I'm starting to get adventurous, which probably translates to "Dangerous", but here goes.
I understand that airport designers/developers often create several .BGL's, in addition to the primary airport layout (usually an AFX__... (which to me looks a lot like the old-time AFCAD) having Aprons, Taxiways, Runways, Nav Aids, Parking, Signage, etc.
it's these other .BGLs that have peaked my interest and curiousity.
I believe I know how create what I'll call a "Supplemental .BGL", which will have the vast majority of the "Objects" together (Hangars, vehicles, misc objects, etc) without having them duplicate the stuff from the base AFX file.
What I'd like to do is find a way to "decompile" one of these supplemental .BGLs so that I may see and identify the objects within. My goal is to utilize these objects elsewhere in other sceneries.
I have no idea how to get a .BGL "laid out" within ADE (it tells me "it's not an airport" which I understand)
A nudge in the right direction will be much appreciated
Thanks
Al
I understand that airport designers/developers often create several .BGL's, in addition to the primary airport layout (usually an AFX__... (which to me looks a lot like the old-time AFCAD) having Aprons, Taxiways, Runways, Nav Aids, Parking, Signage, etc.
it's these other .BGLs that have peaked my interest and curiousity.
I believe I know how create what I'll call a "Supplemental .BGL", which will have the vast majority of the "Objects" together (Hangars, vehicles, misc objects, etc) without having them duplicate the stuff from the base AFX file.
What I'd like to do is find a way to "decompile" one of these supplemental .BGLs so that I may see and identify the objects within. My goal is to utilize these objects elsewhere in other sceneries.
I have no idea how to get a .BGL "laid out" within ADE (it tells me "it's not an airport" which I understand)
A nudge in the right direction will be much appreciated
Thanks
Al