Hi Guenther:But FSLibscan crashes after some minutes....
Again, IIUC, FS8 / FS9 does not know to report a missing object / library / texture (an incomplete load /render process) unless the "placement" code for the object was loaded from an 'active' scenery BGL.I scanned a folder with most of my addon sceneries (e:\FS2004SC)
Later I scanned a single addon scenery (e:\FS2004\"EDOY mit") which caused the "missing library object error" and it worked and showed me 5 GUIDs.
But these 5 GUIDs did not match the error code shown at fs startup at all...
Hi Guenther:I expected that FSLibscan give me the GUIDs if I scan a folder (and it does, if I scan a folder of a decent size):
MH's FS Library Scan - GUID occurence list
But now my problem:
these GUID do not match the hex code in the error message of FS9....
(whether complete nor in parts).
I am totally confused now...The GUIDs you show above are FSX MDLs in FSX SDK BGLComp XML scenery object library BGLs, which AFAIK may not read / displayed in FS9.
Hi Guenther:I am totally confused now...
How can a fs9 bgl contain a FSX MDL???
IIUC, since you mentioned that the EDOY objects cited above were not able to be de-compiled via BGL2XML (which is by design, exclusively a decompiler and not a BGL 'viewer'), that would indicate they may be legacy pre-FS9 format SCASM / ASM 3D models which do not use a MDL file, and thus may not have a "AttachPoint" in the sense as used with MDLs.If I import these bgls in MCX I can see the bgl (BGL2XML cannot handle it) and FS9 is displaying the bgl.