OK, let me check. It should do so in both cases.One tiny issue I have. When I create a brand new library, I save it giving the xml and bgl file name. Than I work further on the same library, if I want to save it again the program does not remember for the file names. Only if I re-open the library.
It should use the MDL file names, without extension, for a FS2004 library. Let me check what goes wrong there.One more wish : When I do GUID listing of an FS9 library, the list contains the GUID's only. Is it possible to add the mdl's name? In case of FSX library it lists the friendly name which is fine.
Hi Arno, and first of all thanks for your great work.Hi all,
Just to let you know that a beta version of Library Creator XML 3.0 is now available.......
Yes, you normally put the library BGL in the scenery folder of the project that it belongs to. Only if the library is used in many addons, it is better to place it in a special libraries scenery folder.- can I put the bgl file of the obtained library in an activated addon scenery folder?
Correct, if it only uses default textures, the sim will find them.- It does not need any texture in addition to the default ones already in FS9/Texture folder?
... Many thanks, Arno ...
I just enclose the first release of my library for SBuilder. It is not really a "masterpiece", but it help us to hurry the buildings placement, where the autogen does not run.
Arno, I suspect the obvious question may have already been asked, so dont shoot the messenger, but would like to know if there are plans to support P3Dv3? And in the mean time, can / should I point to the P3Dv2 bglcomp or ??Hi all,
Just to let you know that a beta version of Library Creator XML 3.0 is now available. It is part of the development releases package of my tools.
This new version has the following changes:
- New user interface
- Simplified saving (XML and BGL saved from same place)
- Option to load a MDL from Library Creator XML into ModelConverterX
The changes I made now also will allow me to add support for reading BGL files soon. And I also have plans for more integration with ModelConverterX.