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Instant Scenery object problems

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us-florida
I could sure use some help. I use Instant Scenery to design with. I am working on Eddystone Rock up by Ketchikan Alaska. I can open Instant Scenery, build the scenery the way I want it to look by scaling up and down default objects like boulders, dead trees, etc. I lay some dead trees on their side, like they've fallen, etc.

But when I finish, and go back and restart FSX, then fly to the area, a lot of the objects I placed a certain way, are no longer that way. The dead trees I laid on their sides are standing up, the boulders I scaled up or down to fit are now there default sizes?

I tried several different ways to find out the problem, using the .bgl file when it's not yet installed inside the FSX library and editing objects. Installing the .bgl to the addon scenery folder and editing it again, nothing but objects out of place from how I placed them.

I included a couple of screen shots to show what happens. The first one is after I edit in Instant Scenery and exit FSX. Then when re starting FSX, and again going to this scenery, it's all out of shape as you can see.

I'm using only default FSX objects from the library that Instant Scenery uses when designing. I have FSX with Acceleration but don't really use the FSXP objects. I'm concentrating on just the default objects for my designs so everybody has them without needing to install a third party library.

Thanks for any advice,

Brad
 

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Hi,

That almost sounds like the scale and orientation are not exported to the BGL correctly. You might want to verify that by decompiling the BGL to XML code.
 
When using IS, the pitch and bank angle changes will only work with SP1, but are broken in SP2/Acceleration. There is no way to change the bank/angle of a default object using IS in FSX SP2, unless you make your own 'dead' tree using 3D software.

same as sunayk, as a heavy user of IS (both the older and the newer version of it) I have not seen any problems with scaling and such..
 
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Just curious,

But can't those default objects theoretically be opened, scaled, re-oriented, and re-saved in ModelConverterX ?

Cheers
Gman
 
Except that it would breach the Microsoft EULA to distribute them.
 
Except that it would breach the Microsoft EULA to distribute them.

Thank you for mentioning that, and you are probably right.

However, that is a separate issue from what I asked about, which you did not address in your response.

Thanks anyway.

Cheers
Gman
 
...to which the answer is yes, theoretically... ;)

Thank You Fr.Bill, I thought the word "theoretically" would get me past the EULA issues which my question might have otherwise gotten sidetracked by.

And thank you hcornea for pointing out the legal issues as regards those who may attempt to distribute MCX modified default scenery objects in their sceneries.

Many scenery objects, aircraft, etc opened in MCX are subject to EULA re-distribution restrictions, which is why Arno has a warning message which pops up asking the user if they have permission to be converting whatever it is.

However not everyone facing the issue of modifying an object in MCX is necessarily planning on distributing their work, so I think my hypothetical question is valid as I stated it, although at this point I can see that some may consider it off-topic.

My apologies to Bradallen43 for hijacking the thread. :D

Cheers to all
Gman
 
Hello:

"Off-topic" posts can be a great source of / stimulus for ...new insights ! :D


IIUC, (for use on one's own system) a FS default or other 3rd party library object or MDL can be decompiled or directly imported into MCX, then exported as a FS9 MDL with appropriate textures etc.. :rolleyes:

IIRC, the FS9 objects can thus be placed via XML with pitch and/or bank parameters that FSX SP2/Acceleration WILL display as intended. :p



So, generally speaking, FS9 objects/MDLs placed via XML with pitch and/or bank parameters WILL display as intended in FSX SP2/Acceleration. :wizard:

http://www.fsdeveloper.com/forum/showthread.php?t=17795&highlight=pitch+bank



PS: It would be nice though, to see additional custom dead or bent trees and fallen logs, crooked power or telephone utility poles etc. made available for unrestricted use in FSX as scenery object libraries; these could add some more realism to one's scenery making. :idea:


Hope this helps ! :)

GaryGB
 
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Hello:

"Off-topic" posts can be a great source of / stimulus for ...new insights ! :D


IIUC, (for use on one's own system) a FS default or other 3rd party library object or MDL can be decompiled or directly imported into MCX, then exported as a FS9 MDL with appropriate textures etc.. :rolleyes:

IIRC, the FS9 objects can thus be placed via XML with pitch and/or bank parameters that FSX SP2/Acceleration WILL display as intended. :p



So, generally speaking, FS9 objects/MDLs placed via XML with pitch and/or bank parameters WILL display as intended in FSX SP2/Acceleration. :wizard:

http://www.fsdeveloper.com/forum/showthread.php?t=17795&highlight=pitch+bank



PS: It would be nice though, to see additional custom dead or bent trees and fallen logs, crooked power or telephone utility poles etc. made available for unrestricted use in FSX as scenery object libraries; these could add some more realism to one's scenery making. :idea:


Hope this helps ! :)

GaryGB

Now THAT's what I'm talkin' about! :D

Though it is always nice to have default and third party objects to work with, it is necessity which drives many to make the committment to learn to model, whether scenery objects, aircraft, or in my case the need for a placement tool for Rwy12 which would be more accurate than a helicopter with four rotor blades for placing scenery objects, and at the same time, provide a vertical reference to show the relationship between the object, and the Gmax centerpoint, a frustrating unknown with many Rwy12 objects. Though it was hardly much of a feat of modeling, it did ultimately serve my purpose, and the experience led to many other projects.

But the issue here for Bradallen43 is really tough because natural looking (low FPS impact) trees and rock formations are much more difficult to model and texture than man-made objects are. It is important to remember to try to think outside of the box, that scenery objects can be made of modules which can be mixed and matched, they don't always have to be a complete object.
In other words, one half of a boulder raised above or lowered below ground may actually come out more realistic looking than a complete boulder sitting on top of the ground, and a patch of flat jagged rocky surface can be the face of a cliff or the rocks along a river or lake.

In addition to the scenery objects mentioned by GaryGB, I would like to see more tree stumps, static waterfalls, and a few patches of whitewater to place in river gorges.

Cheers
Gman
 
Good points. I have been trying to get 'my' developers to build a repository of objects that we could sell as 'collections' for years. They never wanted to do it (although they now ARE doing it within Orbux).

So since I have taken up modeling again and have some 80.000 digital photos, one of the things I have started doing is to build 'objects'. A number of them will be 'free', another number 'payware'. If only for the heck of it ! ;-)
 
Good points. I have been trying to get 'my' developers to build a repository of objects that we could sell as 'collections' for years. They never wanted to do it (although they now ARE doing it within Orbux).

So since I have taken up modeling again and have some 80.000 digital photos, one of the things I have started doing is to build 'objects'. A number of them will be 'free', another number 'payware'. If only for the heck of it ! ;-)

You are correct, in fact both Orbux and their sidekick OZnex have their own object collections available for their respective developers. That is most certainly the way to go. It takes much longer to develop an airfield when you have to custom model each building, dock or helipad yourself!!

Regards, Mike Mann
 
There is a great deal of time involved in developing quality objects both in terms of modelling and textures.

Reinventing the wheel for each project is not very efficient ... so a collaborative library is certainly the best approach.

It does require some organisation, and the objects need to be deliberately generic.

From the ORBX and OZx point of view, it stems from goodwill between developers that makes them happy to share their creations

... so that is usually the best starting point.
 
It is indeed a very normal approach. Within the NL2000 project we also have a library of common objects that all developers use on their airports.

If you look around there are some of those libraries available as freeware as well, for example for Rwy12. But they might not always have the objects you are looking for of course :).
 
The problem with the freeware libraries is distribution, not everyone has it installed on their computer. I remember downloading some FS2004 freeware airports and it took forever to track down all the libraries that were used. The EZ Scenery objects also killed my frame rates in FSX.

I think for FSX the included libraries are the best solution, but again not everyone has Acceleration installed so using objects from that package presents a problem. Also, as Arno pointed out, they often don't have the object your looking for.

I am hoping that Microsoft Flight will come with a large repository of objects. This being based on the assumption that Microsoft will still allow people to distribute scenery that reference their library objects.

Regards, Mike Mann
 
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