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FS2004 Missing Apron in Windows 10

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287
Country
ireland
The default scenery (PADQ) was modified by me to add a fictitious GA terminal.

This modified scenery ran perfectly in FS9.1 in Windows 7.

The new building objects show in the scenery but not the concrete apron. Missing texture??

I have attached the .ad4 file; a top down screenshot showing the GA hangar (pink roof) and flying school hut; also the ADE diagram.

ADE will not open the scenery.bgl file (attached). BGLAnalyze will not run in W10 - I tried all the available compatibility settings.

I'd be grateful for advice. Thanks!
 

Attachments

  • PADQ_ADE9_ADE.ad4
    PADQ_ADE9_ADE.ad4
    29.8 KB · Views: 143
  • PADQ_missing concrete.jpg
    PADQ_missing concrete.jpg
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  • PADQ_FS9 topdown.jpg
    PADQ_FS9 topdown.jpg
    210.3 KB · Views: 129
  • PADQ_FS9.bgl
    PADQ_FS9.bgl
    209.8 KB · Views: 142
Hi John:

You may wish to review the following threads discussing issues of Apron display priority:

* with Apron Asphalt versus Apron Concrete priority

https://www.fsdeveloper.com/forum/threads/aprons-order-problem.435906/


* how ADE works with Apron layering:

https://www.fsdeveloper.com/forum/threads/layering.427379/


Some related search results:



Attached is a screenshot from my FS9 install which has UTUSA and UKVFR, that do not likely affect Apron display priority

padq_jon_hubbard_fs9-ggb-jpg.84444


[EDITED]

The default PADQ Airport Boundary is seen in this screenshot; I do not yet recall how to ID the (Land-) ClassMap and its priority for FS9:

padq_jon_hubbard_fs9_0001_ab907110_bgl-jpg.84450



IIUC, you may have modified FS9's default PADQ Airport Boundary Polygon (aka "ABP") {Land-} ClassMap via SBuilder for FS9 (located in:)

[FS2004 install path]\Scenery\Namw\Scenery\AB907110.bgl


I do not yet recall if a assigned ABP VTP Layer # exceeds a FS9 default Airport Boundary (Land-) ClassMap texture or concrete Apron priority.

[END_EDIT]


IIRC, all recent versions of ADE since v1.65 et seq. have the ability to display the XML for an airport project.

Attached is that XML from ADE v1.79x (...which still supports FS9 mode, BTW ;) )

https://www.fsdeveloper.com/forum/threads/development-version-1-79-7475-available.448076/


Note that in ADE's airport XML for your PADQ, multiple Asphalt Aprons are used, along with your (1) custom Apron in Concrete


PS: Which version of BGLAnalyze were you attempting to use (there are several by Winfried Orthman) ?

I used BGLAnalyze31 for the SCASM-type BGL source code in your file attached above (output by SBuilder for FS9 ?) ...attached below

https://library.avsim.net/esearch.php?CatID=fs2002sd&DLID=27375


I hope this helps with initial troubleshooting. :)

GaryGB
 

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Thank you, GaryGB for your detailed reply. Very kind to take all this trouble.

I will work my way through your suggestions and post again. It could be several days with work commitments etc.

John
 
Sorry to report not much progress.

I was using the original BGLAnalyze - didn't work. BGLAnalyze31 produced coordinates but no information on the objects themselves, textures used etc.

Filename: PADQ_FS9.bgl; VIS-Type: 1Latitude N57:37:29.86 to N57:52:29.87, Longitude W152:37:07.86 to W152:22:07.86Procedural Scenery Section: Latitude Band N57:37:19.82 to N57:52:15.46: 11 objectsFacilities section (old style): Region PADQ FS9 : 1 entries

and this:

Filename: PADQ_FS9_Exclude.bgl; VIS-Type: 1Latitude N57:37:29.86 to N57:52:29.87, Longitude W152:37:07.86 to W152:22:07.86

I managed to produce a .sca file PADQ_FS9.sca but I have forgotten how to open this. Thinking back, this modified scenery of mine was probably made in FS2002, although it worked in FS2004.

Reading through AFCAD Help under 'Compatibility':

'AFCAD 2 can't use export files produced by AFCAD 1, and there will likely be no method provided to convert them for use with AFCAD 2. This is because FS2002 facility data was more simplistic than FS2004 data and FS2002 did not control any visual elements. There is no practical way to automate merging the visual elements (markings, lights, surface textures, taxiway widths, runway extensions, taxiway signs, aprons, airport structures, etc) of FS2004 airport data with the simpler FS2002 facility data'

As I probably made the scenery in FS2002 in XP using AFCAD1 this may partly explain why I am having problems now in FS2004 in Win10.

All in all, I am at the point where it would be easier just to remake the scenery in FS2004 in Win10 using ADE9. If I could find a way of identifying my scenery objects I could even re-use them.

Apologies for the long discourse!
 
Hi John:

You're on the right path to successful conversion of the FS2002 airport file format to FS2004 (aka "FS9") file format.

The *.SCA file output by BGLAnalyse31 is text, and can be viewed by Windows NotePad or NotePad++ etc.


Generally speaking:

To view and convert the (8) detectable 3D models in your original SCASM format airport scenery file:

[PADQ_John_Hubbard install path]\Scenery\PADQ_FS9.bgl

...just import the file into Arno's ModelConverterX (aka "MCX") available here:

https://www.scenerydesign.org/development-releases/


Another feature of MCX is the Material Editor, which shows mapped colors and Texture image Materials.

Since MCX shows currently only "system" colors are mapped onto the 3D model Faces, one may edit it in a 3D modeling application.

If you place all original mapped Texture image Materials in a local \Texture sub-folder paired with the airport BGL in a \Scenery folder, MCX may be able to further discover and list those Texture images used in addition to the "system" colors detected thus far.


The 3D models may then be exported to a file format that can be imported / edited in a 3D modeling application.

You can then apply generic or photo-real texture image Materials of your choice instead of "system" colors ...if you are inclined.


BTW: Another feature of BGLAbalyze31 is the ability to report the internal 3D model Bitmaps referenced in SCASM code.

I have attached that report file; note that some are Nova textures etc. which may still be downloaded from flightsim.com if desired. ;)

Other listed textures you 'may' find somewhere on your system with this handy utility:


https://www.voidtools.com/downloads/

Code:
; ----------------------------------------
; PADQ_FS9.bgl  bitmap files listed on Mon Oct 10 10:37:23 2022

; ----------------------------------------


; LatRange(  N57:37:19.82  N57:52:15.46 )
; ----------------------------------------
    nova4kO.bmp (LoadBitmap)
    RRBLD5.bmp (LoadBitmap)
    nova4ak.bmp (LoadBitmap)
    nova4kO.bmp (LoadBitmap)
    RRBLD5.bmp (LoadBitmap)
    nova4ak.bmp (LoadBitmap)
    RRBLD7.bmp (LoadBitmap)
    RRBLD1.bmp (LoadBitmap)
    AbhngrB.bmp (LoadBitmap)
    akhang.bmp (LoadBitmap)
    nova6ak.bmp (LoadBitmap)
    nova5ak.bmp (LoadBitmap)
    nova6ak.bmp (LoadBitmap)
    nova5ak.bmp (LoadBitmap)
    nova4ak.bmp (LoadBitmap)
    RRBLD5.bmp (LoadBitmap)
    akhang2.bmp (LoadBitmap)
    airbuild.bmp (LoadBitmap)
    nova4ak.bmp (LoadBitmap)
    FrStn.bmp (LoadBitmap)
    Lights.bmp (LoadBitmap)
    Lights.bmp (LoadBitmap)
    Lights.bmp (LoadBitmap)
    Lights.bmp (LoadBitmap)
    Lights.bmp (LoadBitmap)
    Lights.bmp (LoadBitmap)
    Lights.bmp (LoadBitmap)
    Lights.bmp (LoadBitmap)
    Ag_hngrA1.bmp (LoadBitmap)
    Ag_hngrA.bmp (LoadBitmap)
    Ag_hngrA1.bmp (LoadBitmap)
    tinfrnt.bmp (LoadBitmap)
    tinroof.bmp (LoadBitmap)
    tinfrnt.bmp (LoadBitmap)
    AK-AIR_FREIGHT2.bmp (LoadBitmap)
    AG_covCrate.bmp (LoadBitmap)
    DoorPanel.bmp (LoadBitmap)
    Doors.bmp (LoadBitmap)
    Doors.bmp (LoadBitmap)
    Doors.bmp (LoadBitmap)
    Doors.bmp (LoadBitmap)
    NewRoofVertD.bmp (LoadBitmap)
    NewRoofVertD.bmp (LoadBitmap)
    Doors.bmp (LoadBitmap)
    Doors.bmp (LoadBitmap)
    Doors.bmp (LoadBitmap)
    Doors.bmp (LoadBitmap)
    WoodwallH1.bmp (LoadBitmap)
    Brick-2.bmp (LoadBitmap)
    Brick-2.bmp (LoadBitmap)
    Brick-2.bmp (LoadBitmap)
    Brick-2.bmp (LoadBitmap)
    Concrete.bmp (LoadBitmap)
    fuel-2.bmp (LoadBitmap)
    fuel_tank3.bmp (LoadBitmap)
    fuel-2.bmp (LoadBitmap)
    fuel-2.bmp (LoadBitmap)
    fuel-2.bmp (LoadBitmap)
    fuel-2.bmp (LoadBitmap)
    fuel-2.bmp (LoadBitmap)
    fuel_tank3.bmp (LoadBitmap)
    fuel-2.bmp (LoadBitmap)
    fuel-2.bmp (LoadBitmap)
    fuel_tank3.bmp (LoadBitmap)
    fuel-2.bmp (LoadBitmap)
    fuel_tank3.bmp (LoadBitmap)
    fuel-2.bmp (LoadBitmap)
    fuel-2.bmp (LoadBitmap)
    fuel_tank3.bmp (LoadBitmap)
    AKf.lag (LoadBitmap)
    AKf_.lag (LoadBitmap)
    AKf.lag (LoadBitmap)
    AKf_.lag (LoadBitmap)
    AKf.lag (LoadBitmap)
    AKf_.lag (LoadBitmap)
    AKf.lag (LoadBitmap)
    AKf_.lag (LoadBitmap)
    AKf.lag (LoadBitmap)
    AKf_.lag (LoadBitmap)
    AKf.lag (LoadBitmap)
    AKf_.lag (LoadBitmap)
    AKf.lag (LoadBitmap)
    AKf_.lag (LoadBitmap)
    AKf.lag (LoadBitmap)
    AKf_.lag (LoadBitmap)
    AKf.lag (LoadBitmap)
    AKf_.lag (LoadBitmap)
    AKf.lag (LoadBitmap)
    AKf_.lag (LoadBitmap)
    AKf.lag (LoadBitmap)
    AKf_.lag (LoadBitmap)
    AKf.lag (LoadBitmap)
    AKf_.lag (LoadBitmap)
    AKf.lag (LoadBitmap)
    AKf_.lag (LoadBitmap)
    AKf.lag (LoadBitmap)
    AKf_.lag (LoadBitmap)
    AKf.lag (LoadBitmap)
    AKf_.lag (LoadBitmap)
    AKf.lag (LoadBitmap)
    AKf_.lag (LoadBitmap)
    fbo_boards.bmp (LoadBitmap)
    fbo_extwal.bmp (LoadBitmap)
    FBOCL.BMP (LoadBitmap)
    fbo_boards.bmp (LoadBitmap)
    tinrooff.bmp (LoadBitmap)
    DGdoor7.bmp (LoadBitmap)
    people3.bmp (LoadBitmap)
    people8.bmp (LoadBitmap)
    AGFBO_Signs4.bmp (LoadBitmap)
    DGdoor7.bmp (LoadBitmap)
    wood01.bmp (LoadBitmap)
    WOOD1.R8 (LoadBitmap)
    wood01.bmp (LoadBitmap)
    AEA.R8 (LoadBitmap)
    AK-AIR_FREIGHT2.bmp (LoadBitmap)
    AK-AIR_FREIGHT.bmp (LoadBitmap)
    Lights.bmp (LoadBitmap)
    Lights.bmp (LoadBitmap)
    Lights.bmp (LoadBitmap)
    Lights.bmp (LoadBitmap)
    Lights.bmp (LoadBitmap)
    Lights.bmp (LoadBitmap)
    Lights.bmp (LoadBitmap)
    Lights.bmp (LoadBitmap)

After re-export from a 3D modeling application, 3D models can then be placed and exported by MCX to a FS2004 Scenery BGL format.


AFAIK, it appears ADE is able to successfully import / convert most if not all of the AFD content in your original airport BGL.

IIUC, all one need do is re-arrange the way Aprons are linked / drawn via the ADE GUI, then save and compile to BGL (in FS9 Mode).

But certainly ADE in FS9 Mode could import / convert the FS9 stock PADQ, and you could modify that instead.


I hope this helps a bit more. :)

GaryGB
 

Attachments

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This is very encouraging! I had pretty well given up hope.

But, I'm an old timer (wouldn't you know?) and will have to do it in stages. The good thing is that some of these utilities ring a bell from way back.

So the first thing is to convert the .sca file using MCX. IIUC, this will produce 3D models which can then be a) textured using MCX and b) placed in the scenery (graphically?) using MCX.

Will I need to use Object Placer as well?

Thanks again for your interest. I can't do this quickly but I will post when I have something to report.
 
This is very encouraging! I had pretty well given up hope.

But, I'm an old timer (wouldn't you know?) and will have to do it in stages. The good thing is that some of these utilities ring a bell from way back.

Indeed, AFAIK, all FS utilities from as far back as circa FS-5 or FS-98 can still be found at various enduring FS web sites. :)

So the first thing is to convert the .sca file using MCX.

IIUC, this will produce 3D models which can then be:
a) textured using MCX

One will export the 3D model from MCX in a file format that is then edited in a 3D modeling application to (re-)map texture Materials

(...and after exported by the 3D modeling application, and re-imported back into MCX) :

b) placed in the scenery (graphically?) using MCX.

Yes.


Actually, MCX can read the airport BGL file directly; either way, I yielded 8 objects upon import of the *.BGL or the *.SCA file.

But, sometimes in SCASM coded BGLs, there are 'more' objects, so one must disable conditional display routines within its code.

I can try to verify with another SCASM BGL decompiler by Takuya Murakami named ScDis23; I'll post more info on this tomorrow.


UPDATE: ScDis23 shows 11 objects but (3) are IIUC, conditional display for a change in rendering of (2) in the known visible 3D models.

So, MCX detects all visually display-able 3D models, which you can convert and utilize.


That did seem like quite a few Textures cited in the Bitmap report; was there other / more BGLs in the original project for FS2002 ?

Also, do you still have the Textures listed in the Bitmap Report ...somewhere on your hard drive(s) ?

Will I need to use Object Placer as well?

If you wish, Arno's MCX has an Object Placement feature, and since placement code is also inside this PADQ BGL, it is 'ready to use'.

Take your time and have fun; you can probably save a lot of work by not starting over with all new content. :cool:

GaryGB
 
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Some progress.

MCX scareadout.jpg


One will export the 3D model from MCX in a file format that is then edited in a 3D modeling application to (re-)map texture Materials

(...and after exported by the 3D modeling application, and re-imported back into MCX) :

I think the next move is to export this - you refer to a 3D modeling application? Not sure what this is. And exported as what kind of file - .bgl?

IIUC, then this version should then be reimported from the modeling application back into MCX?

I understand that once I have finally produced a converted .bgl that I can add the relevant textures in a sub-folder and hope that MCX picks these up.

Thanks again.
 
Some progress.


I think the next move is to export this - you refer to a 3D modeling application? Not sure what this is. And exported as what kind of file - .bgl?

IIUC, then this version should then be reimported from the modeling application back into MCX?

I understand that once I have finally produced a converted .bgl that I can add the relevant textures in a sub-folder and hope that MCX picks these up.

Thanks again.

One will export the 3D model from MCX in a file format that is then edited in a 3D modeling application to (re-)map texture Materials

(...and after exported by the 3D modeling application, and re-imported back into MCX) :

That did seem like quite a few Textures cited in the Bitmap report; was there other / more BGLs in the original project for FS2002 ?

Also, do you still have the Textures listed in the Bitmap Report ...somewhere on your hard drive(s) ?

Hi John:

If you have the original textures you used for this project, copy and paste them into a paired \Texture sub-folder next to \Scenery.

PADQ_John_Hubbard <---- 'Top' folder (project name); add this to the top of FS Scenery Library GUI as a new Area layer
|_\Scenery <---- BGLs go here
|_\Texture <---- Textures go here

It is important to have the source files arranged in the above folder chain structure so MCX can 'automatically' find mapped texture files.

If MCX is able to find / map all internally referenced textures onto the 3D models, use of a 3D modeling application may not be needed.


Before FS2004 BGL export, first verify MCX can find / load all textures onto the 3D model preview as seen in your MCX screenshot above.

If MCX cannot find them in that paired local sub-folder, FS9 also may not find them, and the object may be invisible or a Black color.


You 'may' quickly find textures listed in PADQ_FS9_Bitmap.txt linked above, somewhere on your system ...with this handy utility:

Everything​

https://www.voidtools.com/

https://www.voidtools.com/downloads/

GaryGB
 
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I think I have converted the FS8 scenery to FS9. I've attached the .bgl file.

The textures all show.

PADQ_hangar.jpg


PADQ_flying school.jpg


When I attempt to open the .bgl file with ADE9, I get an error that the file does not contain an airport.


Another odd finding is this:

JH_Addon scenery.jpg


The modified airport only shows up when this is checked. None of my other 3rd party airports works like this.

I'm at a loss really. Perhaps the best thing would be to start a new scenery in FS9 using as many of the objects/textures as I can from the FS8 version.
 

Attachments

I think I have converted the FS8 scenery to FS9. I've attached the .bgl file.

The textures all show.

View attachment 84549

View attachment 84550

When I attempt to open the .bgl file with ADE9, I get an error that the file does not contain an airport.


Another odd finding is this:

View attachment 84551

The modified airport only shows up when this is checked. None of my other 3rd party airports works like this.

I'm at a loss really. Perhaps the best thing would be to start a new scenery in FS9 using as many of the objects/textures as I can from the FS8 version.

Hi John:

I'll see if I can determine what is causing the "does not contain an airport" error when the BGL is opened in ADE 1.79x FS9 Mode.

It may only require a minor edit to the FS2004 SDK BGLComp XML code after it is decompiled.

That might be done, BTW, using Scruffyduck's BGLXML 1.8x utility:

https://www.fsdeveloper.com/forum/threads/bgl2xml-gui-v-1-10.448225/post-849490


IMHO, you can utilize the existing source code from the BGL, and upgrade the scenery objects, if desired, to FS9 ...relatively easily.

I suggest we fix the airport XML code first, so you will have the ADE project file to use in ADE. :idea:

GaryGB
 
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OK, BGL2XML was unable to decompile the BGL you attached immediately above; how did you compile the BGL ...with ADE ?

If so, which numeric version ?

GaryGB
 
Last edited:
Hi John:

I see that the BGL is still in SCASM code format, as I could only decompile it in BGLAnalyze31.

IIUC, you edited / compiled this in AFCAD (1) or (2), Airport 2.x or 3.x, SceneGenX etc. ...rather than in ADE ?


PS: If you ZIP up / attach the project along with both \Scenery and \Texture folders and all files therein, I may be of more help here.

GaryGB
 
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ADE cannot handle SCASM based file - only those created from XML source and bglcomp
 
I did the following:

I decompiled the .bgl with bglana31 and produced a .sca file. This was processed by MCX and exported as a FS2004.bgl file. I added scenery textures as listed in GaryGB's Oct 10 list of bitmaps in a subfolder. Sadly, the resulting scenery was a jumbled mishmash of objects and textures. The large pink-roofed hangar shown above was missing completely.

Next, I used MCX to import the original (FS8?) .bgl file directly. MCX gave me a list of missing textures and I added these in a separate sub-folder in the usual way. Some of these showed in the MCX graphic view, some looked incomplete or wrong but I carried on regardless.

I exported the MCX result as a FS2004.bgl file. This time the scenery is completely correct, including all textures - except for the missing apron/ramp.

ADE9 (v01.78.7298) will not open the PADQ_FS9.bgl file. Zip files attached.

Thanks again.
 

Attachments

As far as I can tell PADQ_FS9 is not created by bglcomp. It may be SCASM. In any case ADE does not support the old formats - only those created by bglcomp
 
Hi John:

Congratulations on a successful FS9 conversion / run time rendering of the original FS8 scenery project via your latter file set. :)

MCX still reports (2) missing textures in the event log on my computer; perhaps you may have these somewhere ?

Or might these be default textures from FS2002 (or an earlier FS version) that may not be installed on my system at the moment ?

Or perhaps these may be add-on scenery textures from FS2002 (or an earlier FS version) that may not be installed on my system ?


BTW: What 3D modeling application was used to create the custom models in this scenery ?


Now all that is needed is to sort out a method to achieve run time display of a Concrete Apron on top of the airport background.


FYI: MCX does not feature an option to export airport BGLs; only "non-airport AFD" scenery objects are exported for various FS versions.

Thus, the BGL in the latter file set you attached above, will only contain the 3D models with mapped texture info, and placement info.


For the PADQ airport, we should work with your edited ADE version of the stock FS9 airport, so it will be in (FS9) BGLComp XML format.


Have you drawn any conclusions yet on how to allow the Concrete Apron to be displayed above the airport background at PADQ ?

Were you able yet, to identify a methodology to allow the Concrete Apron to be displayed ...based on the info linked above ?

https://www.fsdeveloper.com/forum/threads/missing-apron-in-windows-10.456090/post-908234

GaryGB
 
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Great to get another boost. I almost gave up on ADE just now. I've attached the original ADE9 version drawn for the stock airport. ADE will open this but when compiled all there is is a roughly drawn concrete apron.

Hi John:

Congratulations on a successful FS9 conversion / run time rendering of the original FS8 scenery project in the latter file set. :)

MCX still reports (2) missing textures in the event log on my computer; perhaps you may have these somewhere ?

Or might these be default textures from FS2002 (or an earlier FS version) that may not be installed on my system at the moment ?

Or perhaps these may be add-on scenery textures from FS2002 (or an earlier FS version) that may not be installed on my system ?

I noticed one missing texture - dgdoor7.bmp. I checked the FS2002 bitmaps off an original disk and it is not default. It could be from FS2000 I suppose but I haven't kept that version.
Just now, I am not too worried about these missing bitmaps. I haven't noticed any flaws and I'm definitely not going hunting!

BTW: What 3D modeling application was used to create the custom models in this scenery ?

Two of the models were from a small library for members of a VA called Alaska Gold (we are talking about 20+ years ago).
I do not remember what placement program I used - possibly SBuilder or Airport.

The small flying club hut was a library object from somewhere, modified by me using Easy Object Designer - AFAIR I used EOD to place the signage also.

Now all that is needed is to sort out a method to achieve run time display of a Concrete Apron on top of the airport background.


FYI: MCX does not feature an option to export airport BGLs; only non-airport scenery objects are exported for various FS versions.

Thus, the BGL in the latter file set you attached above, will only contain the 3D models with mapped texture info, and placement info.


For the PADQ airport, we should work with your edited ADE version of the stock FS9 airport, so it will be in (FS9) BGLComp XML format.


Have you drawn any conclusions yet on how to allow the Concrete Apron to be displayed above the airport background at PADQ ?

Were you able yet, to identify a methodology to allow the Concrete Apron to be displayed ...based on the info linked above ?

https://www.fsdeveloper.com/forum/threads/missing-apron-in-windows-10.456090/post-908234


GaryGB

I understand that MCX does not export aprons, taxiways etc. I have no clue as to how the .ad4 file can be converted to FS9 BGLComp XML format.

On methodology:

1. Surfaces have different priorities with concrete being the lowest in FS9.
2. I gather from those threads that two surfaces are needed with 'holes' or gaps between them to allow a particular surface to show.
3. The possibility of using Ground Polygons was mentioned. These scare me. I remember from way back that these were hit and miss things - once compiled it was the devil of a job to go back to where I'd been.

John
 

Attachments

Great to get another boost. I almost gave up on ADE just now.

I've attached the original ADE9 version drawn for the stock airport.

ADE will open this but when compiled all there is a roughly drawn concrete apron.

Perhaps we might compare notes on this Apron issue again tomorrow or Thursday ?

(I must attend to some commitments between now and then).

I noticed one missing texture - dgdoor7.bmp. I checked the FS2002 bitmaps off an original disk and it is not default. It could be from FS2000 I suppose but I haven't kept that version.

Just now, I am not too worried about these missing bitmaps. I haven't noticed any flaws and I'm definitely not going hunting!

DGdoor7.bmp is from the pre-FSX version of Misty Moorings, probably inside a large scenery library of textured 3D scenery objects.

I just happened to find it on one of my old drives using the "Everything" search utility cited above; I can attach it to a PM here if you like.


Otherwise, perhaps it may be found in one of the original Misty Moorings download file sets ?

http://www.mistymoorings.com/office/index.php


I have no clue as to how the .ad4 file can be converted to FS9 BGLComp XML format.

The *.AD4 is the proprietary data source code file for the ADE airport project that stores everything for ADE work-space / BGL compiles.

It will output BGLs that use FS2004 SDK compliant BGLComp XML format source code, so your PADQ airport project is already converted, :wizard:

The only SCASM BGL output by ADE in FS9 mode is a legacy format Area16N type airport flatten.

On methodology:

1. Surfaces have different priorities with concrete being the lowest in FS9.
2. I gather from those threads that two surfaces are needed with 'holes' or gaps between them to allow a particular surface to show.
3. The possibility of using Ground Polygons was mentioned. These scare me. I remember from way back that these were hit and miss things - once compiled it was the devil of a job to go back to where I'd been.

John

If you like, I can take a further look at the method you choose tomorrow or Thursday. :)

PS: If you need / want to re-texture something, EOD is still available for download:

http://www.echos.ch/eod/

Otherwise, if interested, I could show you a how to apply a texture to your 3D model using Sketchup, and export it to a FS9 BGL via MCX.

Ground Polygons (aka "G-Polys" / "GP's") may be impractical to use unless the surrounding area is also custom photo-real land class textures.

GaryGB
 
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I'm very grateful for your interest.

Thursday sounds good. I am UK - maybe you are too from your monikor. What's the best time for you? I can be free most of the day/evening.

I am in the dark as to how that converted .ad4 apron project can be 'married' to the objects in PADQ_FS9.bgl. Any time I try it, the objects disappear. Clearly, I've got to do some tweaking to the surfaces....

Thanks for the tip on Misty Moorings - I found the dgdoor7.bmp. :)
 
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