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FSX trees - again

adr179

Resource contributor
Messages
259
Country
slovenia
As probably all of you noticed there are quite a lot of decetly looking trees in defult library of FS X, some of them also have seasonal variants. I tried to place one of the trees with seasonal variations, expecting them to behave properly, so that the "whatever_the name_was_WI" would be there only during winter, "whatever_the name_was_SP" would appear only in spring, the snow cowered "whatever_the name_was_HW" would be there only in hard winter. But that was not the case - all of the variants showed up in each and every season.

Since I don't think Aces team invested the effort in making the models plus a set of good looking textures just for the sake of being there, my question is logical: How can I make those default library trees work?
 
Hi,

With the XML code you can not let them appear on the right conditions. But ACES uses them in the autogen system where it is possible. So it is a limitation of the XML way of placing objects.
 
I don't mind if they are autogen trees, some of them look real' cute and would love to use them as a custom placed object in places where models "kill" autogen.

And how would that piece of code look like?

Code:
<?xml version="1.0" encoding="UTF-8"?>
<FSData version="9.0">
<!--	Library sceneryObject: veg_tb_Chestnut1_10m_fa	-->
<SceneryObject lat="46.425174" 
               lon="15.983980" 
               alt="0.000000" 
               pitch="0.000000" 
               bank="0.000000" 
               heading="0.000000" 
               imageComplexity="VERY_SPARSE" 
               altitudeIsAgl="TRUE">
<LibraryObject name="4C6E476840601BEF599217960D40459F"  
               scale="1.000000"/>
[COLOR="Red"]and "something" here, maybe?[/COLOR]
</SceneryObject>
<!--	Library sceneryObject: veg_tb_Chestnut1_10m_hw	-->
<SceneryObject lat="46.425110" 
               lon="15.984179" 
               alt="0.000000" 
               pitch="0.000000" 
               bank="0.000000" 
               heading="0.000000" 
               imageComplexity="VERY_SPARSE" 
               altitudeIsAgl="TRUE">
<LibraryObject name="D9A80CE946D428FBE16118B626C8A276"  
               scale="1.000000"/>
</SceneryObject>
<!--	Library sceneryObject: veg_tb_Chestnut1_10m_sp	-->
<SceneryObject lat="46.425138" 
               lon="15.984084" 
               alt="0.000000" 
               pitch="0.000000" 
               bank="0.000000" 
               heading="0.000000" 
               imageComplexity="VERY_SPARSE" 
               altitudeIsAgl="TRUE">
<LibraryObject name="294E92AE426950E3DD4AA9AB8F768313" 
               scale="1.000000"/>
</SceneryObject>
<!--	Library sceneryObject: veg_tb_Chestnut1_10m_wi	-->
<SceneryObject lat="46.425250" 
               lon="15.983901" 
               alt="0.000000" 
               pitch="0.000000" 
               bank="0.000000" 
               heading="0.000000" 
               imageComplexity="VERY_SPARSE" 
               altitudeIsAgl="TRUE">
<LibraryObject name="7E4F5FDB47CD61C093E275BD7269AAC7" 
               scale="1.000000"/>
</SceneryObject>
</FSData>

Is coding for xml conditional display documented someplace?
 
Hi,

Maybe I did not write it clear. You can NOT do conditions with XML. If you want the trees to switch on season, you need to use autogen. With the XML code it can't be done.

Some time ago somebody made an effect that did the condition and called the objects from the effect. You might try that approach, but it is not so good for performance.
 
Hi,

Some time ago somebody made an effect that did the condition and called the objects from the effect. You might try that approach, but it is not so good for performance.


Also, the placing objects as effects crashes the sim when switching seasons. Not recommended.

Dick
 
Thank you both for your prompt replies. I was aware of the possibility of making seasonal changes with effect, but that really wasn't even considered as an option. Well, looks like I'll need to make some trees of my own:)
 
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