Hi Jon:
Regarding my suggestions earlier in this thread:
http://www.fsdeveloper.com/forum/showpost.php?p=154402&postcount=29
...and your subsequent replies:
http://www.fsdeveloper.com/forum/showpost.php?p=154423&postcount=36
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)
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.
I'm wondering if it would it be feasible for ADE to make more extensive use of info it has access to during an impromptu "view / inspect" of an airport area.
For the ADE extended functionality I'm envisioning, rather than creating an ADE project and being required to
manually import
all the airport area scenery components, one has instead
only done this to "Open" the files to be 'viewed':
Airport:
ADE Menu > File > Open Airport from BGL > (Browse / Select / Click 'Open')
Scenery Object XML Placements:
ADE Menu > File > Import BGL > (Browse / Select / Click 'Open')
[
EDITED]
IMHO, at this point it would be very convenient for end users, if ADE were to automatically create its own
separate index of objects which have an "active attribute" in FS due to their being located in folder paths that are "active" area layers in the FS Scenery.Cfg file.
That way ADE could have access to all info inside MDLs without requiring the end user to
manually import all the scenery object source *.BGLs (ex: libraries) in to ADE's presently designated folder chain.
[
END_EDIT]
IS2 for example is able to do this on the fly with incremental updated checks every time it is opened (IIRC the 'initial' scan for "active" scenery BGLs is slightly longer during IS2 installation).
This suggested functionality could ideally allow ADE users to end up with a
full set of info displayed for
FSX content ex:
When one clicks a scenery object placement footprint in ADE, it displays as translucent orange, and the mouse cursor tool-tip info box shows:
LibraryObject
Name:
[Friendly Name] {
FSX format GUID #}
File:
[scenery object source *.BGL file name] (ex: library name)
Shows At: (XML 'imageComplexity' parameter value)
Heading: (xxx.x degrees parameter)
Also, regarding "FS9" scenery object info *.TXT files:
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 ?
The full Library Object Manager developed some while ago can read these files. The cut down version in ADE currently does not.
Since use of FS9 MDL files in FSX scenery projects continues to be a viable and in some cases preferable option for certain scenarios, IMHO, it would be desirable to have ADE implement the ability to also read those "FS9" scenery object info *.TXT files.
That way ADE can utilize such info required to achieve a comparably
full set of info displayed for
FS9 content ex:
When one clicks a scenery object placement footprint in ADE, it displays as translucent orange, and the mouse cursor tool-tip info box shows:
LibraryObject
Name:
[Friendly Name] {
FS9 format GUID #}
File:
[scenery object source *.BGL file name] (ex: library name)
Shows At: (XML 'imageComplexity' parameter value)
Heading: (xxx.x degrees parameter)
In addition, regarding ADE automatic creation of exclusions for default FS ("stock") airport-specific components versus
NOT creating exclusions for 3rd party add-on FS airport-specific components:
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.
Oddly that function is in ADE but we never made it active
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.
It would be extremely helpful for ADE to implement an option during import of an airport (
ex: via a pop-up dialog box) to
enable automatic creation of exclusions for 3rd party add-on FS airport-specific components just as it does for default FS ("stock") airport-specific components.
IMHO, this might perhaps best be implemented while also offering an ADE 'View' menu option (or via another translucent display overlaid "layer" ?), allowing the end user to visualize and edit (
ex: enable / disable / delete check boxes) to
toggle micro-excludes automatically created for 3rd party add-on FS airport-specific components.
Of course, as I think about this, I find it would also be very helpful to have such a feature option for visualizing and editing (
ex: enable / disable / delete check boxes) to
toggle micro-excludes automatically created for default FS ("stock") airport-specific components too !
Many Thanks for your further consideration of these proposed extensions to the already excellent feature set in ADE.
PS: Again, 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