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GeoLock Beta Thread

tgibson

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BTW, I appreciate the new Save Folder choice. Avoids me having to move compiled BGL files in some cases.
 
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the choice of the save location helps me now, but why does the MDL's Folder disappear when i close GeoLock?
the Texture folder remains there, so when i go for the model the folder has gone!!!
 

tgibson

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Probably just to keep things neat - they're not needed after the new BGL file is compiled. And possibly to minimize the chance of them getting out to others without permission?

If you need the models, a tool like BGL2XML will give those to you.
 

gadgets

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but why does the MDL's Folder disappear when i close GeoLock?
the Texture folder remains there, so when i go for the model the folder has gone!!!
Why are you concerned about the .mdl files? Presumably, you've generated all the files you need. The textures file remains because I expect it to be of some use.

That being said, I can leave the MDLs folder intact.

Don
 
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because i use mdl's all the time, i place all my models in the ADE/Models folder, when i need to add a model i point ADE to the models folder to add it to the list,
i don't add bgl's to ADE, its faster for me that way.....................
 
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Jim, I didn't appreciate what you were saying in your first point above until after removing the duplicate entries in the missing files list and updating the documentation as you suggested in your second point. Then I realized that reporting textures as missing simply because they were not located in a companion \texture folder was unnecessary. If those textures were not otherwise available, the original models would be affected and, so, why would you want to copy them. And, if they were available to the original models, they would be available to the copies via the same mechanism.

So, I'm going to eliminate the missing textures reporting entirely.
Don

Don

That sounds like a good solution.

Age as taken over and I need more rest then normal. When you ask for checking something I maybe a little late in responding.
 

tgibson

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I'm just the opposite - I place everything as library objects. That's why geo-locking the library files is so attractive.
 

tgibson

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Hi all,

In case you haven't noticed, GeoLock 1.0.02 has been released. You can get it here: http://stuff4fs.com/newpage.asp?Folder=Geolock

This does fix the file size problem with only a subset of objects selected, thanks.

Don, I assume this is intended behavior - when you select only one MDL file for the new BGL file, all the MDL files end up being saved in the MDLs folder. I do understand why this is true (the MDLs are created during the decompile, not during the compile), but it does cause a little confusion the first time (since it works differently from the Texture folder).

Also, there is nothing mentioned about the MDLs folder in the manual.

Thanks,
 

gadgets

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Sorry for the delayed response, guys, but fsDeveloper didn't advise me of your posts.
I'm just the opposite - I place everything as library objects. That's why geo-locking the library files is so attractive.
Tom, assuming the models were fully textured in the first place, the list of missing textures only included (as Jim pointed out) textures from folders in Flightsim's default search list (e.g., in the main Texture folder). Thus, those textures, will be available wherever you place the library. So, so long as you put the "local" textures in a companion texture folder to the library, all should be OK.
Don, I assume this is intended behavior - when you select only one MDL file for the new BGL file, all the MDL files end up being saved in the MDLs folder. I do understand why this is true (the MDLs are created during the decompile, not during the compile), but it does cause a little confusion the first time (since it works differently from the Texture folder).

Also, there is nothing mentioned about the MDLs folder in the manual.
The first step is to decompile the whole .bgl, which results in all the included models being placed in the MDLs folder. Only then do you get to pick and choose.

The MDLs folder was intended to be an internal working folder for GeoLock. So, I didn't feel it necessary to mention it in the documentation. However, Ray pointed out that it was directly useful to him. So, I guess I should mention it in the user manual - and will do so for the next release. Version 1.0.03 is the works after a cleanup of the code.

Don
 
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Don, don't make a program just so it suits me, i may be the only one that uses it this way,
the MDL's folder does stay there until i close Geolock so i just thought i would mention it
As Tom mentioned we get all the mdl's when selecting one so i still have to get the model from the list of GUID's, if i know GUID number for the model i need
 
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gadgets

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As Tom mentioned we get all the mdl's when selecting one so i still have to get the model from the list of GUID's, if i know GUID number for the model i need
Not sure what you are saying, Ray. Tom's concern was the file size which, in an earlier version, was unchanged regardless of how many models were selected. Even when this was the case (corrected in version 1.0.0.2), the only models actually included in the new file were those selected. The rest was simply wasted space.

As for my additional efforts, I just added a paragraph to the manual stating that all the models are assessable should that be of interest.

Don
 
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Ah!! ok Don, as usual i misread Toms reply..............
i can get the one model i require by now opening the bgl in the models folder (which now contains all 22 airport models) then select my model "Unlock" to the models folder which overwrites all the 22 mdls listed leaving my one (mdl) and the "unlocked.bgl
 

gadgets

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That doesn't sound like the way it's supposed to work. But, if you're happy ...

Don
 

Sidney Schwartz

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I'm trying to unlock and save the one object in FSX\scenery\0101\scenery\OBX15100.bgl. I get this error message:

Clip1.jpg


I tried another one of the OBX object bgls and got this error:

Clip1.jpg


Help?

Also, Geolock does not display these object textures in the preview window. I'm guessing this is because the textures are in the FSX\Texture folder. If I load the same bgl into MCX, the textures are displayed. Can Geolock be updated to do the same?

Oh yes...using version 1.0.02.
 

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gadgets

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Sid, it looks like you are attempting to compile a FSX model for FS9. Can't be done with Geolock.

Can Geolock be updated to do the same?
I'll take a look at the code - but I'm tied up on another project at the moment. If it's simple, I'll do it.

Don
 

gadgets

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Are you sure that the compiler you have designated as the FSX compiler is, in fact, a FSX compiler. That error message looks suspiciously like it comes from a FS9 compiler.

That particular model compiled fine for me when submitted to a FSX compiler.

Don
 
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