Microsoft Windows Documentation said:https://support.microsoft.com/en-us/help/14200/windows-compress-uncompress-zip-files
"Locate the zipped folder that you want to unzip (extract) files or folders from.
Do one of the following:
To unzip a single file or folder, open the zipped folder, then drag the file or folder from the zipped folder to a new location.
To unzip all the contents of the zipped folder, press and hold (or right-click) the folder, select Extract All, and then follow the instructions."
Thanks a lot for the huge explanation. I haven't had time to sit on the sim and try this. I will give it a go during the weekend and will let you know how it goes. Again thanks a lot. I will also have to learn how to use SBuilderX appropriately and do what you mentioned if you have any guide or video to follow I will appreciate it. But thanks for all
Oh, don't rush it. Whenever you can. Hahaha I am reading all this and taking notes, but I am busy with my capstone project to graduate of my design degree but I am very grateful for your help and breakdown as there isn't much of documentation about it or is very hard to find as everything is widespread and as well you explain everything in a very cohesive mannerHi Tony:
Indeed, the numerous configuration steps are initially tedious, but they may only need to be set once per project task, and IIRC, are otherwise retained as a default in the AppData for GM, thus being 'ready-to-use' the nest time one laods GM.
However, it is best to always save a GM "work-space" file (*.GMW for each project work session to restore configuration settings and re-load source files from disk when resuming particular tasks in GM.
I'll have to edit that info into one of my posts above when I get back to my main FS computer.
I'll post further example work-flow info related to preparing GM exports for subsequent use by SBuilderX and ADE within this same thread.
Incidental to that, I'll also explain how to use Patrick Germain's CvxExtractor to export ESRI *.SHP files that can be utilized in other aspects of scenery object exclusion / modification / production.
Then, it would probably be best to post the SBuilderX-specific and ADE-specific work-flow info within those sub-forums (with a citation by URL back to this thread as a related topic to ensure we generate a "cross-link" for the benefit of readers with a enduring interest in learning a more comprehensive approach to making FS scenery).
If I don't get any time free tomorrow, I'll probably post some more on these related aspects of the "work-flow" on Monday or Tuesday.