• 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:

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Decompiling a BGL File

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Not open for further replies.
One can not "Open" a KMZ'; one must instead "Import" it ...as I previously explained here:

Hi Gary,
Yes, I new that but I just didn't work it correctly. I should have said, "when one imports the kmz file into Sketchup." Been staying up too late at night working on this project and trying to fix it, and of course, learning in the process.


As I was rather limited on my available time yesterday afternoon, I did not mention that during "Import" to Sketchup version 8 of your "KBHM Backup with Parking Deck.KMZ" file attached above, I received this error message:

kbhm-backup-with-parking-deck_sketchup_import_validation_error-jpg.24388


After clicking "Yes" to continue, the Import completed with no further error messages.

As a matter of fact, it seems like I did get an error message like this. There is one thing I need to mention. While I was trying to figure out why I'm having this issue and re-drawing the walls, Sketchup crashed on me. It did this 2 time already. The first time I did not report it. But the 2nd time, I did file out the information and reported it.



FYI: The model sub-object for the Terminal area shown in the foreground has been "skewed", thus, the North and West walls must be re-drawn precisely along a (temporarily) re-positioned Sketchup world axis (aligned at ex: the bottom long edge of the intact and 'non-skewed' South Terminal section wall using the "Axes" tool).

That's what I was thinking so I did try to re-draw, but I did not place or use the Axes Tool. While I was in the middle of trying to re-draw, that's when Scetchup crashed on me. But usually when an object is skewed, you don't get a face. So I assumed that since I had a face and everything, they were okay. In my original KBHM project file, everything looked fine and I didn't see any problems. So why do these problems show up, only after they have been exported? For example: As I said, there were no problem with my original KBHM project file, as I could see, and everything looks good with all textures showing. When I export the file as kmz and import it back into Sketchup or import it into MCX, that's when the problem is apparent. The walls are gone, or I should say transparent. For some reason, it seems like the walls or the texture, are being stripped away in the process, or something is causing the Opacity setting to be set at 0 instead of 100. Lane pointed that out and sure enough, he's right. The walls are actually there and the Opacity is set to 0. In my original KBHM project, I did not have the Opacity set to 0. For some reason, the Opacity goes from 100 to 0 during the export process. That's what I'm confused about. But I fully agree with you 100 percent. I think my problem is in the way I've went about it and that's what I need to work on. I didn't realize some of these things when I first started and I need to abide by the solid modeling methods. Thanks so much for pointing that out.


So, please... take my advice and either repair or re-model that entire 'West wing' section of the Terminal building via "solid modeling" methods.

Yes, I definitely will and once again, thanks for pointing this out.


Ken.
 
http://www.fsdeveloper.com/forum/threads/decompiling-a-bgl-file.434183/page-8#post-721469

Hi Gary,
Yes, I new that but I just didn't work it correctly. I should have said, "when one imports the kmz file into Sketchup.

Been staying up too late at night working on this project and trying to fix it, and of course, learning in the process.

I've been there and done that many times, too ! :D




That's what I was thinking so I did try to re-draw, but I did not place or use the Axes Tool. While I was in the middle of trying to re-draw, that's when Scetchup crashed on me. But usually when an object is skewed, you don't get a face. So I assumed that since I had a face and everything, they were okay. In my original KBHM project file, everything looked fine and I didn't see any problems. So why do these problems show up, only after they have been exported?

For example: As I said, there were no problem with my original KBHM project file, as I could see, and everything looks good with all textures showing. When I export the file as kmz and import it back into Sketchup or import it into MCX, that's when the problem is apparent. The walls are gone, or I should say transparent. For some reason, it seems like the walls or the texture, are being stripped away in the process, or something is causing the Opacity setting to be set at 0 instead of 100. Lane pointed that out and sure enough, he's right. The walls are actually there and the Opacity is set to 0. In my original KBHM project, I did not have the Opacity set to 0. For some reason, the Opacity goes from 100 to 0 during the export process. That's what I'm confused about.


I have yet to get some time free to:

1.) Export present Sketchup 3D model as KMZ

2.) Import that KMZ into MCX

3.) Inspect imported 3D model in MCX

4.) Export 3D model from MCX as BGL

5.) Import that BGL into MCX

6.) Inspect that 3D model in MCX


I will post some more feedback here after I have completed the latter "To Do List". :)


[EDITED]

PS: You may wish to review the info discussed in this prior post ...within this thread:

http://www.fsdeveloper.com/forum/threads/decompiling-a-bgl-file.434183/page-6#post-719767


IMHO, you need not be concerned about poly or vertex statistics, as you will again be using the "Combine Textures" feature to reduce the complexity of your 3D model's Geometry, while also reducing total individual texture count and Draw Call count at the same time.


However, that process and the Sketchup scripts to Move / Copy your windows and other wall detail sub-objects via the "Array" tools (prior to using the "Combine Textures" feature) ...will require "solid modeling".

It will in fact, require a flawless, "flat / uni-planar" surface which is devoid of any segmented / non-co-planar faces that are 'contiguous' in their attachments, such that they would otherwise form a "non-uni-planar" surface instead.


And, while it is true that eventually the FS MDL compilers will "triangulate" all surfaces, we are at this point in time, concerned primarily with how the 3D model looks and is actually modeled in Sketchup during the 3D modeling process.

When that 3D model is structured properly, the modeling process in Sketchup is able to proceed as intended, and it will also be rendered as intended ...when exported to FS. ;)

[END_EDIT]

GaryGB
 
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Hi Gary,
I was just working on the phase 1 and they're 3 terms that I need you to clarify below:

Context: What is Context?
What is Overall Group and Sub-group, and what's the difference?

I did make a copy of that entire terminal and made it a group, and then locked it. I did get the red bounding box. In one sentence, you say "Click into the context of the overall "Group" for that original entire 'West wing' section of the Terminal building." In the next sentence, you say "Click into the context of the "sub-Group" for that entire 'West wing' section of the Terminal building." I clicked with the area but nothing happens. So I'm not doing something right.

You also mentioned about clicking on a fully transparent wall surface area to select it. I don't see any transparent wall surfaces. I guess it's because I'm not in the sub-group.

Ken.
 
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http://www.fsdeveloper.com/forum/threads/decompiling-a-bgl-file.434183/page-8#post-721473

Hi Gary,
I was just working on the phase 1 and they're 3 terms that I need you to clarify below:

Context: What is Context?

"Context level" refers to where the focus of ones cursor is within any levels of 'nesting' which may exist in a Sketchup 3D model.


If one selects everything within one's work-space, right-clicks, then chooses "Group", everything inside that overall "Group" will be 1-level deep from the outside "shell" or 'Bounding Box' of that Group.


Any other sub-Groups within a overall "Group" will be at various deeper (or equivalent) levels inside that overall "Group" ...according to where their "Group" is located within any existing "nesting" levels which may exist in a Sketchup 3D model.

Thus, any Geometry contained inside another "Group" which is within that overall "Group" will be 2-levels deep from the outside "shell" or 'Bounding Box' of that overall Group.


For purposes of discussing this particular concept, one may consider Groups and Components as being subject to the same 'nesting' options.

https://www.google.com/#q=Sketchup nested group


GaryGB
 
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of repair process for that entire 'West wing' of the Terminal building
1.) Set Camera to Parallel mode / Top-down view and zoom to fill work space view with that entire 'West wing' of the Terminal building

2.)
Click into the context of the overall "Group" for that entire 'West wing' section of the Terminal building
a.) Using the Pointer (arrow) mouse cursor, left mouse button click-hold-drag a rectangular 'selection frame' from bottom left corner to top right corner of that 'West wing' to 'select' it
b.) Right-click and "Group" that entire 'West wing' section of the Terminal building
c.) Sketchup Menu > Edit > "Copy" that Group
d.) Sketchup Menu > Edit > "Paste In Place"
e.) "Move" that copy along the same world axis to place it a few dozen yards to the West (...of the original Group which is to be "repaired

NOTE
: This temporary copy of that 'Group' will be used for "sampling" already-projected textures and retrieving any re-usable portion of smaller sub-objects such as framed 'windows' (which when "Grouped" may be used to more quickly restore your wall using the "Move / Copy / "Array" method).
f.) Click the "outer shell" of the copied Group to 'Select' it, then right-click and choose "Lock" ('Group' Bounding Box now appears Red when 'Selected')

3.)
Click into the context of the overall "Group" for that original entire 'West wing' section of the Terminal building
a.) Click into the context of the "sub-Group" for that entire 'West wing' section of the Terminal building

b.) At the SW corner of the 'West wing' section of the Terminal building:
(1) click on a "fully transparent" wall surface area to 'select' it
(2) click on the "Paint Bucket" material tool
(3) in the Material pick-list, note that the texture applied to that 'selected' face is demarcated by a "Bold Black Rectangle"
(a) click [Edit] tab and set {Opacity} slider at 100 % (texture material applied to 'selected' wall surface become "fully Opaque" and visible)

4.)
Repeat the process in Step 3.) immediately above ...for each "fully transparent" / "invisble" face in that 'West wing' of the Terminal building
Please let me know when you have completed "Phase-1" as described above."

Hi Gary,
In step number 2 - "Click into the context of the overall Group for that entire West wing section of the Terminal Building," did you mean to say "Double Click?" This is the only way I can proceed on.
In steps 3 and 3a, I think I understand what you mean by Overall group and sub-group so tell me if I have it right. The overall group is the original west wing terminal. The sub-group is the one I copied.
Beginning at 3b - "At the SW corner of the West wing section of the Terminal Building," When I follow this repair, do I work on the original or the one I copied?

I've noticed the instructions you listed, beginning at number 3, b1 - "click on a fully transparent wall surface area to select it" are similar to those Lane posted. From this point on, I can not simply click on a fully transparent wall surface and the rest of the steps work. I first have to click on the Paint Bucket and select the eye dropper, and then I can click the transparent wall surface to make the Material Editor show the texture applied, as you described in b3 - "in the Material pick-list, note that the texture applied to that 'selected' face is demarcated by a "Bold Black Rectangle." So here's what I've done so far:

1. Set camera to parallel mode and set the top view
2. Doubled clicked and selected the west wing terminal and made it a Group.
3. Copied and pasted the original and moved it to a location for work space.
4. Clicked the outer shell of the copied grouped, right clicked and Locked it. Bounding walls turned red.
5. Clicked into the context of the overall group and the sub-group, which I assume you mean just clicking on the original and the copied one. I guess you wanted me to do that to make sure they're both de-selected.
6. Before clicking on the SW corner of the building, I selected the Paint Bucket, clicked on the eye dropper, and then clicked on the SW corner of the building. Let me say that I did this on the original, not the copied one because this step would not work on the copied one. The Paint Material did show the texture color used and the demarcated Bold Black Rectangle. It was fully transparent.
7. Set the Opacity slider to 100.
8. I did not have to repeat this for each invisible face. When I moved the slider, it did all of those faces at the same time.

So if I did this right, I've completed Phase 1. At least I hope I did it right.

Ken.
 
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http://www.fsdeveloper.com/forum/threads/decompiling-a-bgl-file.434183/page-8#post-721488

Hi Gary,
In step number 2 - "Click into the context of the overall Group for that entire West wing section of the Terminal Building," did you mean to say "Double Click?" This is the only way I can proceed on.

The number of "clicks" one must actually use may vary with how one has "Grouped" and "nested", so just repeatedly click as many times as needed to get into the desired context level at which a task is to be performed within the "hierarchy" of the 3D model Geometry.

BTW: If you ever have a 3D model which is constructed with multiple Groups in parallel or deeply nested levels and you cannot access the correct "context" of the model Geometry you intend to work on, click repeatedly on the "sky" area above the model to fully exit out, then click your way back in to the desired "context" of the 3D model to perform your task. :idea:


In steps 3 and 3a, I think I understand what you mean by Overall group and sub-group so tell me if I have it right. The overall group is the original west wing terminal. The sub-group is the one I copied.
Beginning at 3b - "At the SW corner of the West wing section of the Terminal Building," When I follow this repair, do I work on the original or the one I copied?

We have locked the "copy" placed nearby so that we shall not alter anything within it ...while only repairing the "original".

I've noticed the instructions you listed, beginning at number 3, b1 - "click on a fully transparent wall surface area to select it" are similar to those Lane posted. From this point on, I can not simply click on a fully transparent wall surface and the rest of the steps work. I first have to click on the Paint Bucket and select the eye dropper, and then I can click the transparent wall surface to make the Material Editor show the texture applied, as you described in b3 - "in the Material pick-list, note that the texture applied to that 'selected' face is demarcated by a "Bold Black Rectangle."

Once you have repeatedly clicked into the desired context level at which a task is to be performed within the "hierarchy" of the "original" 3D model Geometry (not the "copy"), you should be able to:

http://www.fsdeveloper.com/forum/threads/decompiling-a-bgl-file.434183/page-7#post-721426

(1) click on a "fully transparent" wall surface area to 'select' it

(2) click on the "Paint Bucket" material tool

(3) in the Material pick-list, note that the texture applied to that 'selected' face is demarcated by a "Bold Black Rectangle"

(a) click [Edit] tab and set {Opacity} slider at 100 % (texture material applied to 'selected' wall surface become "fully Opaque" and visible)


4.) Repeat the process in Step 3.) immediately above ...for each "fully transparent" / "invisble" face in that 'West wing' of the Terminal building

Note that I listed those steps in the manner as described to reduce the risk of inadvertently applying the Paint Bucket texture currently assigned as a Material to the Paint Bucket cursor ...due to ex: accidentally forgetting to press the {Alt} key at the same time while clicking to 'sample' the face.

Use the Pointer (arrow) to "Select", and the Paint Bucket to paint (or to 'sample' immediately before painting). :pushpin:


Our goal was to identify what Material was currently assigned to the "fully transparent" faces, and then immediately alter its settings for Opacity so that the face resumed being "visible".


I believe it would be in our mutual interest to keep this learning process time-effective for both of us (and simpler for other interested readers) if you would please be so kind as to follow the steps I am providing you with to avoid potential problems with work-flow, and to avoid my having to allocate time to answering questions arising from content or alternative work-flow instructions ...posted by a 3rd party within this thread. :teacher:


IMHO, it would also help keep the size of this thread to a minimum necessary to present this example work-flow for you (and other interested readers) if 3rd parties would acknowledge and respect an ongoing communication process wherein you may be asking direct questions of GaryGB, and GaryGB is able to respond directly to you, without "too many other cooks in the kitchen" posting alternative instructions before or after GaryGB's replies ...to potentially influence the outcome of a task-specific learning exercise already underway. ;)


So here's what I've done so far:

1. Set camera to parallel mode and set the top view
2. Doubled clicked and selected the west wing terminal and made it a Group.
3. Copied and pasted the original and moved it to a location for work space.
4. Clicked the outer shell of the copied grouped, right clicked and Locked it. Bounding walls turned red.
5. Clicked into the context of the overall group and the sub-group, which I assume you mean just clicking on the original and the copied one. I guess you wanted me to do that to make sure they're both de-selected.
6. Before clicking on the SW corner of the building, I selected the Paint Bucket, clicked on the eye dropper, and then clicked on the SW corner of the building. Let me say that I did this on the original, not the copied one because this step would not work on the copied one. The Paint Material did show the texture color used and the demarcated Bold Black Rectangle. It was fully transparent.
7. Set the Opacity slider to 100.
8. I did not have to repeat this for each invisible face. When I moved the slider, it did all of those faces at the same time.

So if I did this right, I've completed Phase 1. At least I hope I did it right.

Ken.

We need not alter the locked "copy" placed nearby while repairing only the "original"; but, regardless, congratulations with this "Phase". :cool:


If you would please attach a copy of your Sketchup 3D model in its current 'reported' Phase-1 state as a KMZ file, I'll post the next "Phase". :)

GaryGB
 
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I thought you had realised that GaryGB is the only person who understands SketchUP :rotfl:

8 pages on how to decompile a bgl file :tapedshut
 
http://www.fsdeveloper.com/forum/threads/decompiling-a-bgl-file.434183/page-8#post-721499

I believe it would be in our mutual interest to keep this learning process time-effective for both of us (and simpler for other interested readers) if you would please be so kind as to follow the steps I am providing you with to avoid potential problems with work-flow, and to avoid my having to allocate time to answering questions arising from content or alternative work-flow instructions ...posted by a 3rd party within this thread. :teacher:


IMHO, it would also help keep the size of this thread to a minimum necessary to present this example work-flow for you (and other interested readers) if 3rd parties would acknowledge and respect an ongoing communication process wherein you may be asking direct questions of GaryGB, and GaryGB is able to respond directly to you, without "too many other cooks in the kitchen" posting alternative instructions before or after GaryGB's replies ...to potentially influence the outcome of a task-specific learning exercise already underway. ;)


OK, I can take a hint.

I thought this was a public forum, not Gary's private class.

I had hoped that what some refer to as "common courtesy" and sensitivity to / respect for others person-to-person communications (which may take place from time-to-time at certain points in discussion threads within public forums) ...might have allowed this type of reply to NOT become necessary. :duck:


The specific basis for my request that Ken focus our individual "person-to-person" communications on content arising exclusively from our specific individual person-to-person communications is an effort to:

* keep this learning process time-effective for both of us (and simpler for other interested readers, IMHO)

* avoid my having to allocate time to answering questions arising from content or alternative work-flow instructions ...posted by a 3rd party within this thread


I also asserted my opinion that it would be helpful if 3rd parties would acknowledge and respect an ongoing communication process wherein Ken asks direct questions of GaryGB (by name), and GaryGB (by name and in person, but not by proxy of a 3rd party) is able to respond directly to Ken ...without a 3rd party interjecting alternative work-flow instructions before or after GaryGB's replies to potentially influence the outcome of a task-specific learning exercise already underway in that specific "person-to-person" communication.

I'm sorry if that (at first glance) may appear to be an attempt to discourage participation by other forum members in a public forum and in a public thread, as that is definitely NOT my intention. :oops:


I simply would like to conduct "certain" person-to-person communications between Ken and me which focus specifically on the contents of what the 2 of us have discussed, and which (for the duration of that specific discussion), do not incorporate discussion of content or alternative work-flow instructions posted by a 3rd party.

BTW: I believe such "person-to-person communications" between Ken and me constitute only a portion of the posts within this thread, and are clearly self-evident when Ken asks for a reply from me by using my name (GaryGB).


Ken is certainly free to consider and discuss "content or alternative work-flow instructions posted by a 3rd party within this thread" ...as we all are.

And I do respect and appreciate the ideas, opinions, and expertise that others have here at FSDeveloper, and actively encourage forum participation by all who are motivated to do so in a courteous manner.


I'm just trying to focus certain 'specific' person-to-person conversations between Ken and me ...to the "context" of specific content discussed between Ken and me ...at certain points within this thread.

I believe that should be possible to do here at FSDeveloper without having to take certain 'specific' person-to-person conversations to the PM system, and without having to allocate more of my limited time to defending the rights of individuals to courteous treatment by others within a "public" thread.

AFAIK, in order for certain 'specific' person-to-person conversations (self-evident when Ken asks for a reply from me by using my name ...GaryGB) to take place within a public forum and in a public thread, others would have to acknowledge and respect an ongoing communication process on a specific topic as a personal dialog between 2 people ...that we are also allowing others to read.

Again, the goal here is NOT to exclude others from particpating in threads within a public forum and in a public thread, but rather to be able to have others courteously allow certain 'specific' person-to-person conversations between Ken and me to take place ...on the occasions that they occur.


I thought you had realised that GaryGB is the only person who understands SketchUP :rotfl:

I believe it is reasonably apparent that many other people here use and understand Sketchup, and it would be inaccurate to suggest that I am "the only person who understands SketchUP". :alert:

Thanks for the compliment, George; however, I shall prefer to regard myself as a 'student' who always has more to learn ...just like others here. :laughing:


8 pages on how to decompile a bgl file :tapedshut

'Careful' readers of this thread (from the very first page to this current 8th page) will already have noted that I suggested to Ken on more than 1 occasion, we might consider concluding this particular thread, to start another one specific to topics not directly-related to de-compiling a BGL ...as Ken's learning process evolves. :p

On a practical basis, when already posting on a "subsequent" ex: 8th page in a thread, what is the difference in citing / linking / quoting posts from a prior page in that same thread versus citing / linking / quoting posts in another (external) thread at FSDeveloper ...from inside a "new" thread ? :scratchch


BTW: It sure would be helpful if the forum software would insert a URL to the post of origin for quoted content when the "Reply" button is clicked. :idea:



I certainly would have no objection to Ken concluding this thread and starting another thread elsewhere at FSDeveloper.


And you are correct, George: most of the content in this lengthy thread does not with deal with "de-compiling a BGL", but rather with Sketchup modeling.

As Ken has made it clear that he is creating his own model rather than utilizing 3rd party content which IIRC, he had already been given permission to use, it certainly might be appropriate to move this ongoing discussion of Sketchup modeling (with the occasional 'specific' person-to-person conversations between individuals) ...to a new thread here at FSDeveloper.


Thanks for the feedback. :)


GaryGB



“I dream of a better tomorrow, where chickens can cross the road and not be questioned about their motives.”

Ralph Waldo Emerson
 
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Hi Gary,
Here's my Phase 1 Sketchup file. I guess I need to mention this but during my Phase 1 project, I got a message asking if I wanted to un-lock or make unique or continue, something like that. I clicked make Unique or continue. I hope I didn't make the wrong choice. I don't know why I got that message in the first place.

Ken.
 

Attachments

http://www.fsdeveloper.com/forum/threads/decompiling-a-bgl-file.434183/page-8#post-721567

If you would please attach a copy of your Sketchup 3D model in its current 'reported' Phase-1 state as a KMZ file, I'll post the next "Phase". :)

Let us not SKiP over the KMZ's please ! :D


Seriously, there's a reason I prefer you to attach a KMZ format file at this point in time; thanks for your consideration. :)

[EDITED]

PS: That was also a Sketchup version 2015 SKP file format.


Ken,

I imported your .KMZ file into a new SU 2015 file without seeing that error that Gary saw. Maybe he needs to upgrade to a newer version of SU. :laughing: :stirthepo


BTW: I do use 32-bit Sketchup version 8 for a reason as well. :rolleyes:

The whys and wherefores of using latter versions, and the pros and cons of 32-bit versus 64-bit versions have been belabored extensively in the Sketchucation.com forums, and courteously explained repeatedly ...by no less than the head of the Sketchup development team.


http://sketchucation.com/forums/viewtopic.php?f=15&t=33788&start=150



It is clear that for MSFS development, one would not likely need anything more than 32-bit Sketchup to make models; any 3D model that requires a 64-bit UVSERVA task session in Sketchup would either not compile to a MDL, or would render in FS at run time in "Frames Per Minute".

Although many Ruby add-on plugin scripts have yet to be updated for use in releases of Sketchup newer than version 8, and with Sketchup version 8 I already have access to nearly every obscure plugin I might ever need, the real reason I willingly continue to use Sketchup version 8 (maintenance release #3 aka "MR3") ... is simply because it is FASTER ! ;)


http://www.fsdeveloper.com/forum/threads/one-click-hangar.424466/page-7#post-676337

http://www.fsdeveloper.com/forum/threads/one-click-hangar.424466/page-7#post-676346

[END_EDIT]


GaryGB


“The wise man is one who, knows, what he does not know.”

Lao Tzu, Tao Te Ching
 
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If you want person-to-person comms, use the PM system.

Until a mod tells me otherwise, I will post what I want, when I want.
 
Hi Gary,
I don't know why I didn't notice that you stated kmz file. I don't even remember seeing it there the first time. I guess I over looked it. From now on, it'll be kmz. I'm just going through some hard times and I hope you'll bare with me.

Ken.
 

Attachments

Hi Gary,
I don't know why I didn't notice that you stated kmz file. I don't even remember seeing it there the first time. I guess I over looked it. From now on, it'll be kmz. I'm just going through some hard times and I hope you'll bare with me.

Ken.

Hi Ken:

I'll take a look at the KMZ, and will reply here ASAP (assuming this thread remains open, and we all continue to have posting privileges here). :alert:

You may wish to keep an eye on your "Inbox" here at FSDeveloper in the event that I opt to communicate with you via PMs. ;)

GaryGB
 
Hi Ken:

I inspected the "Phase 1.zip" KMZ you last attached above.

There was an abundance of complex issues with the 3D model which we might all have encountered when we first began the learning process with Sketchup (or any other 3D modeling program).

But I like the direction you are taking with the detail in the textures and windows, and I can see that you plan to end up with a realistic 3D model.


I acknowledge and respect the preference that you have for performing the entire modeling process yourself.

When I offered to guide you through the "repair" process with your "Phase-1" model, I was sincere, and may still be willing to follow through on that depending on how focused we can be with our efforts while engaged in periodic person-to-person communications (in this or another thread).

As I stated above, I shall prefer that we maximize the time I am able to allocate, for discussion of the particular work-flow I personally may recommend to you, as I simply do not have the extra free time available for sorting through information arising from inter-current posts by 3rd parties which may either be: redundant, not directly related to, (or to a lesser or greater degree) not compatible with ...the work-flow we are discussing at a particular point in time.

Basically, I only have time to present you with- and to discuss- my own work-flow; that does not mean I do not appreciate or find value in what others post, as I do welcome the exchange of ideas and mutual assistance ...which can take place on a "Good" day at FSDeveloper.

Rather, it simply means I must limit my time in our discussions to information arising from what I have posted, and what I personally am communicating with you about, as I do have many commitments with other people which I am compelled to attend to in a reliable manner.


All that said, lets see how things go; maybe today will be a "Good" day at FSDeveloper. ;)


In keeping with my offer to guide you through the "repair" process with your "Phase-1" model, I shall encourage your ongoing efforts to revise your 3D model by using the attached KMZ file, which after careful consideration, required some manual intervention on my part to restore a basic "primitive" of the 'West wing' of the KBHM Terminal building.

I would not have had the time (nor do I think it would likely have been feasible for anyone else to have allocated the necessary amount of time either via forum posts or TeamViewer) to walk you through the extensive work required to revert the original 'West wing' of your latter attached KBHM Terminal building ...to a basic "primitive" 3D object suitable to resume modeling with.


FYI: I still have a huge collection of my own 3D models from years ago with similar complex and initially unresolved issues, which have since been re-modeled many times during the learning process; so don't feel bad, as this is commonly a part of the learning process. :twocents:


I am hopeful you will take to heart the well-intended assurance, that you will have the ability to customize the KMZ I'm attaching below as you see fit, even though during my inspection, it had more issues than realistically could be fixed even by a sophisticated script written by a member of the Sketchup development team. :oops:

Thus, I had to perform some manual labor to return a model that you could use for further ongoing 3D modeling without starting over. :coffee:


The NE wing of the KBHM Terminal building also has a number of the same issues as the 'West wing' of the KBHM Terminal building had; I did not have the time to work on that, and also wanted to allow you the learning opportunity of repairing that one ...if you are able to do so. :pushpin:


[EDITED]

BTW: Ken, use any / all of the KMZ file I "edited" / attached below any way you wish; it's entirely yours, IMHO.


So take a look at the attached file, and if you are willing to work with it, we can proceed with discussion of what I'd recommend for "Phase-2".

The "upload a file" mechanism at FSDeveloper is apparently not working to full completion for the ZIP file right now; will post it here ASAP :scratchch

...LATER: OK, this time it worked ! :cool:

[END_EDIT]


GaryGB
 

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http://www.fsdeveloper.com/forum/threads/decompiling-a-bgl-file.434183/page-8#post-721686


BTW: Ken, use any / all of the KMZ file I "edited" / attached below any way you wish; it's entirely yours, IMHO.


So take a look at the attached file, and if you are willing to work with it, we can proceed with discussion of what I'd recommend for "Phase-2".

The "upload a file" mechanism at FSDeveloper is apparently not working to full completion for the ZIP file right now; will post it here ASAP :scratchch

...LATER: OK, this time it worked ! :cool:

Hi again, Ken:

Just to clarify, as I understand you may opt to take some time to inspect the file I attached above, if / when I see a post from you indicating that you are willing to work with that file (at least as a separate or intermediate "learning" model), we can proceed with another "person-to-person" discussion ...for purposes of learning a specific work-flow I'd recommend. ;)


FYI: I will be traveling for the greater duration of the weekend beginning later today, and will not have access to a full installation of FS to test anything, but I may have limited time to briefly address a Sketchup related topic.


I hope all is otherwise going well with your 3D model. :)

GaryGB
 
Hi again, Ken:

Just to clarify, as I understand you may opt to take some time to inspect the file I attached above, if / when I see a post from you indicating that you are willing to work with that file (at least as a separate or intermediate "learning" model), we can proceed with another "person-to-person" discussion ...for purposes of learning a specific work-flow I'd recommend. ;)


Hi Gary,
Yes, I'm willing to work with this file. I got the uploaded file, downloaded it, and been working with it. Did you wanted me to wait until I hear form you before I start to work on it? I've already tried to repair it and I'm still having the exact same issues as I was, unless there are other steps in the phase I need to take.

Gary, the thing I keep running into every time I turn around is that I keep getting out of the group mode or sub-group I guess you call it. I'll be right in the middle of doing something and then all of a sudden, I'll noticed that I'm not in the sub-group mode, and I'm getting irritated about this. Then I have to go back and re-do what I just done back in the sub-group mode. What I'm referring to is when I first open the file and it being a group, I double click it to get inside that group, or sub-group I think you call it. But I'll be doing something and then I begin to realize that I'm working outside this sub-group. I'm doing something to make it put me outside this group and I can't figure out what. Maybe I'm not doing it right. When I click it once, the model is all blue. When I click it twice, or double click, which is what I've been doing, there's a gray outline around the model. Am I doing it right, and is there a way to lock it so that it doesn't keep doing this? There are also times when I'm drawing a line to a reference guide, it doesn't want to snap to another line or reference line.

By the way, when I inspect the file for problems, what exactly do I look for? The only thing I've noticed is there were lines all over the place. Are these the issues you saw?

Ken.
 
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http://www.fsdeveloper.com/forum/threads/decompiling-a-bgl-file.434183/page-8#post-721982

Hi Gary,

Yes, I'm willing to work with this file. I got the uploaded file, downloaded it, and been working with it. Did you want me to wait until I hear form you before I start to work on it? I've already tried to repair it and I'm still having the exact same issues as I was, unless there are other steps in the phase I need to take.

Feel free to proceed with any editing you are already doing on a copy of the original KMZ I attached for your own practice and learning purposes.

However, please plan to use yet another copy of the original KMZ I attached for learning the procedures I had planned to present to you as a way to successfully utilize a "solid modeling" approach to creating that KBHM Terminal via methods which may ultimately reduce your total work-load, while also reducing 3D model Geometry complexity, texture material complexity, and Draw Calls at run time in FS. :pushpin:

Gary, the thing I keep running into every time I turn around is that I keep getting out of the group mode or sub-group I guess you call it. I'll be right in the middle of doing something and then all of a sudden, I'll noticed that I'm not in the sub-group mode, and I'm getting irritated about this. Then I have to go back and re-do what I just done back in the sub-group mode. What I'm referring to is when I first open the file and it being a group, I double click it to get inside that group, or sub-group I think you call it. But I'll be doing something and then I begin to realize that I'm working outside this sub-group. I'm doing something to make it put me outside this group and I can't figure out what. Maybe I'm not doing it right. When I click it once, the model is all blue. When I click it twice, or double click, which is what I've been doing, there's a gray outline around the model. Am I doing it right, and is there a way to lock it so that it doesn't keep doing this? There are also times when I'm drawing a line to a reference guide, it doesn't want to snap to another line or reference line.

As you proceed with any editing you are already doing on a copy of the original KMZ I attached ...for your own practice and learning purposes, you may wish to: :idea:

1.) 'Select' the Bounding Box of the "Grouped" 'West wing' of the KBHM Terminal

a.) Right-click on that 'Selected' Bounding Box (pop-up context menu opens)

b.) In the pop-up 'context' menu, choose "Explode"

2.) 'Select' the smaller Bounding Box of the "Grouped" 'Skylight windows' on top of the KBHM Terminal 'West wing' roof

a.) Right-click on that 'Selected' Bounding Box (pop-up context menu opens)

b.) In the pop-up 'context' menu, choose "Explode"


The entire 'West wing' of the KBHM Terminal should now be un-grouped into a single drawing context separate from- and outside the context of- the remaining "Grouped" overall KBHM Terminal 3D model.


Hopefuly that may provide a less confusing work experience as you proceed with any editing you are already doing on a copy of the original KMZ I attached ...for your own practice and learning purposes. ;)

By the way, when I inspect the file for problems, what exactly do I look for? The only thing I've noticed is there were lines all over the place. Are these the issues you saw?

Ken.

We will not likely have time to address all details of the many complex issues present in the "Grouped" 'West wing' of the KBHM Terminal before I had manually reverted it to a un-textured 'primitive'.

Instead, I suggest that we address any such recurrent issues that 'may' still arise as we proceed with a guided step-by-step process to prepare that "Grouped" 'West wing' of the KBHM Terminal for re-attachment to the remainder of your overall KBHM Terminal 3D model.

I might get some additional time free this evening (Sunday) to post the work-flow for "Phase-2"; otherwise I plan to post that tomorrow (Monday).


FYI: First I will be recommending a few steps to take in preparation for making more efficient use of the "Grouped" 'West wing' of the KBHM Terminal to get it ready for re-attachment to the adjacent portion of your overall KBHM Terminal 3D model.


NOTE
: I did purposely leave a few things to be "fixed" in the KMZ of the "Grouped" 'West wing' of the KBHM Terminal when I had manually reverted it to a un-textured 'primitive ...so that you could learn how to:

* repair a segmented edge line for a face without having to re-draw the face

* re-position the Sketchup 3D world Axes

* reverse and/or orient all exterior faces prior to proceeding with the texturing process. :alert:

Then I will be recommending to "Explode" that "Grouped" 'West wing' of the KBHM Terminal so that its Geometry will be ready to further edit prior to reuniting it with an adjacent portion of your overall KBHM Terminal 3D model.

GaryGB
 
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