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P3D v4 bgl compiler

You mean the BGLComp tool? It's a command line tool, you need to pass it the file that you want to compile as argument and once the BGL has been made it closes again. So there is no GUI.
 
Do you mean drag and drop the xml file over the bglcomp and let it do its thing? If so Where does the compiled bgl appear?
 
Normally you would use command prompt to call the compiler and pass the arguments. But drag and drop should also work, the downside is that you do not see any warning or error feedback that is printed to the console.

The BGL file is made in the same folder as the XML if you do not provide a specific output path.
 
Might not be the right page, but.... A friend of mine asked if I'd take his hangar he likes and change the basic colors, so we could use it in a different scenery. I did that and renamed the bgl so as not to mess with the original. (been there, done that long ago) hahaha
Used placement tool in MCX and got it right where I wanted, hdg and all. However, I go there and the walls jump up and done like they are jiggling. I then placed it in my default version... same jiggling. ( He has an ORBIX scenery which I cannot access, so I activated the default version of it.).
But then I placed the same bgl in one of my sceneries.... rock hard solid! A mutual friend told me to try Z bias. That did not help. Ideas?
 
Did you change the GUID as well? Might be you have two objects with the same guid in the scenery.
 
Hello, I have an equal problem, when trying to convert a xml with a simobject placement, that was exported from simdirector in P3dv5.4. When dragging the xml over to the bglcomp from the SDK, the file will not compile a bgl out of the xml file, only the command line window pops up for a millisecond without any effect.
 
Try to compile from the command prompt, so that you can see the error that bglcomp gives you.
 
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