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First, I have plenty of experience with ADE and creating / placing scenery (mostly years ago) and simply need to know if I'm on the right track, or am I way off base? I am running P3D v4 on a Windows 10 system.
I have an airport that was created by someone else that needs a lot of work. In this airport, the original author has placed blue taxi lights as an object. Sadly, with the corrections, these taxi lights are all over the taxiways.
By a stroke of luck, he also left the .txt file that contains the objects within that BGL file so I know which item is the offending one. In this case it's the 8th one down the list of 18 objects .
When I decompile the "offending" BGL, (using BGL to XML), it "creates" 18 .mdl objects, (FSDS_object.mdl, through FSDS_object16.mdl) and the corresponding .xml file.
I'm thinking I can decompile the "offending" BGL, remove the "blue taxi lights" (or in this case, FSDS_object6.mdl), edit the .xml file then recompile the BGL using XML to BGL program. (Sadly, the XML file has no user friendly information in it! It has 18 entries that look like this:
<ModelData
sourceFile=""
fileOffsest="0"/>
(I have replaced the "sourcefile=""" with "sourcefile="<path of .mdl file>" and get no errors when running XML to BGL. If I don't do that, XML to BGL will not work.)
I am able to do this, and get NO errors, however, the resulting new BGL (that hopefully removes the taxi lights) now does not work at all and I get no objects that should be in that BGL.
Is this the correct approach? Or is there an issue with BGL to XML and / or XML to BGL in P3D v4?
Hope I conveyed myself appropriately.
TB2
I have an airport that was created by someone else that needs a lot of work. In this airport, the original author has placed blue taxi lights as an object. Sadly, with the corrections, these taxi lights are all over the taxiways.
By a stroke of luck, he also left the .txt file that contains the objects within that BGL file so I know which item is the offending one. In this case it's the 8th one down the list of 18 objects .
When I decompile the "offending" BGL, (using BGL to XML), it "creates" 18 .mdl objects, (FSDS_object.mdl, through FSDS_object16.mdl) and the corresponding .xml file.
I'm thinking I can decompile the "offending" BGL, remove the "blue taxi lights" (or in this case, FSDS_object6.mdl), edit the .xml file then recompile the BGL using XML to BGL program. (Sadly, the XML file has no user friendly information in it! It has 18 entries that look like this:
<ModelData
sourceFile=""
fileOffsest="0"/>
(I have replaced the "sourcefile=""" with "sourcefile="<path of .mdl file>" and get no errors when running XML to BGL. If I don't do that, XML to BGL will not work.)
I am able to do this, and get NO errors, however, the resulting new BGL (that hopefully removes the taxi lights) now does not work at all and I get no objects that should be in that BGL.
Is this the correct approach? Or is there an issue with BGL to XML and / or XML to BGL in P3D v4?
Hope I conveyed myself appropriately.
TB2
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