Hi Guenther:
That's an interesting idea.
I have personally used SysInternals Process Monitor (aka "ProcMon") with a filter for FSX.exe, and looked through its log of
millions of operations, seeing for example that an internal search may have been taking place because every file in Area layers set 'active' in the scenery library was being read repeatedly when I had a malfunctioning installation of Instant Scenery version-1.x years ago (...later fixed by simply re-installing that program).
I also had used ProcMon to troubleshoot an odd system stall and 'sluggish' symptoms in certain scenery areas, and found that I had added
duplicates of textures already present within a FS9 \Texture folder to that same folder for scenery library objects, while attempting to update and restore missing textures using official update packages from add-on library authors.
It turned out that by using some odd copy procedure of Win98SE or WinXP Windows Explorer to Drag-N-Drop files into the target Texture folder, I ended up adding over 3,000
duplicate ex:
[filename](1).BMP versions of files to the target folder ...instead of being prompted to over-write originals.
I later discovered my error, and removed the duplicates after also finding out that the individual who (with AFAIK, permission of all authors) put together that very large set of add-on scenery object libraries, had also meticulously
already updated and checked for all missing textures !
When I removed the
duplicates of those original mapped textures from the \Texture folder, FS was no longer 'sluggish' in areas where objects from those add-on scenery object libraries were placed.
FYI: When using ProcMon, if one allows a user aircraft to remain stationary in slew mode, the log process (eventually) slows to a near stop, and then resumes significant file I/O as the aircraft resumes moving and/or the camera is moved with
ex: the FS game controller hat-switch or its keyboard command equivalent.
Possibly one might see in ProcMon that certain files or folders are being scanned once the system stabilizes, and one then begins moving the camera in a circle around the user aircraft ?
BTW: I have also noted that *.WAV sound files are loaded and unloaded repetitively in the vicinity of placed FSX 'Effect' files which have an assigned duration for Fx parameters, even when the aircraft and/or the camera is not moved.
But, I'm not certain that one could directly filter for specific BGL file names being read by child process data loader threads spawned by FSX that repeatedly search for such file names within add-on scenery layers known to be set 'active' in the FS scenery library GUI.
It might prove to be quicker, easier, and more practical if one considers the
vast amount of info logged by ProcMon and the inordinate amount of time it takes to manually scan through it, to instead simply disable groups of library BGLs by toggling their scenery layer on-and-off in the FS scenery library, and to then see when the "
scenery library object not found" error
stops appearing when panning the user aircraft camera in a circle (
ex: after spawned via a saved flight) at the center of scenery locations which throw those errors.
Once a 'suspect' area layer mapped to a \Scenery sub-folder in the FS scenery library GUI has been identified, one can use a process-of-elimination to test any BGLs in that folder to see which one(s) trigger(s) the error message.
NOTE: AFAIK, because SCASM / ASM compiled BGLs are for the most part binary, unless one is a programmer with a knowledge of how to inter-convert Hexadecimal and ASCII, one may not be able to scan files in suspect folders for ASCII strings of Geographic coordinates (in the 'appropriate' section of their BGL file Headers) with a custom FS utility that might identify a local region in which FS has been instructed to load those BGLs.
IIRC, only the mapped BMP texture file names are able to be read as strings of ASCII characters with a Hexadecimal file viewer in SCASM / ASM compiled BGLs.
Although Arno's ModelConverterX offers a Missing Texture finder feature, IIRC, it does not work in Batch mode, thus each BGL library must be imported and the search performed for each object
manually.
So, alternatively, perhaps one might otherwise scan for
the most frequent cause of non-specific "
scenery library object not found" error reports by looking at whether there are any
missing textures for scenery objects ...via:
Michael Heise's "
FS Library Scan V1.1" (fslibscan11.zip)
"
File Description:
This utility will scan FS scenery folders for BGL library files. Unlike BGLScan in the FS SDK, it can cope with both FS9 and FSX library files. Information on library objects like GUIDs, multiple occurrences, required and
missing textures is written to csv files. This new version corrects bugs with incorrect missing texture reports. Texture files with alternative ending (e.g. DDS instead of BMP) or existing daylight textures will be found and reported. Certain scenery folders may now be excluded from the search - useful if additional "light" versions would lead to redundant results. "
http://library.avsim.net/search.php?SearchTerm=fslibscan11.zip&CatID=root&Go=Search
PS: You may wish to first put Gerrish Gray's Trees and all the various legacy texture sets into an active scenery layer of FS9, as many FS2Kx add-on library objects used
ex:
Airport 2.x textures: Common scenery textures
Airport 2.x: Scenery Designer
VOD Textures: Common scenery textures
ASD 2.1 Textures: Common scenery textures
NOVA Gold Textures: Common scenery textures
NOVA Textures: Common scenery textures
...and RWY-12 libraries / texture sets etc.; nearly all of these are still available at flightsim.com:
http://www.flightsim.com/vbfs/content.php?93-Must-Have-Files
Hope this might help with the troubleshooting process.
GaryGB