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Reading MSFS 2024 library BGL files

arno

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Until now ModelConverterX could not read MSFS 2024 library BGL files, you would get an error that the objects inside were not recognised. This is because MSFS 2024 does store your glTF models differently in the BGL file than MSFS 2020 did. You might have noticed that the BGL files are also smaller for MSFS 2024, that is because a compression is applied to the glTF data.

I have now updated ModelConverterX to support this zstd compression of the objects, so that you can open library BGL files again in the tool. This functionality is available in the latest development release.

I wanted to test it with some more models on my machine, but MSFS 2024 keeps crashing when I tried to compile a scenery package or when I startup the sim. So I’m afraid the testing has been a bit limited. If you encounter any issues, just let me know in the FSDeveloper forum.

Continue reading...
 
Any chance to add cgl decompilation and compilation in mcx ?
I don't know, I thought those files more contain terrain data, so that is out of scope for MCX.
 
Hi Arno.
I suspect that there is a problem reading LODs with the 2024 modellibs. Here's a link to a project that has a couple of simple cubes, and a knotted torus that has several LODs for you to test.
2024-41WI-Paddock-Fields.zip
 
Thanks Dick, I'll have a look.
 
There were two small bugs in my code, now the object with its levels of detail reads OK.

1739546323562.png
 
I have pushed a new version online now with the fix.
 
Success! I used the VFSProjector to grab some textures and modellib BGLs.
Look how ridiculous the LOD system has become:
Untitled.png

Does this object really need 5 LODs? This is from the MSFS 2024 asobo_buildings.bgl, a library commonly used. Thanks for this Arno!. I can spend days peeking at object libraries. :idea:
 
Another odd LOD usage from the same library... a wall light:
Untitled.png

6 LODs???
 
Would be interesting to see how much the triangle count varies with these lods. For such a simple object you would not expect that many, but on the other hand developers are adding extra LODs to make sure their objects show up as desired and it seems the default objects show the same trends.
 
The Asobo folks use Simpligon to create LODs. I think they just run everything through it, regardless of size or number of vertices.
 
That sounds stupid to do, because for a simple object adding more lods just wastes disk space and memory. But maybe that's compensated by the MDL compression again :D
 
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