• 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:

    • Tag FS2020 specific questions with the MSFS2020 tag.
    • Questions about making 3D assets can be posted in the 3D asset design forum. Either post them in the subforum of the modelling tool you use or in the general forum if they are general.
    • Questions about aircraft design can be posted in the Aircraft design forum
    • Questions about airport design can be posted in the FS2020 airport design forum. Once airport development tools have been updated for FS2020 you can post tool speciifc questions in the subforums of those tools as well of course.
    • Questions about terrain design can be posted in the FS2020 terrain design forum.
    • Questions about SimConnect can be posted in the SimConnect forum.

    Any other question that is not specific to an aspect of development or tool can be posted in the General chat forum.

    By following these guidelines we make sure that the forums remain easy to read for everybody and also that the right people can find your post to answer it.

FS9 Objects

Messages
31
Country
us-ohio
Hello all,

Often while using Instant Scenery to place objects in FS9, I come across a BGL that contains several variations of a certain object. For example, choosing "Airplane.BGL" might list 7 of the same aircraft (or different) ones in varying colors to choose from. It is this type of BGL that I need help with.

I have made 11 individual gate signs with Sketchup and then processed all 11 in ModelconverterX ending up with 11 different BGLS. One for each gate number. Rather than having 11 BGL's, how do I merge all of these into 1 BGL so, for example, when I am in Instant Scenery I just select "Gates.BGL" and choose the gate number object I wish to place? Just like in the "Airplane.BGL" example above.

I have spent hours trying to do this without success. And even more hours Googling and watching YouTube videos. It's such a common thing done by creators that I would think there is a tutorial on this. But perhaps I'm describing it in a way that fails to turn up search results.

Could someone please give me a step by step method on to this in ModelconverterX or other software? I am very familiar with processing Collada's and making MDL's which I later make into a place able BGL.

Any help would be appreciated.
 
There are probably utilities that'll merge the libraries for you, but I decompile the individual files using BGLXML, edit the resulting xml files with Notepad into one contiguous file, then recompile using BGLCOMP from the SDK.

Example :-

<!--
decoded by bglxml on 2025-01-12, 23:50:27
-->


<FSData version="9.0" xmlns:xsi='http://www.w3.org/2001/XMLSchema-instance'
xsi:noNamespaceSchemaLocation="bglcomp.xsd" >

<!--
Object type: 0x0000002B
offset: 0x0000004C
group count: 1
unknown1: 0x00000005
table size: 0x00000010
-->
<!--
LatInfo: 0x00000000, offset: 0x0000005C, length: 0x0000AC46, count: 1
-->


<ModelData
name="339c232847e1747657e7ed822072a9dd"
sourceFile="339c232847e1747657e7ed822072a9dd.mdl"
fileOffset="0" />

</FSData>

The sections in BOLD, (the header and footer) are needed just once for the final xml file.
The sections in Italics are just "rem" statements and can be ignored
The ModelData section(s) is/are added between the header and footer, for each model you want to include

Initially, BGLXML will produce the xml code and the model (.mdl) file.
All of the model files need to be in the same directory as the final xml file and would usually be your BGLCOMP_SDK directory in the FS2004SDK folder.
BGLCOMP doesn't "tidy up" after itself, so you'll probably need to delete all your source data once finished so's you've got a clean environment for next time.
Good luck.
 
Last edited:
There are probably utilities that'll merge the libraries for you, but I decompile the individual files using BGLXML, edit the resulting xml files with Notepad into one contiguous file, then recompile using BGLCOMP from the SDK.

Example :-

<!--
decoded by bglxml on 2025-01-12, 23:50:27
-->


<FSData version="9.0" xmlns:xsi='http://www.w3.org/2001/XMLSchema-instance'
xsi:noNamespaceSchemaLocation="bglcomp.xsd" >

<!--
Object type: 0x0000002B
offset: 0x0000004C
group count: 1
unknown1: 0x00000005
table size: 0x00000010
-->
<!--
LatInfo: 0x00000000, offset: 0x0000005C, length: 0x0000AC46, count: 1
-->


<ModelData
name="339c232847e1747657e7ed822072a9dd"
sourceFile="339c232847e1747657e7ed822072a9dd.mdl"
fileOffset="0" />

</FSData>

The sections in BOLD, (the header and footer) are needed just once for the final xml file.
The sections in Italics are just "rem" statements and can be ignored
The ModelData section(s) is/are added between the header and footer, for each model you want to include

Initially, BGLXML will produce the xml code and the model (.mdl) file.
All of the model files need to be in the same directory as the final xml file and would usually be your BGLCOMP_SDK directory in the FS2004SDK folder.
BGLCOMP doesn't "tidy up" after itself, so you'll probably need to delete all your source data once finished so's you've got a clean environment for next time.
Good luck.

THANK YOU MUCH! Very detailed and informative post. Worked like a charm. Thank you soooo much.
 
Hi,

You can also do it in ModelConverterX. In the object list editor you can load additional objects into the same scenery. Then if you export to a BGL file they all end up in the same BGL.
 
@GaryGB and @arno ... thanks for the info ... I though someone would have got there ;)
Without spending too much time "playing about", looking for an answer that may not exist - assuming I've already got a dozen or more individual bgl library files I'd like to merge into one, can I just "drag-&-drop" the bgl files into the utility or do I have to disassemble them all first?
ModelConverterX is certainly a wondrous piece of software, but I will admit to often feeling at a loss with the terminology used and end up mindlessly clicking buttons and shifting sliders to see if I can achieve what I want.
 
Hi Chris:

Arno, as author of both Library Creator XML and MCX ...is best qualified to answer as to Drag-And-Drop options for Library Creator XML.

But IIRC, one must first de-compile as you described above, then one has the loose MDLs and XML available on disk as sources to be used.

I have not used that utility in a while, so I do not recall if one can create an empty project XML, then Drag-And-Drop loose MDLs from disk.

IIUC, Drag-And-Drop options for Library Creator XML are only for objects once they are already listed within its GUI work space dialog.


AFAIK, Arno seems to 'allude' to Drag-And-Drop by using this description:

"You can edit your library using a Graphical User Interface (GUI), which means that you can easily add, change or remove objects in a visual way."


I was pleased to read Arno's update that MCX can now output BGLComp XML-type Scenery Library Object BGLs as well.


MCX upon import, de-compiles BGLComp XML-type Scenery Library Object BGLs and/or 1-object placements of 3D scenery models.

IIRC, (currently) MCX does not process BGLComp XML-type Scenery Library Objects in 'Geo-locked', and/or located in "Airport" type BGLs .

Those must first be de-compiled as you described above, then one has the loose MDLs and XML available as sources to be used in MCX.

GaryGB
 
Last edited:
Hi,

Library Creator XML does not read BGL files , you need the MDL files for that tool.

With ModelConverterX you can load BGL files. With the scenery object editor I mentioned before you can load the different BGL files and combine them in one scenery. It's not drag and drop though , you have to add them one by one.
 
Back
Top