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FSX Instant Scenery 3

http://www.fsdeveloper.com/forum/threads/instant-scenery-3.441046/page-2#post-782039

Thanks a lot Gary. This way, I won't miss anything relating to the jetway in ADE. I've been using the table of contents


Okay, that GUID is the one read from the airport_object.bgl in FS, which is the default. Here's how I arrived at a different GUID Name and hopefully you can explain:

I go to C:\FSX\Addon Scenery\KPVD\Scenery\AIR_Jetway.bgl, which is the jetway I placed using IS3. I converted it to xml using the BGL2XML tool. I opened the xml using ConText and here's what it says about the jetway I placed using IS3:


<?xml version="1.0" encoding="ISO-8859-1"?>
<!-- Created by Scenery Design Engine (SDE) on 9/30/2017 -->
<FSData
version="9.0"
xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
xsi:noNamespaceSchemaLocation="bglcomp.xsd">
<SceneryObject
lat="41.7239592969418"
lon="-71.4361260831356"
alt="0.0M"
altitudeIsAgl="TRUE"
pitch="0"
bank="0"
heading="279.986572265625"
imageComplexity="NORMAL">
<LibraryObject
name="bfcdf52b415c9142c1031883d9a92cb9"
scale="1.00"
/>
</SceneryObject>
</FSData>



Another thing I've noticed is that the image complexity is set to "Normal," but those in the default are set to Extremely Dense. It sure looks like I'm not using the default jetway. So why do I have a different GUID name and a different image complexity from the default?

Ken.

I also tested placement of that same test object via IS3 nearby at KPVD; here's the BGLComp-XML: note that it is identical aside from the Geographic coordinates of where I placed the object.

<?xml version="1.0" encoding="ISO-8859-1"?>
<!-- Created by Scenery Design Engine (SDE) on 9/30/2017 -->
<FSData
version="9.0"
xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
xsi:noNamespaceSchemaLocation="bglcomp.xsd">
<SceneryObject
lat="41.7250653728843"
lon="-71.4374752342701"
alt="0.0M"
altitudeIsAgl="TRUE"
pitch="0"
bank="0"
heading="174.995727539063"
imageComplexity="NORMAL">
<LibraryObject
name="bfcdf52b415c9142c1031883d9a92cb9"
scale="1.00"
/>
</SceneryObject>
</FSData>


AFAIK, there is a reason other than imageComplexity="NORMAL" instead of "EXTREMELY DENSE" (set via the "Object Properties" dialog context menu pop-up in IS3) ...as to why you are not seeing the jetways animate; this is why I insist that you heed my advice to place the jetways via ADE and NOT via IS3. :alert:

The initial problem is that the jetway is being placed via IS3 instead of via ADE. :banghead:


While it is true that 'most' other animation types coded into a 3D model will 'work' when scenery library objects are placed via IS3, AFAIK, animated jetways will NOT 'animate' unless placed via special BGLComp XML coding within certain contextual BGLComp.XSD syntax-compliant airport XML 'elements', that are required by the FS run time rendering engine.



In a parallel example, one might complain that when a "tree" scenery library object is placed via IS3, it will not "animate" in the sense that it does not 'dynamically' change textures ...with the change of seasons in FS at run time.

One could belabor the point and decompile BGLComp-XML format and Autogen SDK Annotator-XML format "tree" object placement files to illustrate that the same "tree" scenery library object GUID is being placed via a IS3 BGL file as is being placed via a Autogen SDK Annotator format *an.AGN file.

But the fact would remain that the FS run time rendering engine is only going to 'dynamically' change textures with the change of seasons in FS at run time, when that "tree" scenery library object is "placed" from within the special 'contextual code' inside a Autogen SDK Annotator-XML format *an.AGN file. ;)



Again, please use ADE instead of IS3, to place jetways that are intended to be 'animated' for user-piloted SimObjects and/or AI traffic in FS at run time. :pushpin:


FYI: I have valid reasons for my recommendations, and I do not always have time to explain them.

The basis for my reasons are ultimately self-evident to anyone who does not "Keep It Simple", and who instead puts in the time over years of self-study, and who also exercises "due diligence" by doing what IMHO 'proper' FS Development inevitably requires:

* Read the SDK documentation

* 'RTFM' for any 3rd party utilities

* Read any and all available pertinent info from FS-related web sites and online tutorials

* Learn how to use ex: Google to more efficiently search for pertinent learning / troubleshooting info.


But, despite anyone's past and present working knowledge base for FS development, there will IMHO, always be more to learn, and everyone may find new insights over time that reveal where we may have been mistaken, or where we may have not been 'thinking outside the box' to allow for new applications of SDK methods to further innovate or troubleshoot. :)

GaryGB
 
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I also tested placement of that same test object via IS3 nearby at KPVD; here's the BGLComp-XML: note that it is identical aside from the Geographic coordinates of where I placed the object.

Yes, but did you noticed that the GUID name is different from the default stock in both XMLs, one from the default and one from IS3?


GUID Name place by Instante Scenery 3 in XML: bfcdf52b415c9142c1031883d9a92cb9
GUID Name place by Default Stock in XML bfcdf52b-9142-415c-8318-03c1b92ca9d9


I just happen to remember, either from reading the manual or probably reading it here that I think the reason for the different GUID names is because this file was placed by IS3.


AFAIK, there is a reason other than imageComplexity="NORMAL" instead of "EXTREMELY DENSE" (set via the "Object Properties" dialog context menu pop-up in IS3) ...as to why you are not seeing the jetways animate; this is why I insist that you heed my advice to place the jetways via ADE and NOT via IS3. The initial problem is that the jetway is being placed via IS3 instead of via ADE.

Well, I've thought about that.


While it is true that 'most' other animation types coded into a 3D model will 'work' when scenery library objects are placed via IS3, AFAIK, animated jetways will NOT 'animate' unless placed via special BGLComp XML coding within certain contextual BGLComp.XSD syntax-compliant airport XML 'elements', that are required by the FS run time rendering engine.

Okay. Now, I better understand. So, I need to learn more about these codings to make jetways animate. I do recall that you've posted something on SODE, and I think that relates to this. But I guess I don't need to get too far ahead of myself, but I'm just eager to learn more.


Again, please use ADE instead of IS3, to place jetways that are intended to be 'animated' for AI traffic and/or user-piloted SimObjects in FS at run time.

I will.


FYI: I have reasons for my recommendations, and I do not always have time to explain them.

That's okay. I guess it would take a lot of time to explain them all because there is so much to it. But now that you've explained some points here, I'm releaved from wondering this and wondering that. Thanks for everything.


Ken.
 
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Mentioning Slewmaster reminded me of Terrain Sculptor, another application by Don and it works really well for minute adjustments, I know this from using the application to carefully tune island shorelines. It is probably the same software performing the slew operation.
However, don't discount the numeric display in the IS3 placement window. Instead of coarse mouse slewing, observe the numbers as you place an object, then change one or two of the smaller numbers. You will come to learn that changing the smallest number by one increment is barely visible! Talk about precision placement. This technique works for longitude, latitude, elevation and orientation (directional) adjustments. Tilt, roll and pitch adjustments are not saved in a placement .bgl.


Hi Rick,
I tried it out last night and you're correct. It really nudges and makes small adjustments. I'm trying to learn more about how to use it and then I will try placing the jetway in ADE. By the way, will it allow me to enter the coordinates to place the jetways?

Ken.
 
http://www.fsdeveloper.com/forum/threads/instant-scenery-3.441046/page-3#post-782081

Yes, but did you noticed that the GUID name is different from the default stock in both XMLs, one from the default and one from IS3?


GUID Name place by Instante Scenery 3 in XML: bfcdf52b415c9142c1031883d9a92cb9
GUID Name place by Default Stock in XML bfcdf52b-9142-415c-8318-03c1b92ca9d9


I just happen to remember, either from reading the manual or probably reading it here that I think the reason for the different GUID names is because this file was placed by IS3.

There is no inherent difference as far as FSX / P3D is concerned, as they both acknowledge and accept the above example GUIDs in either FS2Kx legacy GUID format (continuous alpha-numeric character string without hyphens) or FSX 32-Bit "Registry" GUID notation format (variable string length with hyphens) ...thus, they are essentially the same GUID, and they refer to the same exact scenery object). :pushpin:



To make this comparison yourself, use gadgets' (Don Grovestine's) GUID Processor:

http://www.fsdeveloper.com/forum/resources/guid-processor.99/



It is true, however, that for retro-compatibility in the FS9 mode option of IS3, the proprietary BGLComp-compatible compiler used by author Konstantin Kukushkin does store scenery library object GUIDs within BGLs, and reports them to the IS3 | ? | '3D MDLs used' info box ...in the FS2Kx legacy (non-hyphenated) GUID format. ;)



http://www.fsdeveloper.com/forum/threads/instant-scenery-3.441046/page-3#post-782081

Okay. Now, I better understand. So, I need to learn more about these codings to make jetways animate. I do recall that you've posted something on SODE, and I think that relates to this. But I guess I don't need to get too far ahead of myself, but I'm just eager to learn more.

Just to clarify, I did not mention SODE with regard to placing the animated jetway in question.

The animated jetway in question simply needs to be placed via ADE, using BGLComp XML code-based BGLs, and not via IS3 or SODE. :)

GaryGB
 
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Just to clarify, I did not mention SODE with regard to placing the animated jetway in question.
The animated jetway in question simply needs to be placed via ADE, using BGLComp XML code-based BGLs, and not via IS3 or SODE.


Hi Gary,
I didn't mean that you mentioned SODE with regard to placing the animated jetways in question or using SODE to place the animated jetways. We were discussing animated 3D objects and I remembered seeing something on SODE and it was in that Google Search link that you posted. This is it here:


Hi Ken:

FYI: One must also configure other additional complexities to get 'properly animated 3D models' of jetways working in FS / P3D : ;)

https://www.google.com/search?q=FSX...WAhVLMSYKHevPA_0QrQIIeSgEMA0&biw=1173&bih=624
 
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