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FSX After ADE compiling, missed elements.

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us-maryland
Hello to all. I tried several ways with ADE to get visible elements like Terminal, Tower, etc. in FSX sim. With ADE (last version) I load SLCB, Afcad file which contains elements already like terminal, tower, lamps masts, etc. and all is shown as expected.
But, after importing bgl or mdl elements files then compiling the saved airport the final AFCAD loads the airport without elements even the original elements as terminal building and others are invisible. Am I missing something from ADE?
Pat
 
Where does the AFCAD file come from Also I am not sure what you are doing - are you creating a project from this SLCB bgl file?

Are you saving the project and then compiling it with ADE. Do the objects you refer to appear in sim or not?

Then you are importing some other bgl files into the project and after compiling them the objects are missing from the sim

We probably need the bgl files you refer to in order to try and replicate what you are reporting
 
Hello Jon, I will try detailing my issue. I have the original AFCAD which is SLCB_ADEX_OTA.bgl 2637 KB size, with all objects showing in FSX sim. With ADE I import, Con Faroles SLCB_ADEX_OTA.bgl 4558 KB size with all objects visible in ADE screen.
Then, I compiled resulting a FSX-SLCB_ADEX_OTA.bgl 130 KB size. At the end, FSX didn't show several objects as expected.
I know I am missing something, but I don't know.
The SLCB airport is a freeware.
Pat
 

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Almost all the objects I see are library objects (yellow boxes). That means you need to have the library BGL files (and the relevant textures) in the active scenery/texture folders along with the airport BGL you compiled in ADE. They are not included in the ADE file itself after you compile the airport.

Now many are from stock FSX BGL files and those will be displayed OK. But there are 20 objects from the original SLCB_ADEX_OTA.bgl file, and those will not be shown since you would not include the original BGL file in the active scenery folder (since that would be a duplicate of your new ADE file). For me these are black boxes which I can repair by going to Tools/Library Object Manager, click Add File, and browse to the original SLCB_ADEX_OTA.bgl file. Then reload the airport and the black boxes change to yellow.

BUT, this does not fix the problem either. ADE will not include library objects themselves when it compiles the airport - it discards them. Thus your compiled ADE file ends up smaller than the original and you have missing objects. I tried to use ModelConverterX, importing the SLCB_ADEX_OTA.bgl file and using Export Scenery to SLCB_Objects_OTA.bgl but get a fatal error, probably because of the airport information in the file which MCX does not understand.

So the only ways I know to do this is to Import the SLCB_ADEX_OTA.bgl file into MCX, use Export Object to save the current object as an FSX MDL file, use the green arrow to go to the next object, and repeat the export process. Do this for all 20 objects. Then use a tool like Library Creator XML to create a new library BGL file containing these objects and include that file in the active scenery folder. The other way would be to decompile the BGL file into XMl and MDL files and edit it to remove all the airport information. Perhaps someone has a less tedious way...

Hope this helps,
 
Hi Tom, I did MDL files and converted to BGL. All BGL files are present in the scenery folder. Loaded the SLCB airport and several objects still missing.
I did exactly the same thing with P4Dv4 and P3Dv5 and all objects were present nicely.
My problem is with FSX. I will redo the procedure again to see if I get it right.
Pat
 
Just did with MCX the MDL files and converted to BGL. All BGL files present in the scenery folder and texture folder with all needed files.
It looks like only is missing the "holofotes cone" object. I have the required files.
How to add the missing object? The compiled AFCAD is here.
Pat
 

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  • SLCB missing Lamp Masts.jpg
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Make sure you have all the textures for that object in the texture folder. FSX can make things disappear with missing textures. You can see what's needed in the MCX Material Editor (button).

Also make sure that your library BGL includes that object and has the proper GUID: 2a37d4e2-85db-4b1b-b881-f6370e6f9771
 
Checked again all BGL files and all textures are complete. The lamp masts are visible in P3Dv4 and v5 sims. MCX shows that GUID. MCX can see the object but FSX.
It is supposed to be visible as with P3Dv4 and v5. I think I am not doing correctly with ADE. But I keep trying to.
Pat
 

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I think I got it fixed with the great help of Tom and Jon. All objects present now.

But now I wonder how to edit the parking spots.

The Bird loads parked outside of the yellow T-line ground. I want to load the plane just before the T-line.
Here is the FSX with the expected lamp masts, cool! Also, here is the new AFCAD which worked.
Pat
 

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The center of the plane will park at the center of the spot. Based on that you should be able to place the spot so the plane stops at the right point.

As for the T crosses, in the parking spot properties you can find settings for up to 4 T marks, each offset by a distance you decide. Use trial and error for the aircraft types that park there. Save that info for later use. A friend keeps a little booklet with aircraft type vs offset distance.
 
I checked with ADE the parking spot for editing in order to change the plane position. I can't find the procedure to do that.
Do I need to change the Width?
Pat
 

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  • ADE=SLCB-BirdPos.jpg
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No.

1. Click the green circle that is the parking spot. It will turn orange.
2. Drag the spot with the mouse so the center of the spot is where you want the center of the plane to be.
3. Drag the jetway to its proper location (if not already).
4. Check various planes parking there and set the T1-4 offsets so it is under the nose wheel.
 
Tried with Gate 5 and the plane parked as I wanted but the "T" yellow cross is Off. How to set the "T" yellow cross so the plane nose wheel sits on it?
Pat
 

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The T1 to T4 offset values in the parking spot properties.

ade_t_offsets.jpg
 
From Parking Properties, the entering values for T1-4 need to be changed as trial and error, right? I think I have more than 4 T-cross yellow lines on apron. I see 8, T-cross from Gates plus the Parking spots.
I will experiment with.
Pat
 
Yes, trial and error. From my previous post:

"As for the T crosses, in the parking spot properties you can find settings for up to 4 T marks, each offset by a distance you decide. Use trial and error for the aircraft types that park there. Save that info for later use. A friend keeps a little booklet with aircraft type vs offset distance."
 
Yes, trial and error. From my previous post:

"As for the T crosses, in the parking spot properties you can find settings for up to 4 T marks, each offset by a distance you decide. Use trial and error for the aircraft types that park there. Save that info for later use. A friend keeps a little booklet with aircraft type vs offset distance."
I am not sure, why to edit all four T marks instead of only one?
Pat
 
I said “up to 4“, which means you can add anywhere from 1 to 4 of them.

Many parking spots in real life have more than one T for aircraft of different sizes. You park the nose wheel of a 747 in a different location from a 737, for example.
 
So, I can change the parking spot on T1 for a 737 plane. Then I can change the spot on T2 for a 747 plane and so on, just for the selected Gate.
Am I missing something?
Pat
 
You got it. Figure out what planes will use that gate, and set the Ts appropriately.
 
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