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FSX finding obj in a bgl

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us-washington
Is there an easy way to find an object inside a bgl and delete it, recompile it back from xml to bgl so this object does not show up?

I've noticed sometimes there are two entries for one object.

I am basically refering to objects without guid numbers. So all I have to go on is lat and long. This poses another problem I think----

Let's see if my assumption is correct: Each object has a footprint. This footprint has a "handle". If all my assumptions are correct, this handle is what determines WHERE this object is. In other words... the correct lat and long pertains to the location of this handle.


Soooooo- If I write down the lat and long of an object by placing my mouse over the middle of the object, I might not necessarily be writing down the correct lat and long. Right?


If so- Is there an easy way to find the object I might be looking for?


A pizza and 6 pack for a helpful answer! Bob
 
Forgive me if I misunderstand what you are trying to do.

Point one is to understand the difference between library objects (that do contain a GUID and are physical models) and things like Generic Buildings, Rotating Beacons and Windsocks (that exist only as XML source code)

If we take library objects then the first thing is that you should not be deleting the model itself from the bgl file. This really is not a good idea and would have the effect of removing that object from the FS World Globally. Also there is no need.

In the case of all scenery objects (Beacons, Effects, Generic Buildings, Library Objects, Triggers and Windsocks) the 'stuff' that places them in the FS world is the source xml placement code. Removing this code removes the placement of that object instance and it does not show up. However there is NO NEED at all to remove it from the bgl file it resides in. That is what exclusion rectangles are for.

Take ADE as an example. If you load a stock airport into ADE then you will see all the scenery objects placed at the airport (within a certain distance of the center and usually extending beyond the airport perimeter). Library objects are yellow rectangles and generic buildings are blue. In ADE the user just needs to select and delete the ones they do not want (or just drag it somewhere else) and The object will be gone or moved in FS. The reason is that ADE creates tiny exclusions around the placement point of each object thus 'removing' the original and using the one that ADE shows. NO object is deleted from the stock file nor is any code changed.

So, if I understand, what you need to do is find the object you want to remove and use a tool to create a small properly configured exclusion rectangle around it - compile the source and the object should be gone.

To address our question of Lat/Long reference points for scenery objects (the values placed in the source code). Everything except the library object will have its reference point at the center of the footprint. For library objects it is more complex and depends where the graphics designer set the reference point in the GMax (or whatever) design tool. We are aware that some objects have their reference point outside the footprint (airport fuelling points are a good example. MS decided it would be a good idea that the fule trigger and object share the same reference point so they made fuel stations with reference points outside the object). Indulge me if I refer to ADE again. The latest version of ADE will display the true reference point of an object however getting it involves decompiling the original model
 
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