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Select a .bgl that you think has objects in it, and it will tell you whether there are any objects, if so, how many, and how many have been loaded, and if there are any to load, will give you the opportunity to load them.
I'm currently building models in GMAX and installing them with ADE from my own library. It's a steep learning curve but worthwhile. If you get a copy of my latest airfield (YCAG Caiguna), it contains my model library and installation instructions for ADE. http://www.alanblencowe.com/imagesalan/03FSXaddonscenery.htm
This page may also help you get all the freeware you need to get started.
http://www.alanblencowe.com/imagesalan/03FSXairfieldconstruction.htm
Yeah,
That had me fooled for a while, too.
There is a button lurking at the top of the Tools -> Library Object Manager, that looks like a header. It's called "Tools", and if you hover over it, you'll find that it's actually a short menu, one item of which allows you to add objects.
Select a .bgl that you think has objects in it, and it will tell you whether there are any objects, if so, how many, and how many have been loaded, and if there are any to load, will give you the opportunity to load them.
Now, matching the thumb nails is the hard bit...
And if anyone knows some method other than one at a time, I'd be very pleased to know about it.
ADE can work with mdl files created by GMax or FSDS 3.5 As mentioned above this can be done directly without having them first in a Library.
How can we do that?
What about mdls created using ModelConvertorX?
Provided that the mdl file works in FSX then you can use any. Check out the documentation on using mdl files in ADE. As I recall that information is in the supplemental release notes for version 1.37
Start > Program Files > Airport Design Editor > Help > ADE Release Notes.pdf
Or Start > All Programs etc if you are using Vista.
Contents - Third Bullet - User Models. Details start on page 3