• Which the release of FS2020 we see an explosition of activity on the forun and of course we are very happy to see this. But having all questions about FS2020 in one forum becomes a bit messy. So therefore we would like to ask you all to use the following guidelines when posting your questions:

    • Tag FS2020 specific questions with the MSFS2020 tag.
    • Questions about making 3D assets can be posted in the 3D asset design forum. Either post them in the subforum of the modelling tool you use or in the general forum if they are general.
    • Questions about aircraft design can be posted in the Aircraft design forum
    • Questions about airport design can be posted in the FS2020 airport design forum. Once airport development tools have been updated for FS2020 you can post tool speciifc questions in the subforums of those tools as well of course.
    • Questions about terrain design can be posted in the FS2020 terrain design forum.
    • Questions about SimConnect can be posted in the SimConnect forum.

    Any other question that is not specific to an aspect of development or tool can be posted in the General chat forum.

    By following these guidelines we make sure that the forums remain easy to read for everybody and also that the right people can find your post to answer it.

Modification and Use of Third Party Addons

Indeed.
@Hcornea, I AM making my own models. But for PFJ customers it means that 'their' models are 'in the way' and need to be surgically removed or overwritten. ONLY the ones that I replace.
I am only interested in the technical solutions here.

I have requoted my own post above with the "technical" solution that you were interested in. The other discussion must have proved distracting. I have observed that people often get excited reading long posts and the key point gets missed.

.... A much less messy technique would be to exclude terrain elements to avoid corrupting peoples other scenery folders.

As to the usage and placment of the various scenery objects, I must have become confused due to your previous posts about using the objects already contained in FSAddon's TongassX ... and perceived rights to use them, so my apologies there.

SO In summary,
Exclude the other Library Objects
Place your own, as desired.
Ensure your scenery is at a higher level in the Scenery Library than those bits you need to exclude

This is the standard way of dealing with both default and even other addon scenery conflicts.

SBuilderX Will allow you to slew and place your aircraft to get accurate locations to place your excludes.
 
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Cool, great information from all of you.

As soon as I have the daily chores out of the way, I'll experiment more with the excludes (already used an exclude for the underlying 'original MS main terminal' that popped up after removing the generic building used by the Orbx developer, so I know that works.

I'll also have a look at SBuilder (already didn't continue).

Now, there's still the issue of the original ADE file used to overwrite the default PAKT. The problem is, it is incorrect. Some of the parking spots are not in the right place, and there's an entire taxiway that runs through a place where you would wreck your aircraft if trying to drive it there ;-)

So can I exclude those too and make a new ADE file?

As for 'excitement', yes, that means passion, and no passion means bad products :D
 
Hi Francois,

You of all people also know that the Tongass Fjords and other objects published by us are free to be 'placed' and seen by customer who have the original products installed. Actually, it is one of the selling points of such software and draws more buyers ultimately.

Maybe so but the FSAddon custom libraries aren't available for free download on your website unlike the ORBX libraries. The ORBX libraries are used by dozens of different in-house products and are constantly expanded and improved upon and thus the technically sound approach is to maintain them "externally". Sure, we could control distribution to ensure that only legitimate customers have access to the libraries but that would mean a big hassle for both ORBX and thousands of customers, which is why we use the approach of an open download.



As for the technical approach, "surgical excludes" is indeed the appropriate method in your case. One additional tip: an exclude rectangle can be very small but it needs to cover the reference point of the object you're trying to exclude, which isn't always the geometric center of that object. There are different ways to find the ref point, like the lat/long display of objects in ADE, or loading FTX_PFJ_objects_PAKT_PLC.bgl into IS2, selecting an object, and rotating it a bit (it will rotate around the ref point), or looking at a XML printout of the decompiled bgl file.

Cheers, Holger
 
Hi Holger,

Yes, I noticed a little 'red dot' in the corner of some of the rectangles (seen in ADE). I guess that's the reference point you mean. I'll experiment with some of the other suggested solutions too. :)

I still think I may need to provide an entirely NEW ADE file to provide the correct airport taxi ways and parking spots?

As for the libraries, I didn't actually realize they are up there for free download. I don't visit that website so often. :rolleyes: I was really assuming that only Orbx customers would have them. I only installed the base software and must have overlooked that fact. An interesting decision based on Orbx interests, and not my problem, of course.
 
First just a thanks to you all for the quality of this discussion.

It seems that ADE has started some hares running. Obviously I know quite a bit about how it works ;) and nothing so much about how other tools do things. I am sure that there are other and just as good ways to get things done. Right now, however, what does concern me is that perhaps ADE is not doing things the way I think and that the impression it gives of using one set of objects rather than another is wrong. I will, of course, check all that out over the next couple of days.

I would also like to move this thread to another location. It seems to me that the issues it raises in terms of extending,s changing, using, overwriting existing free or paid for addons are very important - particularly more so when seen in the light of some of the things less experienced users may try to do.
 
Discussion is moved and the original is locked.
 
Francois, it sounds like you just need to create an exclude that covers the extents of PAKT which removes all underlying custom objects. Once you've got the airport cleared of any objects that aren't yours, you can start adding your own. All that's required is that your scenery sit above the Orbx entries in the library, and the Orbx insertion point tool can maintain that position once configured.
 
First just a thanks to you all for the quality of this discussion.

It seems that ADE has started some hares running. Obviously I know quite a bit about how it works ;) and nothing so much about how other tools do things. I am sure that there are other and just as good ways to get things done. Right now, however, what does concern me is that perhaps ADE is not doing things the way I think and that the impression it gives of using one set of objects rather than another is wrong. I will, of course, check all that out over the next couple of days.

I would also like to move this thread to another location. It seems to me that the issues it raises in terms of extending, changing, using, overwriting existing free or paid for add-ons are very important - particularly more so when seen in the light of some of the things less experienced users may try to do.
Hi Jon:

While taking a look at the scenario Francois has to contend with at PAKT, I'm refreshing my memory as to ADE's display of scenery object placements added to an existing "airport area" layout via this process:

Airport:

ADE Menu > File > Open Airport from BGL > (Browse / Select / Click 'Open') on this file:

[FSX install path]\ORBX\FTX_NA\FTX_NA_PFJ05_SCENERY\scenery\ADE_FTX_PFJ_PAKT_Ketchikan_Intl.BGL


Scenery Object XML Placements:

ADE Menu > File > Import BGL > (Browse / Select / Click 'Open') on this file:

[FSX install path]\ORBX\FTX_NA\FTX_NA_PFJ05_SCENERY\scenery\FTX_PFJ_ objects_PAKT_PLC.bgl

When the above scenery object 'placement' BGL is displayed in ADE, there is a black "footprint" displayed (since I have not yet added a *.JPG thumbnail to ADE of the OrbX object libraries for ADE to pop-up during mouse-over).

When one clicks a scenery object placement footprint in ADE v1.47.07, it displays as translucent orange, and the mouse cursor tool-tip info box shows:

Code:
LibraryObject
Name: {FSX format GUID #}  
File: Unknown
Shows At: (XML 'imageComplexity' parameter value)
Heading: (xxx.x degrees parameter)

I believe that ADE can be very helpful to folks with identifying most if not all XML and CVX vector scenery components at an airport, so they can implement such modifications for their own use in a manner that is "non-invasive", while also allowing the remainder of the entire airport scenery environment to render in FS as intended... without complications to performance or display of existing or added content.


While tinkering about, I had a couple of questions and/or ideas for enhancement (my apologies in advance if these subjects are already documented / discussed elsewhere). :idea:


When ADE opens a scenery object XML placement BGL, can ADE also read / import / display the specific object "Friendly Name" info from the scenery object info *.TXT file in (the same) \Scenery source folder ?


FYI: For those unfamiliar with such files, these scenery object info files must always bear an identical file 'name' of the scenery object XML placement *.BGL, and have a particular but relatively simple internal structure.

These scenery object info files have a simple 2-column format, with GUIDs on the left and corresponding "Friendly Names" on the right.

IIRC, ADE can import both FS default and 3rd party XML scenery object source files (ex: libraries) to a specified location in the ADE folder chain along with the above cited scenery object info files, and this may presently be the file location / configuration required required to allow rendering all appertaining object info on-screen in ADE.



But since some end users may only wish to do an impromptu (and temporary) "view / inspection" of the scenery milieu around an airport area without creating a designated and full ADE "project", I'd hope in such a limited mode of operation, ADE can also read and render:

* The scenery object XML placement *.BGL

* The scenery object source *.BGL (ex: libraries)

* The scenery object info *.TXT files corresponding to object source *.BGLs

... when opened via the process as described above at the top of this post.



I'd also like to inquire about feasibility of having ADE make better use of info that it already has access to when it has imported a:

* Scenery object XML placement *.BGL

* Scenery object source *.BGL (ex: library)


For example, in ADE:

1.) Right-click an object placement footprint (context menu pops up)

2.) In the object placement footprint right-click context menu, select 'Edit Object'

3.) In the pop-up 'Properties' dialog, object parameters show:

a.) 'Size' of object footprint (as a function of current 'Scale')

b.) 'Location' coordinates of object RefPoint (does not vary by Scale)


Here I can see an excellent opportunity to do the FS community a huge favor to save lots of wasted time, stress and chaos, by simply having ADE add an option for making an an "exclude" for the user automatically... based on the available current object 'Properties' data.


I envision a new ADE option as follows (IMHO, SBuilderX could do this too, as both apps 'know' an object's info after it's imported !): ;)

1.) Right-click an object placement footprint (context menu pops up)

2.) In the object placement footprint right-click context menu, select 'Edit Object'

3.) In the pop-up 'Properties' dialog, add a check box: "Exclude This Scenery Object"

Since ADE could be made aware of the "XML type context" from an object's opened Property dialog, I would anticipate that ADE could automatically create an XML exclude rectangle of the proper type that "surrounds" the known RefPoint.

Based on the current selected object 'Scale' parameter, ADE could make sure that such an exclude is also small enough to avoid overlap with any nearby object placement.


This would be particularly helpful at PAKT, as IIUC, there are numerous objects very close together that Francois has to work with; in fact, there are multiple "footprints" adjacent to the terminal building area that overlap in the ADE display ! :eek:


IIUC, since we otherwise have these different types of XML exclude attributes available to choose from (excerpt from FSX SDK Docs):

Code:
<ExclusionRectangle
      latitudeMinimum = "N47.0"
      latitudeMaximum = "N48.0"
      longitudeMinimum = "W123.0"
      longitudeMaximum = "W122.0"
      excludeAllObjects = "FALSE"
      excludeBeaconObjects = "TRUE"
      excludeEffectObjects = "TRUE"
      excludeExtrusionBridgeObjects = "TRUE"
      excludeGenericBuildingObjects = "FALSE"
      excludeLibraryObjects = "TRUE"
      excludeTaxiwaySignObjects = "TRUE"
      excludeTriggerObjects = "TRUE"
      excludeWindsockObjects = "TRUE"/>

...I envision that ADE could detect the "XML type context" from any XML-placed object's opened Property dialog, and that ADE could automatically create an XML exclude rectangle of the proper type and size for any such object... if an end-user 'checks' an appropriately labeled check box in that specific object's Property dialog.


[EDITED]
Some posters here would have us simply do the Q&D ("Quick-&-Dirty") 'one-size-fits-all' single, big exclude rectangle over an airport area; this may be OK for some projects..

But, as Jim Vile has described in some of his own work, other projects may call for a number of small object-specific excludes on top of a "Airport_Backgrounds_Flatten_MaskClassMap" -only polygon type, to retain FS rendering and display of some underlying content.

[END_EDIT]

I hope these considerations for expanded functionality in ADE may prove interesting to other FS Developers, and are feasible for you to implement in the programming of future updates to ADE.

IMHO, something of the sort described herein could lighten the workload for all of us, and could help avoid conflict, chaos and/or sub-optimal rendering of "everyone's" scenery in airport areas... when one sets out to 'modify things to one's own preference' in FS.


Many Thanks for considering these questions / ideas; I do hope a possible 'ADE windfall' arising from this lengthy post may ultimately prove to be of benefit to Francois' efforts at PAKT, and to other FS developer's projects in the future.


Regards,

GaryGB
 
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The ORBX libraries are used by dozens of different in-house products and are constantly expanded and improved upon and thus the technically sound approach is to maintain them "externally". Sure, we could control distribution to ensure that only legitimate customers have access to the libraries but that would mean a big hassle for both ORBX and thousands of customers, which is why we use the approach of an open download.
Hi Holger:

While examining the IS2 "Scenery File" tab info for this file:


[FSX install path]\ORBX\FTX_NA\FTX_NA_PFJ05_SCENERY\scenery\FTX_PFJ_objects_PAKT_PLC.bgl

...I noticed that only a few object libraries have an accompanying scenery object info *.TXT file corresponding to the object source *.BGLs.


NOTE: Apparently only this folder has such scenery object info *.TXT files:

[FSX install path]\ORBX\FTX_NA\FTX_NA_PFJ05_SCENERY\scenery

...and the files in that folder marked with a red asterisk do not have an accompanying scenery object info *.TXT file.


If 'discrete' use of these files by end users of purchased OrbX and/or OzX freeware products is "intended", will there be any further updates for such libraries to provide the above cited "scenery object info *.TXT files corresponding to the object source *.BGLs" ?


Thanks for any updates on this. :)

GaryGB


Code:
Instant Scenery version 2.0 build 14

Copyright (C) 2007-2010 Flight One Software Inc.
Copyright (C) 2007-2010 Konstantin Kukushkin


*** SCENERY FILE ***

File: [FSX install path]\ORBX\FTX_NA\FTX_NA_PFJ05_SCENERY\scenery\FTX_PFJ_objects_PAKT_PLC.bgl

Number of objects:	219
Number of exclusion rectangles:	0
Number of POIs:	0


*** ADD-ON LIBRARIES USED ***

IMPORTANT: If you share this scenery, instruct the users how to download these add-on libraries!

ORBX\FTX_AU\FTXAA_ORBXLIBS\scenery\ORBX_Cracks_Stains.bgl
ORBX\FTX_AU\FTXAA_ORBXLIBS\scenery\ORBX_Vegetation.bgl
ORBX\FTX_AU\FTXAA_ORBXLIBS\scenery\OrbX_PNW_windsock_LIB.bgl
[FS9 install path]\Scenery\Generic\scenery\Generic.bgl
ORBX\FTX_AU\FTXAA_ORBXLIBS\scenery\ORBX_hangars.bgl
ORBX\FTX_AU\FTXAA_ORBXLIBS\scenery\ORBX_generic_library_1.bgl
ORBX\FTX_AU\FTXAA_ORBXLIBS\scenery\Orbx_industrial_lib.bgl
ORBX\FTX_AU\FTXAA_ORBXLIBS\scenery\ORBX_Airport_Objects.bgl [B][COLOR="Red"]*[/COLOR][/B]
ORBX\FTX_AU\FTXAA_ORBXLIBS\scenery\ORBX_markings_lib.bgl [B][COLOR="Red"]*[/COLOR][/B]
ORBX\FTX_AU\FTXAA_ORBXLIBS\scenery\Orbx_Static_Aircraft1.bgl [B][COLOR="Red"]*[/COLOR][/B]
ORBX\FTX_AU\FTXAA_ORBXLIBS\scenery\ORBX_ymml_shadows.bgl
ORBX\FTX_AU\FTXAA_ORBXLIBS\scenery\ORBX_PNW_Misc.bgl
ORBX\FTX_AU\FTXAA_ORBXLIBS\scenery\ORBX_marine_objects.BGL [B][COLOR="Red"]*[/COLOR][/B]


*** LIBRARY MODELS USED ***

ORBX\FTX_AU\FTXAA_ORBXLIBS\scenery\ORBX_generic_library_1.bgl:

  Skipbin_yellow	{26ede076-40d5-8132-5c10-3dbdab05fb76}

ORBX\FTX_AU\FTXAA_ORBXLIBS\scenery\ORBX_marine_objects.BGL:

  marina-dock-02-nopoles	{722c7b69-441d-4db3-92b6-e0ed9f32864f} (FSX only!)
  skeleton-tower-white	{f1ef2a8e-4c6c-450c-8ea5-5cdb7db4306f} (FSX only!)
  mooring-buoy	{2ae3729f-7159-4840-ba33-094de980b4aa} (FSX only!)
  marina-dock-02	{35649da8-6224-41a3-9780-25eb942ccd6d} (FSX only!)
  dock-elevated	{accb006d-3ce0-4c5e-bc11-8275d54be931} (FSX only!)
  dock-with-ramp	{4dd96169-d02f-4883-907e-ab2a0b8074b8} (FSX only!)
  float-dock-single	{b1f9664b-539e-46b5-8ad4-7986bbbc592a} (FSX only!)

Scenery\Global\scenery\vehicles_land.bgl:

  VEH_Land_car_stationwagon1_blue	{3f860654-6295-40b4-bcca-ed500d0b20cf} (FSX only!)
  VEH_Land_car_pickuptruck6_red	{90ba8940-1a4e-45a6-90b1-f9346277aee6} (FSX only!)
  VEH_Land_car_suv1_white	{9dbaf5f1-b8ac-4b0e-a2a1-c1d7cf73eec3} (FSX only!)
  VEH_Land_car_stationwagon2_blue	{ed8bb875-2919-4e29-944f-063bb0bc99da} (FSX only!)
  VEH_Land_car_stationwagon3_white	{95165944-a628-4883-bb6f-3d0bbcdb5b6f} (FSX only!)
  VEH_Land_car_suv1_red	{5fd914a4-b760-4b5c-97eb-b849840cb135} (FSX only!)
  VEH_Land_car_suv5_brown	{acaf3a64-0841-4e9b-b76c-6e961a351244} (FSX only!)
  VEH_Land_car_stationwagon3_red	{be7b9561-92fd-46f3-bc2d-0c5995546e74} (FSX only!)
  VEH_Land_car_stationwagon1_grey	{1a428485-76e3-4fd8-aa53-db3ed176f2f1} (FSX only!)
  VEH_Land_car_pickuptruck1_white	{97136d89-1f5c-4717-91e5-cce4618d0f8a} (FSX only!)
  VEH_Land_car_pickuptruck1_red	{cbb2d74c-2661-4442-b467-96d9b04c2104} (FSX only!)
  VEH_land_Flatbed_lightblue	{151b0393-0713-418f-9757-aa805874589f} (FSX only!)
  Veh_Flatbed_Rhino	{c53a4171-3e95-42e6-8331-3b8f2558b1b8} (FSX only!)
  VEH_Land_car_suv3_white	{0f5a6d70-200b-4d15-a60c-66643e25f24c} (FSX only!)

ORBX\FTX_AU\FTXAA_ORBXLIBS\scenery\ORBX_Airport_Objects.bgl:

  Orbx_light tower 1_white	{ecf25bb6-3041-45b1-af01-26675a659b8d} (FSX only!)

ORBX\FTX_AU\FTXAA_ORBXLIBS\scenery\ORBX_markings_lib.bgl:

  yellow_dashed_50m	{63a19e09-29f5-4018-a30f-389a2400eca4} (FSX only!)

ORBX\FTX_AU\FTXAA_ORBXLIBS\scenery\Orbx_industrial_lib.bgl:

  Orbx_Ind_TALLgr	{5bde0a8c-96fc-4189-9978-6413e15aa459} (FSX only!)
  Orbx_Ind_RECgr	{ed9fe1a4-2680-41a2-9423-a4556c9efea8} (FSX only!)
  Orbx_Ind_RECrd	{365f12c2-6753-4bd9-b59e-484414472860} (FSX only!)
  Orbx_Ind_LNbl	{56bb4b96-9efd-4f04-80fd-f657384d0204} (FSX only!)
  Orbx_Ind_LNrd	{57e6fb3e-417a-4a73-8f39-76b90e5060a2} (FSX only!)
  Orbx_Ind_LNgrO	{2614614e-174b-43af-ba66-01a159a45b46} (FSX only!)

ORBX\FTX_AU\FTXAA_ORBXLIBS\scenery\OrbX_PNW_windsock_LIB.bgl:

  OrBX_PNW_OrangeonPole_WithLM	{a7e0551c-2bec-4a03-8bc6-bea0932ae7ce} (FSX only!)

Scenery\Global\scenery\vehicles_water.bgl:

  Generic_ferry2	{9eea367b-18c3-4bdc-b16a-4ccf99214cfd}
  VEH_water_cruiseship1	{c545a2a0-e2ec-11d2-9c84-00105a0ce62a}
  cruise_linerB	{eab79a00-c060-4fe2-be70-f63f4b8b4c26}
  cruise_linerA	{317374a4-c44f-436b-8bce-ff55dd833fdf}
  PBoat_22ft_Blackstripe	{f2c5e6a9-d7af-4d32-9d24-240de94959f2}
  PBoat_22ft_Brownhull	{58276a7d-d068-4051-aab6-31bbabf54d9d}
  VEH_water_LahainaPrincess	{6e236d01-d8de-4a90-a70b-b27eb79a802c} (FSX only!)
  VEH_water_diveboat	{f61a1d84-a8fa-4b3a-a502-29854a0aa500} (FSX only!)
  VEH_water_sailboat5	{c545a299-e2ec-11d2-9c84-00105a0ce62a}
  VEH_water_fishingboatlg01	{5d5561a1-ef2c-4102-88c4-891e76bee1a4} (FSX only!)
  VEH_water_tanker01	{6f2c7445-ffe0-4767-862b-aa95548f5f4a} (FSX only!)
  cargoB	{fe2e607f-a1d1-490d-93c2-04665698e4cc}
  VEH_water_cargoE	{c3fc1562-3e9e-4029-b34a-b16760390a00} (FSX only!)

Scenery\Global\scenery\autogen.bgl:

  AGN_DocObj_BigGroup01	{926f7ec0-ac07-46be-9e77-ef385d7c5073} (FSX only!)
  AGN_DocObj_Dumpster	{67a9399f-3e9a-4759-9242-292cc7ef8be1} (FSX only!)
  AGN_DocObj_BigGroup03	{a123d716-e5e2-4cf1-b582-674055795e58} (FSX only!)
  AGN_DocObj_BigGroup04	{c9997db8-110e-40e8-b8c5-8e28bd844702} (FSX only!)

[FS9 install path]\Scenery\Generic\scenery\Generic.bgl:

  Fuel_Truck2	{0627877e-8643-4436-8f91-b271f9b11b82}
  Small_Fuel_Station2	{781c4106-8ca9-4925-af80-d075b2f713e9}
  medium_tower3	{f3509ea4-5817-46a5-9cd3-eda3c449f25c}

ORBX\FTX_AU\FTXAA_ORBXLIBS\scenery\ORBX_ymml_shadows.bgl:

  shadow_rectangle	{0f28d48b-4722-ddd0-483d-1f9785272c32}
  shadow_square	{0f28d48b-4722-ddd0-483d-1f9783272c32}

Scenery\Global\scenery\airport_objects.bgl:

  Gen_Heli_Pad_Cement_Circle	{983b1668-abdb-418e-b6ea-898731760aee} (FSX only!)

ORBX\FTX_AU\FTXAA_ORBXLIBS\scenery\ORBX_Vegetation.bgl:

  ORBX_grasstuft_1005_x4	{79c4fd0b-3860-4d16-afe9-394138f38ae3} (FSX only!)
  ORBX_grasstuft_4005	{db383c70-6979-47c8-aaba-95cbac37b3d7} (FSX only!)
  ORBX_grasstuft_1005	{ce82d557-183e-48b2-a44b-40fea5e89234} (FSX only!)

Scenery\Global\scenery\vehicles_aircraft.bgl:

  GEN_Plane_J3Cub_Float	{136decde-7810-4343-873d-3a0e2d86f9f7} (FSX only!)
  GEN_Plane_C185_Float	{f65074a9-be3a-4ee2-88c8-bfbd435399c8} (FSX only!)
  GEN_Plane_J3Cub_Float_static	{fa2838ac-0966-4a62-98e7-a59d4355d7e8} (FSX only!)

Scenery\Global\scenery\vehicles_airport.bgl:

  VEH_air_bagcart_FlatNosed	{8ae97be9-7492-4b2c-af2d-f867c89304c8} (FSX only!)
  VEH_air_bagcart_FlatNosed_Grey	{859be619-5d76-4f42-a175-b82ab3e8111c} (FSX only!)
  VEH_air_mule	{c545a2a2-e2ec-11d2-9c84-00105a0ce62a}
  veh02c	{a75cbe2c-0479-416e-a833-5f1b8ccc0f93}
  veh09	{d5560d11-4294-4fe7-a162-c033e5047a88}
  veh11	{75ca524e-fd7e-46b3-9365-f2fcafcb3634}

Scenery\Global\scenery\waterobjects.bgl:

  gen_dock_seaplane_3x12-5B	{ea573b0f-69ad-45c4-a345-b3563ad1a506} (FSX only!)
  gen_dock_seaplane_4x10_rampB	{5891c64e-ee5e-4b61-ae2f-e384315c6339} (FSX only!)

Scenery\Global\scenery\Orbx_ShopsShedsWarehouses.bgl:

  Orbx_Shed_6x6OR	{7ad23cb8-7631-465e-b381-3c2a7338851b}
  Orbx_Shed_8x8OR	{215fedbb-b149-4e9a-a47c-7157090dab22}
  Orbx_Shed_12x12OR	{5c1faf7e-6ec1-4a4b-9d10-9d9967b1d307}

ORBX\FTX_AU\FTXAA_ORBXLIBS\scenery\ORBX_Cracks_Stains.bgl:

  Orbx_Tire_Marks_2	{dff33050-3424-4fcb-a584-e9101f7a4f84} (FSX only!)
  Orbx_Stain_2	{8ea7f861-3644-4494-bd2f-ab556005cd52} (FSX only!)
  Orbx_Tire_Marks_1	{d0074efc-9cc8-4360-a6d0-6168accb8607} (FSX only!)
  Orbx_Stain_3	{a7fc22dd-615d-40a6-b38d-f6899c125f30} (FSX only!)
  Orbx_Stain_1	{410ee682-035a-4517-acb2-93e57b2c31b1} (FSX only!)
  Orbx_Stain_6	{291631b6-60dc-4dd8-b558-eee6ca6ebe21} (FSX only!)

ORBX\FTX_AU\FTXAA_ORBXLIBS\scenery\Orbx_Static_Aircraft1.bgl:

  static_aircraft10	{ab2a1ecf-3be5-49f4-bff7-5ed6ff759f0c} (FSX only!)
  static_aircraft08	{ed9ac5cc-030d-4af2-a54b-3699663f6821} (FSX only!)
  static_aircraft64	{8a4ccca8-7828-49ad-8ed4-8efb3cca0919} (FSX only!)
  static_aircraft54	{6509a7be-7496-4b49-ac98-77fbcde2ec74} (FSX only!)
  static_aircraft48	{a4aa02a6-82db-4521-9959-76fd6ff30d84} (FSX only!)
  ORBX_Statics_plane_shadow	{3ea73d96-9a83-4f06-b546-b4cc40f3fc5a} (FSX only!)

ORBX\FTX_AU\FTXAA_ORBXLIBS\scenery\ORBX_PNW_Misc.bgl:

  Concrete Bumper Row 5	{e4b88298-f4c4-450c-a507-571590c2d0ac} (FSX only!)

ORBX\FTX_AU\FTXAA_ORBXLIBS\scenery\ORBX_hangars.bgl:

  Orbx_H3_WH_24x18	{dbbe8d74-85b0-4349-b732-319e5ddbc6b0} (FSX only!)
  Orbx_H4_WH_S_24x18	{5d452815-763d-45cd-adbf-8d2c8661a922} (FSX only!)
  Orbx_H1_Bl_16x19	{ed700e9c-d791-4604-aff4-5aeb7271b78b} (FSX only!)
  Orbx_H3_BL_19x13	{63a59457-62c7-4084-ac15-21e413f4d85a} (FSX only!)
 
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Other 'duties' have kept me from working on PAKT unfortunately, but I HAVE read all of the thread. Hoping to get to try some of these things over the weekend.

@Bill ; that's what I initially wanted to do, but then got confused by the 'tools' so to speak. IS didn't allow me to 'change' anything at first, so I turned to ADE and it returned boatloads of black squares ;-)

I did manage to exclude specific objects now, so that road seems viable.

But it still leaves me with the incorrect airport layout in terms of parking spaces and taxiways. Can I exclude those too I wonder ???
 
But it still leaves me with the incorrect airport layout in terms of parking spaces and taxiways. Can I exclude those too I wonder ???

Just open the AFD file in ADE and make the required changes, you don't need to exclude anything.
 
George, if it were that simple, we wouldn't have had the entire discussion above methinks ? The AFD file is from a third party.
 
Hi Francois:

Indeed as George alludes to, all airport-specific info from underlying layers in the FS scenery library for the airport location / ICAO code in one's project is already and automatically "excluded" by ADE. :idea:

Then, upon internal decompilation and import of the airport data, ADE writes "new" XML code to re-create the airport on-screen as a new ADE project.


NOTE: This is IIUC, a newly created airport which utilizes only "positioning data" from existing airport BGL(s) of that same ICAO code in lower layers of the FS scenery library.



Thus one can tinker immediately with the airport-specific objects as they are placed and drawn exclusively from one's "own" new BGL, and will NOT affect the underlying "excluded" airports (even though they still exist unchanged on disk as 'suppressed' BGLs of data).


BTW: Some generic objects, scenery library objects and autogen objects will likely appear at various locations around the airport, since ADE does not itself automatically write an exclude for them when the rest of the airport is "imported and re-written".



After an airport is imported into ADE, one would eventually make an exclude / flatten poly using a CVX vector type of:

"Airport_Backgrounds_Flatten_MaskClassMap"


...to flatten the airfield surface to an assigned elevation while preserving autogen (with multiple small local autogen excludes as needed)


Alternatively, one could use a 'Q&D' single big airport background poly using a CVX vector type of:

"Airport_Backgrounds_Flatten_MaskClassMap_ExcludeAutoGen"


...to flatten the airfield surface to an assigned elevation while also excluding autogen.



BTW: If you haven't yet found the latest ADE manual, here's how I'd find it:


Browse to...

http://www.scruffyduckscenery.co.uk/


...then click on "Scruffyduck Download Center"


Once inside the Scruffyduck Download Center, click on "ADE9X Current Version"


In the next dialog, click on "Manual English v1.47.07"

Once downloaded, you might find the info on page 71/192 "8.3 Background Images" helpful with using a linked and geo-rectified aerial top-down image of PAKT... as a background for editing the correct / desired parking spaces and taxiways in your new ADE project.


Personally, I'd use a matrix of "tiled" images, each covering one part of the airport at the stated max 100 K file size per file, to ensure I had a higher resolution background to refer to as I work my way around the airport at various levels of zoom.


FYI: To ensure better accuracy when editing airport objects at PAKT, I'd shy away from manually sizing / positioning the imported /linked images, and instead try to use a GeoTiff with known NW and SE corner coordinates in a geographic (Lat-Lon) WGS84 projection.

Using GeoTiffs as background imagery tiles would provide 'known coordinates' for ADE's "Enter Corner Coordinates box"; the GeoTiffs could of course be converted into JPG files at some level of compression still acceptable for visual quality during editing, while also meeting ADE's rather small 100 K file size limit. ;)


Hope this info helps ! :)

GaryGB
 
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George, if it were that simple, we wouldn't have had the entire discussion above methinks ? The AFD file is from a third party.

OK. Open the stock airport. it looks simple enough to me, one runway, one taxiway and a couple of aprons.

 
While taking a look at the scenario Francois has to contend with at PAKT, I'm refreshing my memory as to ADE's display of scenery object placements added to an existing "airport area" layout via this process:

Airport:

ADE Menu > File > Open Airport from BGL > (Browse / Select / Click 'Open') on this file:

[FSX install path]\ORBX\FTX_NA\FTX_NA_PFJ05_SCENERY\scenery\ADE_FTX_ PFJ_PAKT_Ketchikan_Intl.BGL


Scenery Object XML Placements:

ADE Menu > File > Import BGL > (Browse / Select / Click 'Open') on this file:

[FSX install path]\ORBX\FTX_NA\FTX_NA_PFJ05_SCENERY\scenery\FTX_PFJ_ objects_PAKT_PLC.bgl

When the above scenery object 'placement' BGL is displayed in ADE, there is a black "footprint" displayed (since I have not yet added a *.JPG thumbnail to ADE of the OrbX object libraries for ADE to pop-up during mouse-over).

When one clicks one of the scenery object placement footprints, it displays as translucent orange, and the mouse cursor tool-tip info box shows:


Code:
LibraryObject
Name: {FSX format GUID #}
File: Unknown
Shows At: (XML 'imageComplexity' parameter value)
Heading: (xxx.x degrees parameter)

That is exactly the process we use to add objects to an airport. Because ADE does not have information about the objects in the Library Object Manager the objects are shown as black rectangles. Loading libraries that contain the objects (based on the GUID) result in those black rectangles becoming yellow and the footprint will represent the object. It is this process that led Francois to suggest that the objects were from Tongass libraries. What I am looking at is how this may have arisen given that the Orbx objects have different GUIDs.

While tinkering about, I had a couple of questions and/or ideas for enhancement (my apologies in advance if these subjects are already documented / discussed elsewhere).

No worries :)

When ADE opens a scenery object XML placement BGL, can ADE also read / import / display the specific object "Friendly Name" info from the scenery object info *.TXT file in (the same) \Scenery source folder ?


FYI: For those unfamiliar with such files, these scenery object info files must always bear an identical file 'name' of the scenery object XML placement *.BGL, and have a particular but relatively simple internal structure.

These scenery object info files have a simple 2-column format, with GUIDs on the left and corresponding "Friendly Names" on the right.

The full Library Object Manager developed some while ago can read these files. The cut down version in ADE currently does not.


IIRC, ADE can import both FS default and 3rd party XML scenery object source files (ex: libraries) to a specified location in the ADE folder chain along with the above cited scenery object info files, and this may presently be the file location / configuration required required to allow rendering all appertaining object info on-screen in ADE.

Correct. ADE can load stock placement data for stock objects. At the same time it automatically creates micro excludes for these objects so that the user can just delete the object in the ADE display. At the same time it can import object placement data that is in the same bgl file as the airport or, as discussed above, by import of a third party bgl file that contains placement data. Obviously in the case of third party object placement no excludes are created.

But since some end users may only wish to do an impromptu (and temporary) "view / inspection" of the scenery milieu around an airport area without creating designated and full ADE "project", I'd hope in such a limited mode of operation, ADE can also read and render:

* The scenery object XML placement *.BGL

* The scenery object source *.BGL (ex: libraries)

* The scenery object info *.TXT files corresponding to object source *.BGLs

... when opened via the process as described above at the top of this post.

ADE can be used as a viewer of course. There is no requirement to save or compile the results of the load/import process.


I'd also like to inquire about feasibility of having ADE make better use of the info that it already has access to when it has imported a:

* Scenery object XML placement *.BGL

* Scenery object source *.BGL (ex: library)


For example, in ADE:

1.) Right-click an object placement footprint (context menu pops up)

2.) In the object placement footprint right-click context menu, select 'Edit Object'

3.) In the pop-up 'Properties' dialog, object parameters show:

a.) 'Size' of object footprint (as a function of current 'Scale')

b.) 'Location' coordinates of object RefPoint (does not vary by Scale

Here I can see an excellent opportunity to do the FS community a huge favor to save lots of wasted time, stress and chaos, by simply having ADE add an option for making an an "exclude" for the user automatically... based on the available current object 'Properties' data.


I envision a new ADE option as follows (IMHO, SBuilderX could do this too, as both apps 'know' an object's info after it's imported !):

1.) Right-click an object placement footprint (context menu pops up)

2.) In the object placement footprint right-click context menu, select 'Edit Object'

3.) In the pop-up 'Properties' dialog, add a check box: "Exclude This Scenery Object"
)

Oddly that function is in ADE but we never made it active

Since ADE could be made aware of the "XML type context" from an object's opened Property dialog, I would anticipate that ADE could automatically create an XML exclude rectangle of the proper type that "surrounds" the known RefPoint.

Based on the current selected object 'Scale' parameter, ADE could make sure that such an exclude is also small enough to avoid overlap with any nearby object placement.

ADE does that now with stock objects. The excludes are a couple of feet square. ADE does know where the reference point is - even if it is outside the footprint - which by the way is the case with some objects such as stock fuel stations.



Although some would have us simply do the Q&D ("Quick-&-Dirty") 'one-size-fits-all' single, big exclude rectangle over an airport area, as Jim Vile has described in some of his own work, other projects may call for a number of small object-specific excludes on top of a "Airport_Backgrounds_Flatten_MaskClassMap" only polygon type to retain FS rendering and display some underlying content.

Big exclusions are bad practice and confusing. We are aware from our experience that overlapping exclusions with different flag settings result in unpredictable results. The only 'safe' solution we have found is to use very small exclude all rectangles. Anything else - especially ift hey overlap result in unwanted objects being excluded and wanted objects staying put.

I hope these considerations for expanded functionality in ADE may prove interesting other FS Developers, and are feasible for you to implement in the programming of future updates to ADE.

IMHO, something of the sort described herein could lighten the workload for all of us, and could help avoid conflict, chaos and/or sub-optimal rendering of "everyone's" scenery in airport areas... when one sets out to 'modify things to one's own preference' in FS.


Many Thanks for considering these questions / ideas; I do hope a possible 'ADE windfall' arising from this lengthy post may ultimately prove to be of benefit to Francois' efforts at PAKT, and to other FS developer's projects in the future.


Very helpful and useful suggestions - thanks :)
 
...I noticed that only a few object libraries have an accompanying scenery object info *.TXT file corresponding to the object source *.BGLs.
NOTE: Apparently only this folder has such scenery object info *.TXT files:

Instant scenery 2 seems to be able to read "Friendly Names" from the attendant model library. So there is now no apparent need to provide txt files with scenery library bgls.

I don't think the files are provided as a sort of "SDK" for 3rd party modification, but certainly Instant Scenery 2 will place objects, showing their friendly names without the .txt and for the sake of minimising clutter i certainly no longer use the files (even at a development stage).

What users decide to do in the privacy of their own scenery installations is (of course) up to them!
 
Friendly names for FSX objects are in the model (mdl) file so we can read them (as ADE does). No such thing exists in a FS9 model file. As I recall the txt files were/are used by some tools such as RWY12 and EZ-Scenery to provide this information.
 
OK. Open the stock airport. it looks simple enough to me, one runway, one taxiway and a couple of aprons.

With 'simple' I am not referring to the actual or virtual airport, but to the fact that we are talking here about an airport OVER an airport, i.e. an already changed default airport by a commercial publisher. So I need to change BOTH airports. Or more precisely.. HIDE the default airport entirely, and parts of the add-on airport.

Maybe I misunderstand you. OR you me :-)

@Gary... yes, I have the latest documents ((and version of ADE).
And I have read and tinkered with images as base for placement locations.
But that's not really my problem. The issues are

a) replace added-on objects by some of my own (probably as Bill says by just excluding and making a new bgl higher up in the cfg

b) replacing some of the add-on parking and taxiways (I checked, the original MS airport is different from the current Orbx layout, and neither are correct

For b) I haven't seen a solution yet I think :-)
 
a) Correct ... exclude, make your own and replace.

b) that is what ADE is primarily for ... create your apron and taxi-way layout the way you want it to be.

By using the default as a starting point, ADE will exclude those elements more-or-less automagically.
 
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