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MSFS20 HF2 libraries

GHD

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As I said in another thread, I am thick.

I have read the pdf and I still cannot fathom how to create a new library which is compatible with MSFS.

I have all of the bin, gltf, xml and jpg files in one folder.

How do I create a new library in LOM? (Step by step please).

Come back Helli Hauck :stirthepo
 
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Same here.... pdf instructions say to add model with List > Model then Add. My list doesn't have a Model selection.
 
Same here.... pdf instructions say to add model with List > Model then Add. My list doesn't have a Model selection.
Correct. If you wish to add a model, you need to use "Tools->User Model Manager".

See topic "models-in-hf2"
 
As I said in another thread, I am thick.

I have read the pdf and I still cannot fathom how to create a new library which is compatible with MSFS.

I have all of the bin, gltf, xml and jpg files in one folder.

How do I create a new library in LOM? (Step by step please).

Come back Helli Hauck :stirthepo

I appreciate Jon's ongoing efforts with documentation, which helps on most topics ...if he takes time away from coding to prepare content. ;)

But I agree that Helli Hauck made some wonderfully detailed contributions here over the years... he is especially missed now with MSFS' RTM. :scratchch

GaryGB
 
Is there still an open issue here or is the updated notes on how to work with the User Model Managers providing the information? I am updating the pdf notes to provide better indexing (experimenting with a chm file for example). If I note changes in something in the section of the notes then folks don't read it. So I tried to put the notes for big changes at the top of the notes so they have more chance of being seen. My plan is to move them down to the correct place as updates occur.
 
Is there still an open issue here or is the updated notes on how to work with the User Model Managers providing the information? I am updating the pdf notes to provide better indexing (experimenting with a chm file for example). If I note changes in something in the section of the notes then folks don't read it. So I tried to put the notes for big changes at the top of the notes so they have more chance of being seen. My plan is to move them down to the correct place as updates occur.
The issue in this thread is not with the User Model manager, it is with the Library Object Manager.

It has been hijcked by Dan and Gary.
 
The issue in this thread is not with the User Model manager, it is with the Library Object Manager.

It has been hijcked by Dan and Gary.

OK - thanks George. As you say they are entirely separate
 
OK - bit more information. You load libraries in ADE LOM but they need to be created by some other tool like MCX. So do you mean how to add a bgl library to the LOM or create a library?
 
Er, no.

For FSX I could create a library using a simple xml file containing the names of the object bgls and compile it with bglcomp.

As far as I can see, there seems to be no equivalent in MSFS.

I have all of the necessary files for the models, I need to create a library containing these models from scratch.

(I have added an existing MSFS library to ADE using LOM, but I have no idea how this library was created).
 
Probably with something like MCX. There is also LibraryCreatorXML but whether that works for glTF objects I don't know.
 
Hi again:

At the risk of being referred to as a "hijacker" in a forum dealing with airports, I must point out this info via a search on "Library" @ MSFS SDK Docs:

https://docs.flightsimulator.com/html/index.htm#t=Introduction/Using_The_SDK.htm&rhsearch=Library&rhhlterm=library libraries

"Scenery And Airports

Microsoft Flight Simulator add-ons can feature scenery as part of the package, which can be not only areas or POI within the world, but also airports. In general these scenery packages are comprised of the following:
  • 3D models, stored in model libraries
  • materials and textures
  • model placement
  • vector data (allowing for trees placement or removal, terra-forming, biome changes...)
  • airports data

Scenery and airports are primarily edited using The Scenery Editor and The Material Editor, both of which are available as part of the Developer Mode.


Scenery object placement and airport data are saved in *.xml format and vector data is saved in the form of shapefiles ( *.shp). Both are compiled to *.bgl files using the BGL compiler invoked by the Package Tool in The Project Editor.


NOTE: *.xml and shapefiles compilation to *.bgl files is similar to how the FSX assets pipeline worked. The file formats are similar but have been extended with new features."



https://docs.flightsimulator.com/html/index.htm#t=Developer_Mode/Project_Editor/The_Project_Editor.htm&rhsearch=Library&ux=search

"Scenery - This package type is for scenery elements made using the The Scenery Editor (and is also used for Airports, but you should use the Airport Wizard as explained here instead)"


AFAIK, Jon is our current "Airport Wizard" and LOM is the original (full-featured) tool for creating 3D model libraries. :wizard:

Jon is the "go-to guy" ...when it comes to a working knowledge of XML in FS contexts, and we know his to-do list is already very long. :oops:

IMHO, the MSFS SDK Addon XML On Steroids (aka "AXOS") methods in their current 'embryonic' state are a nightmare from hell. :banghead:

But as Arno, AFAIK, appears to have gone to great lengths to maintain a low profile since just before MSFS-2020 was released over a year ago, are we now compelled to go and ask him to make MCX and LibraryCreatorXML more full-featured to support MSFS-2020 ? :scratchch

GaryGB
 
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Probably with something like MCX. There is also LibraryCreatorXML but whether that works for glTF objects I don't know.
So, how did you test LOM?

I presume I could take an existing library and add a new model using LOM in the same way I added a model using User Model Manager?
 
Why use the LOM? I used to use it all the time until Alpha20 and after posting here as I had trouble (with objects in LOM) and someone (Jon I think) asked why I don't use User Model Manager. Ever since then I ONLY use UMM and I find it heaps easier. User models are still placed into the modellib sub folder the same as with LOM and I use .glTF, .bin and .xcm files with their textures in the texture subfolder (as always).
Also I just tried using MCX with a .MDL which I created using Sketchup for FSX many many years ago and it produced the textures AND the .glTF, .bin and .xml files.
 
I don't understand. Using an LOM the scenery objects end up in the same .bgl as everything else (from what I understand) but can that .bgl be shared in other projects? Maybe I suppose. But how is it more efficient? Efficient in disk storage space only? I know that there are .bgls which (seem to) contain only scenery objects and I would do that if I knew how to compile a bunch of scenery objects only into a .bgl.
 
If you want to use custom objects in libraries then don't load them into the project to be read by the User Model Manager. put them directly into a library outside ADE and load that library into the LOM.

LOM is the original (full-featured) tool for creating 3D model libraries. :wizard:
Absolutely not. ADE does not and never has created libraries. The library has to be created outside ADE using a tool like MCX. This can then be added to the LOM. BUT that does not load the actual model into ADE but just data about it.

I am somewhat confused here since ADE has always worked by importing the data about a library and nothing has changed. The only technical difference is that models are glTF and not mdl format.
 
Thanks Jon
For a long time I thought that all .bgls were libraries. I had in the past I had added my scenery objects via LOM and as it is called a LIBRARY Object Manager thought the as those objects were part of the compiled airport that the airport was also a library.
I now assume that if I add my scenery objects to a separate library via MCX (hopefully) that I can then use those objects from the same library in multiple airport projects via LOM. Something new for me to spend time on learning (creation of libraries) during this aweful (covid-19) 'stay at home' lockdown here in Sydney.
 
I just had a look at MCX and although the doc mentioned MSFS I could not work out how it is possible top create a scenery library for MSFS as the only method I could find is using the the WIZARDS > Covert and Place Object Wizard and that does not have an option for MSFS.
I am guessing that it is possible to creatye a scenery library using SDK but have no idea how to. Maybe there is a Youtube tutorial?
 
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