Hi Bob:
I was also able to successfully compile your "Elma_fence.xml" file linked above with
both the FS9 and FSX versions of BGLComp.exe
Regarding your FenceBuilder "compile" failures to date:
If you have placed a copy of BGLComp.exe in a "work" folder
outside the original main installation folder for the BGLComp SDK on your computer, be sure that "work" folder contains
BOTH the "
BglComp.exe"
and "
bglcomp.xsd" files, or BGLComp will not work when attempting to compile a *.XML file.
BTW: If you intend to do some manual compilation of *.XML files with BGLComp, I recommend that you:
1.) Download Arno's "
CompileHelper 2.0":
http://www.fsdeveloper.com/forum/downloads.php?do=file&id=75
2.) Install CompileHelper 2.0 into
FSX BGL compiler SDK folder at:
[FSX SDK install path]\Environment Kit\BGL Compiler SDK
NOTE: Default SDK install location is:
C:\Program Files\Microsoft Games\Microsoft Flight Simulator X SDK\SDK\Environment Kit\BGL Compiler SDK or other [install path]
3.) Configure CompileHelper 2.0 path to each <
different ! > FS9 and FSX version of
BGLComp.exe as needed under 'Options' per the Manual:
http://www.fsdeveloper.com/wiki/index.php?title=CompileHelper_2.0
4.) In Windows Explorer, Drag and Drop a *.XML file into FSX BGL compiler SDK folder (at location described above).
5.) In Windows Explorer, Drag and Drop that *.XML file onto the
CompileHelper.exe icon
'CompileHelper Output' dialog then appears with
ex: "
Parse complete!" status (...or other explanatory error messages).
CAVEATS:
* Work with only a
copy of your original *.xml files; always keep a backup of original files (
ex: inside a *.ZIP file)
* When editing *.XML file(s), do
not:
a.) Change the sequence / position of any any scenery object sub-section within the XML file
b.) Remove
or add any scenery object sub-section within the XML file
...otherwise FenceBuilder or may not be able to resume normal use of a changed project *.XML file.
Alternatively, in the case of Instant Scenery version 2.x (aka "IS2"), a *.XML file re-compiled by BGLComp into a *.BGL may not be usable until "fixed".
The IS2 altered *.BGL file "Fix": Once a de-compiled, then re-compiled BGL is 'opened' in IS2 via "
Open Scenery File"
and another FS scenery library object is placed
via IS2 without generating any error messages, one should be able to resume using that BGL 'normally' in IS2 (
ex: adding moving, deleting objects).
However, this would
not guarantee that FenceBuilder will be able to resume using an edited *.XML file (unless FenceBuilder totally replaces the *.XML file with each "compile" operation).
FYI: When an object compilation / placement is performed during a live flight session in FSX, once a compiled / recompiled BGL is placed inside a FSX \Scenery sub-folder nested under a top folder (-along with any required / mapped textures in a locally paired \Texture solder)
...and:
* That \Scenery sub-folder is added as an "active" scenery Area layer in FSX scenery library
* Scenery.Cfg is re-indexed by FSX
* FSX returns to your flight in progress
...any scenery objects placed by FenceBuilder or IS2 should then be displayed.
PS: I was mistaken about being able to view *.MDL files for fences output by FencBuilder, as I had forgotten that such "Fences" are actually
extrusion objects.
IIUC, such extrusion objects are special textured DirectDraw surface entities, created similarly to certain advanced building / generic building / autogen objects (but compiled / placed / excluded via
XML methods using BGLComp rather than via the SHP2VEC or other SDK methods).
I have corrected my post(s) above to remove that mis-information I'd written regarding the ability to extract MDL files for such extrusion objects.
Hope this info helps with the tinkering and learning process !
GaryGB