Autogen Not Working

#1
I have some .mdl files that I want to make into autogen and I am following this tutorial: https://msdn.microsoft.com/en-us/library/cc526979.aspx.

I compiled them into a .bgl library and added that to the default.xml using the autogen editor and then used the Annotator to add the objects to a .bgl file of photoreal scenery that I made.

Then I saved it and put the photoreal .bgl file, the .bgl library for the objects, and the Autogen Annotation (.agn) files in a scenery\[my scenery]\scenery folder in my Prepar3D root directory.

The photoreal showed up, but the autogen objects did not show up.

Does anyone have any ideas on how to get them to show up and why this is not working?

I converted the objects to .mdls and compiled the .bgl library file for the objects using the FSX:Acceleration SDK, but did the default.xml editing and the Annotating in the P3D v3.4 SDK. Could this have anything to do with it not working? I am testing in P3D v.4.1.

Thanks in advance.
 
#2
Hi Caleb:

I do not (yet) have P3Dv4.x to test, but AFAIK, for purposes of Autogen display, P3D works the same as other FS versions with regard to where *an.AGN files must be located relative to the specific BGL they are created for.

You need to create a \Texture sub-folder locally paired with the 'active' \Scenery sub-folder which contains the custom photo-real aerial imagery land class BGL, and then place all the *an.AGN files output by SDK Autogen Annotator for that specific BGL into that local paired \Texture sub-folder. :pushpin:


GaryGB
 
Last edited:

arno

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#3
The agn files need to do in the texture folder of your scenery indeed.

Also the objects must be saved with drawcall batching else they don't appear as autogen.
 

arno

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#5
Hi Gary,

I thought this was the case or was it only for objects used as vegetation through polygonal autogen?

Also I don't know if P3D v4 changed things. Most of my experience is based on FSX.
 
#6
Hi Caleb:

I do not (yet) have P3Dv4.x to test, but AFAIK, for purposes of Autogen display, P3D works the same as other FS versions with regard to where *an.AGN files must be located relative to the specific BGL they are created for.

You need to create a \Texture sub-folder locally paired with the 'active' \Scenery sub-folder which contains the custom photo-real aerial imagery land class BGL, and then place all the *an.AGN files output by SDK Autogen Annotator for that specific BGL into that local paired \Texture sub-folder. :pushpin:


GaryGB
The agn files need to do in the texture folder of your scenery indeed.

Also the objects must be saved with drawcall batching else they don't appear as autogen.
Thanks everyone.

Moving the .agn files to the texture folder instead of the scenery folder did not do anything. The objects still don't show up. This is my first time doing autogen. What exactly does saving the objects with a drawcall batching mean and do you know where I can find how to do it?

Thanks.
 
#7
Hi Caleb:

[EDITED]

CAVEAT: Note that enabling Draw Call 'Batching' is distinct from processing a MDL via the Draw Call 'Minimizer' in MCX:

https://www.fsdeveloper.com/forum/threads/drawcall-batching.433635/


https://www.fsdeveloper.com/wiki/index.php?title=ModelConverterX#BGLWriter

https://www.fsdeveloper.com/wiki/index.php?title=ModelConverterX#Drawcall_minimizer

[END_EDIT]


Some info on the distinct functions of Draw Call Batching versus LODs:

https://www.fsdeveloper.com/forum/t...nd-drawcall-batching-to-me.437082/post-741293


Draw Call Batching in a P3D context:

https://www.google.com/search?ei=6L...1j0i22i10i30k1j33i160k1j33i21k1.0.Upqm2qN0mFo


Draw Call Batching In the context of MCX:

https://www.google.com/search?ei=qL......0...1c.1.64.psy-ab..0.0.0....0.fzvBdTX3fwI


An obscure Draw Call Batching 'gotcha' that must sometimes be accommodated:

https://stevesfsxanalysis.wordpress.com/2013/11/07/testing-drawcalls/


Hope this helps ! :)

GaryGB
 
Last edited:

arno

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#8
Hi,

Did you also double check the default.xml edits you made? E.g. did you use the correct guids for the objects and did you use the class guid in your agn files?
 
#9
Hi,

Did you also double check the default.xml edits you made? E.g. did you use the correct guids for the objects and did you use the class guid in your agn files?
Thanks very much. The edited default.xml file was on my development computer and not on the computer I do the testing on. I didn't realize until now that the updated default.xml had to be on the computer that had the scenery on it. The updated default.xml is in [root folder]\Autogen on the computer I am doing the testing on now, but the objects still do not show. Any ideas?

I am currently in the process of recompiling the objects with draw call batching.

Thanks.
 
#12
Hi Caleb:

Since one can assign a "density" setting for custom Autogen annotations that controls their display in FSX / P3D at run time, one would also want to check that the Autogen Density slider in the FSX / P3D GUI is at the maximum (full-right) position during testing. :idea:

GaryGB
 
#14
Hi Caleb:

Since one can assign a "density" setting for custom Autogen annotations that controls their display in FSX / P3D at run time, one would also want to check that the Autogen Density slider in the FSX / P3D GUI is at the maximum (full-right) position during testing. :idea:

GaryGB
Ok. I will keep that in mind. Thanks.
 
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