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FSX BGL Library

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Here's a question I'm sure someone can answer. Is there a software that can take a group of FSX Models and compile all of them into 1 single BGL Library. It would be so much easier than having to make a separate folder for every model, then add the model to ADE, then add that folder to the FSX scenery library. If I could take all of my models and put all of them into one single BGL file then add that to the ADE Object Library, then all I would need it one folder with a scenery sub folder and a texture sup folder, I could just put the bgl into the scenery folder and the textures and thumbnails into the texture folder and just add that one folder to the scenery library. It would take up less space on the HD as well and not so many folders to keep track of. I plan on making some new scenery objects in different categories and would just like to have them organized.
 
https://www.fsdeveloper.com/forum/resources/library-creator-xml.86/

https://www.fsdeveloper.com/wiki/index.php?title=Library_Creator_XML_2.0


However, scruffyduck Library Object Manager (aka "LOM") imports BGLs and de-compiles them.

After import via LOM2ADE, ADE has only a collection of loose MDLs no longer inside library BGLs.

https://library.avsim.net/search/basic/root/LOM2ADE.zip

https://www.fsdeveloper.com/forum/attachments/lom-2-ade-release-notes-pdf.98722/


ADE normally either combines links to MDL source BGLs and placement inside the Airport BGL, or separates the placement info into a separate BGL, with the links to MDL source BGLs still inside the Airport BGL.

So, if you plan to use ADE for object placement, there is no point in attempting to put all your MDLs into (1) scenery library object BGL, as ADE would likely only be working with LOM2ADE-imported loose MDLs.

If ADE is used for placement, it is better to filter types of MDLs into a cued list in the LOM GUI, rather than to create multiple types of 'grouped' scenery object library BGLs, as they must be imported into ADE as loose (and therefore un-grouped) MDLs.

GaryGB
 
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That is not true. The ADE LOM places the objects without decompiling the library BGL file.

There is a Place Model choice which will add loose MDL files to the compiled ADE BGL file directly, but that does not use the LOM.

But Gary is correct, you can use Library Creator to combine MDL files into a single BGL file.
 
That's what I needed to know. I have several "single file" BGL libraries I got from other places and all I had to do was add that file to the ADE Object Library and select which objects I wanted to add or just add all of them. It decompiles them and places them in the library where all I have to do is add an object from the library and select which one I want. Easy as pie. None of this separating models, adding them to the model list, then adding it to the ADE project. I've done that in the past and if all the textures and support files are not in the correct folders, the model won't even show up. If I use BGLs and add them to the library, then add it to the project, they work fine and I only need one folder with two sub folders instead of a bunch of separate folders for each model. I'm trying to save HD space and prevent so much 'disk use' during a flight which tends to cause stutters in the sim, at least on my system anyway. Tried to fix that, with no luck. Need some more faster SSDs to fix that problem. So where do I find this Library Creator?
 
Hi Tom (Gibson):

IIUC, you allude to the issues addressed in this thread:

https://www.fsdeveloper.com/forum/threads/ade-extra-objects.432461/

I am familiar with that discussion and all the whys and wherefores it involves.


Additionally I am aware of options for liberating objects that may have been "geolocked" inside certain XML element contexts:

https://www.fsdeveloper.com/forum/resources/geolock.274/

https://www.fsdeveloper.com/forum/threads/geolock-beta-thread.437490/


And you may recall your assertions in these post to other threads ...here: ;)

https://www.fsdeveloper.com/forum/threads/models-in-ade.445177/post-821331

https://www.fsdeveloper.com/forum/threads/adding-mdl-to-mcx.455811/post-906181



My assumption is that Tomt478 is referring to MDLs that he has the right to use and/or has created entirely on his own.

Working within that assumption, I cite a workflow that imports from BGLs and results in a source folder of loose MDLs.


That workflow utilized scruffyduck's Library Object Manager (LOM) <I should have specified that instead of 'ADE' -sorry>.

https://library.avsim.net/file/81175-library-object-manager


One subsequently had the option to use scruffyduck's LOM2ADE utility to import loose MDLs from LOM into ADE's LOM.

https://library.avsim.net/search/basic/root/LOM2ADE.zip

https://www.fsdeveloper.com/forum/attachments/lom-2-ade-release-notes-pdf.98722/



It is of course, possible for ADE to create a database of Scenery Library Object MDL source BGL files from which to place objects.


However, AFAIK, Tomt478 "would" IMHO, likely plan on using imported loose MDLs into ADE in order to use ADE for placement.

If he wanted to keep MDLs in existing Scenery Library Object BGLs, he would not be able to re-organize them as he intended.


Alternatively, he can just use the original scruffyduck Library Object Manager (LOM) as a stand-alone utility to re-organize MDLs.

That same utility can be used for placement, IIRC.


Then, if Tomt478 wishes, he can import re-organized Scenery Library Object BGLs into ADE as indexed source files.


Or he can then use scruffyduck's LOM2ADE utility to import Scenery Library Object BGLs as loose MDLs from LOM into ADE.


Alternatively, he can use MCX Object Placement feature to manage / process BGLs and MDLs, then "place" them as well.


Ideally, Tomt478 would instead purchase- and use- Instant Scenery 3 via Flight1 (it is still sold by them- but not supported) :wizard:

https://www.flight1.com/products.asp?vid=flt1sf&pid=iscen3

GaryGB
 
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