• Which the release of FS2020 we see an explosition of activity on the forun and of course we are very happy to see this. But having all questions about FS2020 in one forum becomes a bit messy. So therefore we would like to ask you all to use the following guidelines when posting your questions:

    • Tag FS2020 specific questions with the MSFS2020 tag.
    • Questions about making 3D assets can be posted in the 3D asset design forum. Either post them in the subforum of the modelling tool you use or in the general forum if they are general.
    • Questions about aircraft design can be posted in the Aircraft design forum
    • Questions about airport design can be posted in the FS2020 airport design forum. Once airport development tools have been updated for FS2020 you can post tool speciifc questions in the subforums of those tools as well of course.
    • Questions about terrain design can be posted in the FS2020 terrain design forum.
    • Questions about SimConnect can be posted in the SimConnect forum.

    Any other question that is not specific to an aspect of development or tool can be posted in the General chat forum.

    By following these guidelines we make sure that the forums remain easy to read for everybody and also that the right people can find your post to answer it.

Could someone please post a 'generic package'

I would rather NOT see the FSDeveloper community once again make matters more complicated, by using "hybrid" BGLs that contain both multiple 3D models and their placement code inside the very same BGL, or to then make matters even more complicated by using those 3D models in "geo-locked" mode to prevent them from being placed outside a very small Geographic area. :alert:

GaryGB
I would rather not see the FSDeveloper community complicated with overly large fonts, caps locking and other inanity, but sometimes we have to give a little. The OP has a system that works for him, you asked him to elaborate, if you can't endorse his work, maybe let it go. It kind of looks like you set him up, here.
 
You've lost me. I am not trying to do anything just reiterate what I have seen in a youtube tutorial. Please "don't shoot the messenger"

Hi John:

No doubt some concepts in FS development discussions may be more challenging to comprehension than others.

I am trying to create a library containing a number of scenery objects I have created and have found that the tool fspackagetool is used (please advise if this is untrue).

I have also followed a YouTube video MSFS SDK Tutorial - How to build your packages outside of the sim. and I hope I am not wasting my time using this to learn how to create a library (.bgl) containing scenery objects.

I have used an existing 'ADE project' as the basis for this 'project' changing filenames, folder names and relevant data in the top .xml file however when I execute fspackagetool it results in error "provided project definition file does not exist".
I have checked everything but obviously missed something.

I have found samples in SDK but not sure if it is the SAMPLEMATERIALS or SIMPLESCENERY I should use as the 'bones' for my project (I think the SimpleScenery is that correct)?

Thanks

Your OP states "I am trying to create a library containing a number of scenery objects I have created".

Your OP also states "I hope I am not wasting my time using this to learn how to create a library (.bgl) containing scenery objects"


I am endeavoring to clarify for you- and others who may read this thread- that there is an important distinction to be made when you refer to a "library containing a number of scenery objects I have created", and "a library (.bgl) containing scenery objects".

A 'library' may be interpreted by some as a general description of a compiled package folder chain path which may contain multiple BGLs that contain only (1) 3D model per each BGL.

A 'library' may also be interpreted by some as a general description of a PackageSources folder chain path which may contain either a single- or multiple- 3D models (...see discussions in MSFS forums about a dreaded "ModelLib" folder name conflict ;)).

Unfortunately, depending on how a PackageSources folder chain path is named, it may cause a ex: "ModelLib" folder name conflict within the MSFS VFS ...that is inherited in the FSPackageTool's naming of compiled output BGL(s).

IMHO, it is best to refer to a Scenery Object Library as a "library (.bgl) containing scenery objects" ...without placement code inside it.

This BGL type is distinct from a separate Placement BGL containing code to 'place' 3D models from a Scenery Object Library BGL.

The Simple Scenery sample dumps the model as modelLib.BGL.

That (name ? ) -GGB has been proven to be a big No-No. They never corrected it.

It also has a placement BGL, which no one wants in a Library only package.


I am hopeful this might explain things a bit more clearly with regard to Scenery Object Library BGLs in a Library only package versus 'Libraries' as folder chain path names, and/or Packages with BGLs containing (any) placement code.


BTW: Thanks for your explanation of a work-flow used with MSFS 2020 SDK FSPackageTool in the YouTube video cited above. :)

There have been a few threads which discuss the use of SDK FSPackageTool as a CMD mode excutable, and that video shows how one can perform a few additional useful tasks via (legacy DOS Command.com-compatible) Windows CMD mode batch command coding.

It will be interesting to see what additional ideas users of Windows' CMD mode batch commands may post here at FS Developer to perform additional tasks, as that CMD batch method has the potential to make many things possible that otherwise might require more complex coding in PowerShell or a Windows-compatible scripting or programming application. :idea:


GaryGB
 
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Hi Gary
I had no idea that there are two types of libraries.
I was only interested in creating a library containing only scenery objects in case I wanted to distribute them as freeware and so set out to try and do that.
Some time ago I asked Jon about this and he suggested that I post a question on the MCX forum which Arno replied (MCX can't do that for MSFS).
Now I find that ADE can do it but it seems an awkward way to do it and I will stick to using it the way I described earlier.
Anyway, doesn't matter (as Con the fruiterer would say). I have learned how to create a scenery object library outside MSFS.
 
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Hi Gary
I had no idea that there are two types of libraries.

I was only interested in creating a library containing only scenery objects in case I wanted to distribute them as freeware and so set out to try and do that.

Some time ago I asked Jon about this and he suggested that I post a question on the MCX forum which Arno replied (MCX can't do that for MSFS).

Now I find that ADE can do it but it seems an awkward way to do it and I will stick to using it the way I described earlier.

Anyway, doesn't matter (as Con the fruiterer would say). I have learned how to create a scenery object library outside MSFS.

IIUC, you mean outside MSFS DevMode GUI ? :scratchch


In light of info posted by Dick above, perhaps we may see documentation on how ADE can create a "Scenery Object Library", or as Dick worded it:

The Simple Scenery sample dumps the model as modelLib.BGL. That has been proven to be a big No-No. They never corrected it. It also has a placement BGL, which no one wants in a Library only package.

GaryGB
 
IIUC, you mean outside MSFS DevMode GUI ? :scratchch

Once again I am only the messenger. I didn't make that up it is just what the title of the video tutorial states - "MSFS SDK tutorial - How to build your packages outside of the sim"
 
No one wants the name modelLib in any Library package.

There is only one type of model Library. The sim had been shown to confuse textures with identical names, and identical 'modelLib.bgl' names caused Jon some problems with ADE (which he has solved). ADE produces a library that is just fine. It just makes sense to identify libraries by a unique name which shows who made them. I think Asobo has solved the initial problems with a model's textures being confused (but there is a new problem with apron textures and materials).

The question was how to make a package that only contains objects... no airports or scenery placement. The reason for having a separate object library would be to share the objects among several projects. For example:
https://flightsim.to/file/16007/msf...anging-from-towers-hangers-terminals-to-cones Such a library needs to be in the Community folder in order to be referenced by any particular package that uses those models.

Most airport developers won't need to make such libraries as their objects are specific to their project... such as docks to match the aerial imagery of a specific location. Those would be better stored inside the airport package as they aren't needed in any other location.

Jon has made allowances for the use of both ways in ADE. Either reference an 'outside' package's models or use the models within the ADE project. The LOM is used for 'outside' packages, and lets you customize a list of these outside models. The User Model Manager is used for 'inside' models that most likely won't be used in other projects.
 
No one wants the name modelLib in any Library package.
Oh I know that and early on I it was recommended to me to add a suffix eg YSSY_JGA_modellib which I still do.

Regarding the method I explained to set up the 'package' to use with compiling. I also know that this can be done in MSFS developer mode as I created a 3D model from maps.google and exported with renderdoc and then started a 'project' using MSFS developer mode which I guess is easier than editing a sample .xml and renaming folders.

And yes I all I wanted was to create a library of objects for possible sharing. I also have a scenery model of all the docks at Vancouver Harbour water airport and that obviously can/should only ever be used at that airport and so it's inside my airport package.

Thanks for your input.
 
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