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Dealing with Scenery Objects

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87
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germany
Hi.

I've been working with ADE 1.37.5 for a couple of days now and explored some of its lovely features.

As mentioned in an other thread I'm currently modifying a stock airport.
FSX-typically the scenery (apart from the RWYs!) is displaced some meters compared to reality.
So my aim is to correct that.

Despite I've looked through this forum, some questions concerning Gen.Buildings and Lib.Objects are left:

1) How can I display Gen.Builds and Lib.Obj. in ADE?
I know the feature "load stock data", but as far as I know, it loads the default Objects.
What if I have an other Aiport-BGL that I generated one year ago. How can I show the contained objects/buildgs?


2) Move Buildgs/Objcts
My intention is to change the coordinates of all Buildgs/Objcts by the same offset-values.
So I edit the location - for instance of an Gen.Buildg. - with ADE, enter the new values and click OK.
When I afterwards show the properties again, it has other coordinates than I've entered!


3) Other programs.
The last time I modified an airport, I used Whisplacer to move the Buildgs/Objcts.
Is there a chance to use ADE and Whisplacer quasi parallel?
I'd like to save my airport - modified with ADE - in a format that can be read by Whisplacer.
Then do my corrections with Whisplacer and afterwards continue work with ADE.
Is this possible?



Michael
 
1) How can I display Gen.Builds and Lib.Obj. in ADE?
I know the feature "load stock data", but as far as I know, it loads the default Objects.

What if I have an other Airport-BGL that I generated one year ago. How can I show the contained objects/buildgs?

Only by adding them to ADE. At the moment that would require manual intervention. Import of external BGL or XML files is on the development list but cannot be done in the current version. To do it now you would need to compile you ADE airport with the option to save XML on. The decompile the old BGL file with Bgl2Xml. Take the library object placement code from the old BGL file and insert it above the airport code in the ADE XML and then open the resulting combined XML file in ADE. Provided you have not created any errors in the combined XML you should see the object locations. Of course for them to show up in FSX the object libraries and textures for those new objects will need to be present.

2) Move Buildgs/Objects
My intention is to change the coordinates of all Buildgs/Objects by the same offset-values.
So I edit the location - for instance of an Gen.Buildg. - with ADE, enter the new values and click OK.
When I afterwards show the properties again, it has other coordinates than I've entered!

I would need to check that out. We have had some bugs in the manual coordinate setting and there may be one here.

3) Other programs.
The last time I modified an airport, I used Whisplacer to move the Buildgs/Objcts.
Is there a chance to use ADE and Whisplacer quasi parallel?
I'd like to save my airport - modified with ADE - in a format that can be read by Whisplacer.
Then do my corrections with Whisplacer and afterwards continue work with ADE.
Is this possible?

No you would not be able to do that I think. Even if Whisplacer reads the BGL file from ADE then the chances are it would strip out all the stuff it could not handle. So you would lose all the airport information. I am pretty sure even if that was kept it would not get compiled from Whisplacer.
 
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