put them on the same .bgl, it takes about five minutes.

I repeat, I have not had the need to add to a .bgl as yet, and I again ask that you simply share with the readers your technique for doing so, and leave me out of it....OK?
 
I repeat, I have not had the need to add to a .bgl as yet, and I again ask that you simply share with the readers your technique for doing so, and leave me out of it....OK?

Actually George showed the technique perfectly by using photos. The important step is shown with the top photo showing the use of Library Creator XML to create a library. Using Library Creator allows you to add as many aircraft as you want to an existing .bgl file.

Regards, Mike Mann
 
Actually George showed the technique perfectly by using photos. The important step is shown with the top photo showing the use of Library Creator XML to create a library. Using Library Creator allows you to add as many aircraft as you want to an existing .bgl file.

Regards, Mike Mann

Hi Mike,

I thought since this was the SAMM discusion forum that we would be discussing how to use the SAMM Make Library feature, at least that was what I was discussing, so please excuse my confusion as regards the necessity of using Library Creator to compile my SAMM files instead of the SAMM - Make library feature.
My apologies to George, my apologies to the forum,.. Mea Culpa.

I think the concept of SAMM users sharing techniques and the reasoning behind their techniques is a good thing, because we all use SAMM differently as best suits our individual needs.

As far as I am concerned, if one user wants to make single model .bgls, and another wants to make multi-model .bgl's, and yet another wants to add models to an existing .bgl, any discussion of the different techniques needs reasoning behind it, and instructions so that others can try a different technique to see if it works better for their needs.

I'm sorry, I just don't see how George showing the above screenshots introducing Library Creator into the picture with no explanation why provided any reasoning why a new user needs to know how to add to an existing .bgl, nor do I see how seeing the screenshots helped anybody to set their library up as he has with thumbnails and descriptions, which they will wonder why they dont have.

Sorry mates, I prefer to assume the readers don't know how to do these things over assuming that they do.

Cheers
Gary
 
EZ scenery displayed the model untextured - which prompted me to add a feature to the Make Library routine to save all textures to the main texture folder. The implication, of course, is it's up to the user to manage library contents to avoid texture filename overlap.
It actually does work using the existing structure of texture sub-files...you just have to exit and reload FS9 for the textures to appear. It's only a minor extra step, but it let's you keep identically name sets of textures in seperate folders, which I think in the long run will save time over having to mannually arrange the texture files. And if you create thumbnails for your object placing program (assuming it supports them), it would hardly matter if the textures don't display initially.

Thanks again, Don. :D
 
It actually does work using the existing structure of texture sub-files...you just have to exit and reload FS9 for the textures to appear.

Hi Sidney,
Did you try going to World\Scenery Library and simply clicking OK to refresh the scenery instead of re-starting FS9?
(or alternatively try the Refresh Scenery Hot Key)

Just curious.
* Nevermind, Don has already confirmed it won't work

Cheers
Gary
 
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Hi Gary,

You snuck that edit in just as I was also going to post that they don't work. :)

However, in another thread Leon said:

I use EZ Scenery for placing my " other " objects . Well that would not work with the converted planes . I've found that when I place the texture folder
for my converted plane in the " main texture folder " , if you know what I mean . The plane now shows up with it's textures displayed .


I also remembered doing this to fix a problem with object textures not showing up in some add-on scenery. I tried placing the individual aircraft texture folders in the FS9/Texture folder, and now it works. I still get an error message the first time each plane is selected in IS, but not subsequently, and the textures do show despite the error message. If I exit FS9 and reload it and just view the scenery without running IS, all is well....the textures still show, and no error messages. Got it 98% working, I'd say. :D
 
I also remembered doing this to fix a problem with object textures not showing up in some add-on scenery.

Hahaha,
Remember me asking if you were placing the static model in an addon scenery?
(I had those problems with addon sceneries in FS9 too)

Anyways, glad you are making progress.
I know Don has been working on some fixes aimed at FS9/EZ Scenery users, so I have high confidence he will come up with some workarounds.

Cheers
Gary
 
I also remembered doing this to fix a problem with object textures not showing up in some add-on scenery. I tried placing the individual aircraft texture folders in the FS9/Texture folder, and now it works.
This is FS9's default operation. If it doesn't find a texture in the local texture folder, FS9 then looks in FS9\Texture. (This is what permits you to use "system" textures for your scenery models without making a local copy.)

In the case of SAMM static models, this scheme will work, but FS9 will still complain about a missing texture folder.

The next version of SAMM will allow you to save your textures to the main texture folder.

Don
 
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