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MSFS20 msfs 2020 runway approach lights

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egypt
hello, I tried many times to add strobes (rabbit sequence lights) to the approach light system but it doesn't work, so my question here, is it not going to work if I use CALVERT2 approach system?
 
Hello:

AFAIK, these must flash 2x / second, and may 'still' require "Bloom" set active in MSFS, and Day/Night Cycle set on.

First, here's a Wikipedia article on Approach Lights:

https://en.wikipedia.org/wiki/Approach_lighting_system


The FAA document:

https://www.faa.gov/sites/faa.gov/f...handbooks_manuals/aviation/FAA-H-8083-15B.pdf


Here is some Google search results on the topic...

Using "Rabbit":

https://www.google.com/search?q=site:+docs.flightsimulator.com+"Rabbit"+Approach+Lights&sca_esv=cf65d87ff3121f3e&biw=1408&bih=653&ei=oyURaLKuN9WW5OMPrZ_sqA4&ved=0ahUKEwjyi-Gk-v2MAxVVC3kGHa0PG-UQ4dUDCBA&oq=site:+docs.flightsimulator.com+"Rabbit"+Approach+Lights&gs_lp=Egxnd3Mtd2l6LXNlcnAiN3NpdGU6IGRvY3MuZmxpZ2h0c2ltdWxhdG9yLmNvbSAiUmFiYml0IiBBcHByb2FjaCBMaWdodHMyCBAAGIAEGKIEMgUQABjvBTIIEAAYgAQYogRI1CpQ6wlYxBZwAXgBkAEAmAGAAaABjgWqAQMxLjW4AQzIAQD4AQGYAgegAtoFwgIKEAAYsAMY1gQYR8ICCBAhGKABGMMEmAMAiAYBkAYDkgcDMS42oAf4DbIHAzAuNrgHywU&sclient=gws-wiz-serp


Using "Sequential" rather than "Rabbit":

https://www.google.com/search?q=site:+docs.flightsimulator.com+"Sequential"+Approach+Lights&sca_esv=cf65d87ff3121f3e&biw=1408&bih=653&ei=VSURaMC4Nofl0PEPxdbfoAM&ved=0ahUKEwiAt8f_-f2MAxWHMjQIHUXrFzQQ4dUDCBA&oq=site:+docs.flightsimulator.com+"Sequential"+Approach+Lights&gs_lp=Egxnd3Mtd2l6LXNlcnAiO3NpdGU6IGRvY3MuZmxpZ2h0c2ltdWxhdG9yLmNvbSAiU2VxdWVudGlhbCIgQXBwcm9hY2ggTGlnaHRzMggQIRigARjDBDIIECEYoAEYwwRInWRQ9QlY5UZwBHgBkAEAmAGfAaAB-wKqAQMxLjK4AQzIAQD4AQGYAgegAsEEwgIKEAAYsAMY1gQYR8ICBRAAGO8FwgIIEAAYgAQYogSYAwCIBgGQBgiSBwM0LjOgB7cLsgcDMC4zuAfUAw&sclient=gws-wiz-serp


Using "Calvert" (the British standard for Approach Lights):

https://www.google.com/search?q=site:+docs.flightsimulator.com+Rabbit+Approach+Lights+Calvert&sca_esv=cf65d87ff3121f3e&biw=1408&bih=653&ei=OCIRaNf6EPLQ5NoPhZvlgAY&ved=0ahUKEwjX9pyD9_2MAxVyKFkFHYVNGWAQ4dUDCBA&oq=site:+docs.flightsimulator.com+Rabbit+Approach+Lights+Calvert&gs_lp=Egxnd3Mtd2l6LXNlcnAiPXNpdGU6IGRvY3MuZmxpZ2h0c2ltdWxhdG9yLmNvbSBSYWJiaXQgQXBwcm9hY2ggTGlnaHRzIENhbHZlcnRIizpQwgxYuyBwAXgAkAEAmAGEA6ABqAuqAQcwLjcuMC4xuAEMyAEA-AEBmAIIoAK_C8ICCxAAGIAEGLADGKIEwgIIEAAYsAMY7wXCAgUQIRigAcICBRAhGKsCmAMAiAYBkAYDkgcHMS42LjQtMaAH5yOyBwcwLjYuNC0xuAeuCw&sclient=gws-wiz-serp



I'm just starting to see what MSFS has in the SDK, but there are airports that have working sequential "Running Rabbits".

De-compile a MSFS "Generic" airport not in the semi-restricted "World Hub" airport group to help reverse-engineer this ? :scratchch

GaryGB
 
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Hello:

AFAIK, these must flash 2x / second, and may 'still' require "Bloom" set active in MSFS, and Day/Night Cycle set on.

First, here's a Wikipedia article on Approach Lights:

https://en.wikipedia.org/wiki/Approach_lighting_system


The FAA document:

https://www.faa.gov/sites/faa.gov/f...handbooks_manuals/aviation/FAA-H-8083-15B.pdf


Here is some Google search results on the topic...

Using "Rabbit":

https://www.google.com/search?q=site:+docs.flightsimulator.com+"Rabbit"+Approach+Lights&sca_esv=cf65d87ff3121f3e&biw=1408&bih=653&ei=oyURaLKuN9WW5OMPrZ_sqA4&ved=0ahUKEwjyi-Gk-v2MAxVVC3kGHa0PG-UQ4dUDCBA&oq=site:+docs.flightsimulator.com+"Rabbit"+Approach+Lights&gs_lp=Egxnd3Mtd2l6LXNlcnAiN3NpdGU6IGRvY3MuZmxpZ2h0c2ltdWxhdG9yLmNvbSAiUmFiYml0IiBBcHByb2FjaCBMaWdodHMyCBAAGIAEGKIEMgUQABjvBTIIEAAYgAQYogRI1CpQ6wlYxBZwAXgBkAEAmAGAAaABjgWqAQMxLjW4AQzIAQD4AQGYAgegAtoFwgIKEAAYsAMY1gQYR8ICCBAhGKABGMMEmAMAiAYBkAYDkgcDMS42oAf4DbIHAzAuNrgHywU&sclient=gws-wiz-serp


Using "Sequential" rather than "Rabbit":

https://www.google.com/search?q=site:+docs.flightsimulator.com+"Sequential"+Approach+Lights&sca_esv=cf65d87ff3121f3e&biw=1408&bih=653&ei=VSURaMC4Nofl0PEPxdbfoAM&ved=0ahUKEwiAt8f_-f2MAxWHMjQIHUXrFzQQ4dUDCBA&oq=site:+docs.flightsimulator.com+"Sequential"+Approach+Lights&gs_lp=Egxnd3Mtd2l6LXNlcnAiO3NpdGU6IGRvY3MuZmxpZ2h0c2ltdWxhdG9yLmNvbSAiU2VxdWVudGlhbCIgQXBwcm9hY2ggTGlnaHRzMggQIRigARjDBDIIECEYoAEYwwRInWRQ9QlY5UZwBHgBkAEAmAGfAaAB-wKqAQMxLjK4AQzIAQD4AQGYAgegAsEEwgIKEAAYsAMY1gQYR8ICBRAAGO8FwgIIEAAYgAQYogSYAwCIBgGQBgiSBwM0LjOgB7cLsgcDMC4zuAfUAw&sclient=gws-wiz-serp


Using "Calvert" (the British standard for Approach Lights):

https://www.google.com/search?q=site:+docs.flightsimulator.com+Rabbit+Approach+Lights+Calvert&sca_esv=cf65d87ff3121f3e&biw=1408&bih=653&ei=OCIRaNf6EPLQ5NoPhZvlgAY&ved=0ahUKEwjX9pyD9_2MAxVyKFkFHYVNGWAQ4dUDCBA&oq=site:+docs.flightsimulator.com+Rabbit+Approach+Lights+Calvert&gs_lp=Egxnd3Mtd2l6LXNlcnAiPXNpdGU6IGRvY3MuZmxpZ2h0c2ltdWxhdG9yLmNvbSBSYWJiaXQgQXBwcm9hY2ggTGlnaHRzIENhbHZlcnRIizpQwgxYuyBwAXgAkAEAmAGEA6ABqAuqAQcwLjcuMC4xuAEMyAEA-AEBmAIIoAK_C8ICCxAAGIAEGLADGKIEwgIIEAAYsAMY7wXCAgUQIRigAcICBRAhGKsCmAMAiAYBkAYDkgcHMS42LjQtMaAH5yOyBwcwLjYuNC0xuAeuCw&sclient=gws-wiz-serp



I'm just starting to see what MSFS has in the SDK, but there are airports that have working sequential "Running Rabbits".

De-compile a MSFS "Generic" airport not in the semi-restricted "World Hub" airport group to help reverse-engineer this ? :scratchch

GaryGB
I have the sequencing for the lights through a drone video from the helipad, so that is ready. I am however a bit unsure on how to approach the design solution.

One way is to custom make the approach lights, but then I would have to adjust the flashing sequence through mcx, which I have yet to try. I would also need to activate them through a frequency. All of this sounds complicated enough.

What I could to, though, is to custom make the approach lights and adjusting the size of the msfs sdk-available approach lights.

Is it possible to place approach lights and an ILS without a runway?
 
Doing a search more specifically within the MSFS SDK, we may be interested in reviewing this section:

https://docs.flightsimulator.com/html/Developer_Mode/Scenery_Editor/Objects/Runway_Objects.htm

"Strobes

This option sets the number of lead-in strobes for the runway approach lights. This value can be between 0 and 20 and would normally be set to 5 or more."

Note that MSFS SDK has chosen "lead-in strobes" rather than 'Running Rabbit' or 'Sequential' Approach Lights.


We may also wish to review this section of the MSFS SDK Docs:

https://docs.flightsimulator.com/html/Developer_Mode/Scenery_Editor/Objects/LightSupport_Objects.htm

"LIGHT SUPPORT OBJECTS

A Light Support object is an object element that is used to "support" lights within an airport. Basically it's a rectangular area that is used to change the altitude of any lights that are part of the airport and fall within the area the support object covers. This includes LightRow Objects, any lights added as part of Runway Objects, etc.."

In FS2Kx, the support 'tower' was part of how the Red/Green 'rotating beacon 'displayed animation at assigned Altitudes.

However, certain other rotating beacon types could simply be placed on top of other objects.


I'm not certain yet how critical use of MSFS 'Light Support' objects are to successful display of default "Approach Light" types.

IIRC, you had planned to implement custom 3D objects for such support objects if possible.

GaryGB
 
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If we study default MSFS 2020 airports, we may be able to see how they have been coded for "lead-in strobes".

Gardermoen / Oslo lights are flickering due to being 'lost in the trees;, so I cannot tell yet if they are working in sequence.


KSFO San Francisco approach from the water looks good and is a "Generic" airport, with sequential 'lead-in strobes' (as effects ?)


VHHX Hong Kong Kai Tak RWY-13 has light towers and sequential 'lead-in strobes' on each tower and in between (as Effects ?)

[EDITED]

FYI: MSFS 2020 default land / water Approach Lights are static scenery library objects, and do not have 'Attached' Effect Lights.


MSFS 2020 default Approach Lights are in:

[MSFS 2020_Packages Path]\Official\OneStore\fs-base\scenery\Global\Asobo_Props\Asobo_Props.BGL


I must de-compile placement BGLs to see how these library objects show the lights; if Effects, they are not on 'AttachPoints'.

Perhaps I can get this info Wednesday morning. :scratchch

[END_EDIT]


I am not certain yet where / how to access the default airport files in MSFS 2024 to see how lights are coded.

GaryGB
 
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If we study default MSFS 2020 airports, we may be able to see how they have been coded for "lead-in strobes".

Gardermoen / Oslo lights are flickering due to being 'lost in the trees;, so I cannot tell yet if they are working in sequence.


KSFO approach from the water looks good and is a "Generic" airport, with sequential 'lead-in strobes' (as effects ?)


VHHX Hong Kong Kai Tak RWY 13 has light towers and sequential 'lead-in strobes' on each tower and in between (as Effects ?)

[EDITED]

FYI: MSFS 2020 default land / water Approach Lights are static scenery library objects, and do not have 'Attached' Effect Lights.


MSFS 2020 default Approach Lights are in:

[MSFS 2020_Packages Path]\Official\OneStore\fs-base\scenery\Global\Asobo_Props\Asobo_Props.BGL


I must de-compile placement BGLs to confirm how static scenery library objects show lights; if Effects, they are not 'Attached'.

Perhaps I can get this info Wednesday morning. :scratchch

[END_EDIT]


I am not certain yet where / how to access the default airport files in MSFS 2024 to see how lights are coded.

GaryGB
Thank you so much for your research, Gary. really helpful - as always!

I am looking at the effect mentioned in this yt-video:
.

I understand the possibility to use MSFS-objects to mimic this effect, and I could certainly settle with just using the msfs objects as a freeware scenery. But then rises the issue of activating/deactivating the lights. So using that mentioned solution may create two different problems. One is the "activated through frequency", and the other is to remove the runway which seems to be created when using this tool. I will have to test the different solutions, but if you want to test with me I would certainly appreciate your help!
 
Hi Vetle:

I had forgotten about that video which I saw some time ago when you first started your Norway Helipads project; it helps ID the sequencing, especially if one sets YouTube to play it back at 0.25x playback speed when the Helo approaches from the South. :)


I am now looking into the custom Approach lights at that Lorenskog Helipad as shown in the video.

I shall try to find out how the sequencing is achieved at VHHX Kai Tak, as the light flash intervals are also slower there, and may be more readily compared / adapted.

I have multiple older MSFS 2020 VHHX version backups I may be able to de-compile in case newer version(s) require a "Hex-hack" to access.

I hope to have an initial impression on the coding method soon.


I am not yet aware of there being an example in MSFS 2020 or 2024 of Pilot-controlled lighting (PCL) aka aircraft radio control of aerodrome lighting (ARCAL) aka pilot-activated lighting (PAL), but I suspect there is way to do it (mamu probably knows a way to do this via coding a SimObject to enable / disable the light sequencing).

Although there is a way to make RWYs transparent in MSFS as in FSX / P3D according to ADE author Jon Masterson, I suspect that the option for RWY approach lighting as used at KSFO might be a 'fixed array', and may not necessarily be customizable.

GaryGB
 
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Hi Vetle:

I had forgotten about that video which I saw some time ago when you first started your Norway Helipads project; it helps ID the sequencing, especially if one sets YouTube to play it back at 0.25x playback speed when the Helo approaches from the South. :)


I am now looking into the custom Approach lights at that Lorenskog Helipad as shown in the video.

I shall try to find out how the sequencing is achieved at VHHX Kai Tak, as the light flash intervals are also slower there, and may be more readily compared / adapted.

I have multiple older MSFS 2020 VHHX version backups I may be able to de-compile in case newer version(s) require a "Hex-hack" to access.

I hope to have an initial impression on the coding method soon.
Thank you so much. :)
I am not yet aware of there being an example in MSFS 2020 or 2024 of Pilot-controlled lighting (PCL) aka aircraft radio control of aerodrome lighting (ARCAL) aka pilot-activated lighting (PAL), but I suspect there is way to do it (mamu probably knows a way to do this via coding a SimObject to enable / disable the light sequencing).

Although there is a way to make RWYs transparent in MSFS as in FSX / P3D according to ADE author Jon Masterson, I suspect that the option for RWY approach lighting as used at KSFO might be a 'fixed array', and may not necessarily be customizable.

GaryGB
I am crossing my fingers Mamu knows! :) 🤞

EDIT:
Sorry! It seems I have hijacked a different post which I believed was mine. My bad!
 
I linked you to it via a Direct Message on the thread's topic; AFAIK, the OP may benefit from the discussion.

Otherwise, we can move our posts to your other thread if the the OP prefers (assuming he gets around to posting a reply here).

BTW: I goofed, and overlooked a 3rd party add-on I had installed for Kai Tak in my MSFS 2020 Community folder which is likely the source for the the Approach lights on the infamous RWY-13 there; I am testing Kai Tak now without that add-on to see the MSFS default.

UPDATE:

OK, MSFS 2020 default Kai Tak sequential Approach lights are still there; now to de-compile default scenery to determine coding.

GaryGB
 
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Hi again:

My initial attempt at de-compiling the 'current' MSFS 2020 default VHHX was not successful; now to try an older one.

UPDATE:

My attempt at de-compiling my oldest (Jan 11, 2022) MSFS 2020 default VHHX was not successful; now to try a "HEX-Hack".

GaryGB
 
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... I am not certain yet where / how to access the default airport files in MSFS 2024 to see how lights are coded.

GaryGB
One can open the MSFS 2024 Virtual File System in Developer Mode and download all the default airport files. Unfortunately, none of the existing 3rd party tools can be used to either view or decompile these files, because Asobo added new sections to the airport BGL format (for example, apron text labels). These new sections cause the utilities which were designed for MSFS 2020 to fail. Other users here have supposedly contacted the authors of these utilities, without any success in getting either a 2024 update or the utility source code.
 
Many thanks, Jay. :)

I had thought of your prior post elsewhere on this, but thought I missed a subsequent one; this is it, I guess. :scratchch


BGL2XMLv110 GUI has already failed, so I guess that means Patrick Germain's ARP2PROJ may fail as well.

I may try that just to see, but I must admit I am intrigued at the lack of errors when MCX imports the MSFS 2020 VHHX files:

[MSFS-2020_Packages path]\Official\OneStore\microsoft-airport-vhhx-kaitak\scenery\Microsoft\KaiTak\vhhx_scene.bgl.

...and:

[MSFS-2020_Packages path]\Official\OneStore\microsoft-airport-vhhx-kaitak\scenery\Microsoft\KaiTak\modelLib.BGL


However, after it does, we see no placements in MCX' "Object Placement" dialog.

Perhaps Arno may comment as to whether MCX outputs a placement file so we can see how VHHX approach lights are coded.


Just as a "shot in the dark", I am going to try and create a "Scene" from importing into MCX, both:

[MSFS-2020_Packages path]\Official\OneStore\microsoft-airport-vhhx-kaitak\scenery\Microsoft\KaiTak\vhhx_scene.bgl

...and:

[MSFS-2020_Packages path]\Official\OneStore\microsoft-airport-vhhx-kaitak\scenery\Microsoft\KaiTak\modelLib.BGL


The first time I tried that my system hung from overheating; guess I have 'ProcessLasso' set too aggressively for MCX. :laughing:

I now have turned up the CPU and GPU fan speeds to max, so I'm going to try that again. :stirthepo


If that does not work, I'll have to ask Cygnific if he will explain the "HEX-Hack" in terms some of us mere mortals understand:

I 00'd the byte at Offset 60 (hex) 31 > 00 ETNW.BGL

https://www.fsdeveloper.com/forum/t...mall-app-to-help-you-draft.450344/post-931871

https://www.fsdeveloper.com/forum/t...mall-app-to-help-you-draft.450344/post-931876

I'm not quite sure "what the Hex" he talking about, so, stay tuned for "Fire In The Sky" if my system blows up.... :banghead:

GaryGB
 
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I may have had success creating a MSFS 2020 VHHX "Combined Scene" in MCX from ModelLib.bgl and vhhx_scene.bgl.

But, grappling with 3,888 placed objects, MCX is "chugging" badly for hours, and seems unlikely able to finish that task.

If / when MCX ever stabilizes and shows "Object Information" I hope to output something useful. o_O


Arno: Assuming MCX is actually able to properly read MSFS 2020 and 2024 Scenery Library Object BGLs...

* Are there MSFS Effects "Attached" to glTF 3D models that are not shown in MCX dialogs (yet) ?


In other words, can MSFS Effect attachment be done via placement BGLs and not exclusively via "AttachPoint" equivalents ?


Arno: If MCX is actually able to properly read MSFS Scenery Library Object 'placement' BGLs...

* Do the placements reside somewhere awaiting further processing, since they do not show up in "Object Placement" ?


If so, I hypothesize that MCX can derive placement info for MSFS Scenery Library Objects via a "Combined Scene", by loading:

* A MSFS Scenery Library BGL

...and:

* The MSFS Scenery Library Object 'placement' BGL for 3D glTF objects within that MSFS Scenery Library Object BGL

Does this work in MCX for MSFS 3D Scenery Library Objects, or must we now use exclusively MSFS SimProp Containers ?


Does MCX already properly de-compile MSFS 2020 and 2024 3D Scenery Object Library and Object 'placement' BGLs ? ;)



Vetle: BTW, Airport2Project was successful in processing the MSFS 2020 input file for VHHX; I shall see if it can be useful.


More on this later... possibly not until tomorrow (Thursday) evening after a day on the road to / from Chicago downtown. :cool:

GaryGB
 
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I may have had success creating a "Combined Scene" in MCX.

But, grappling with 3,888 placed objects, MCX is "chugging" badly for hours, and seems unlikely able to finish that task.

If / when MCX ever stabilizes and shows "Object Information" I hope to output something useful. o_O

Well, MCX finally stabilized and finished the requested task of making a Combined_Scene at VHHX <Gawd was that slow ! :yikes:>

Interestingly, the Combined_Scene at VHHX in MCX Object_Placement Dialog showed Attached ObjectS: (Collection):

MCX_VHHX_Combined_Scene_Object_Placement-1.jpg


...however, I have thus far not seen MCX list any AttachedObjects in the 9th 3D model of VHHX ModelLib.bgl


Although other MCX dialogs may also prove interesting, my initial concern was with what I saw in MCX 3D Preview Event Log:

MCX_VHHX_Combined_Scene_EventLog-1.jpg



It would seem that an Animation is a part of a 3D model in the VHHX ModelLib, ...which contains 85 objects:

VHHX_ApproachBlink_Anim


I do not see any type of filtered search feature in MCX to try and find what objects in VHHX' ModelLib contain Animations.


So, first I shall attempt to see what Patrick Germain's BGLViewer may be able to do, to simplify finding Animations.


I plan to sort through what MCX has thus far produced via this task, and will output a 3D model and a MSFS project to analyze.

[EDITED]

I loaded another copy of ModelLib into MCX which showed only the 85 objects, and the 9th one in was the Approach lights.

Name: VHHX_ApproachLights

GUID: 5ef03a22-5b23-4acd-98c8-a972da62ed47

(No AttachPoints listed)


I accidentally clicked Material Editor instead of AttachedObjects icon; 'lo-and-behold'... I saw Textures for Light Objects. :rotfl:


Clicking MCX' AttachedObjects icon shows NOTHING as an Attached Object on that particular 3D model.


I clicked Animation Editor icon, and I saw "Animation", but no list of animations in a 'object at the top' for a Light Object.


Just to be clear: :pushpin:

This is MCX version from March 23, 2025, processing MSFS 2020 input files:

[MSFS-2020_Packages path]\Official\OneStore\microsoft-airport-vhhx-kaitak\scenery\Microsoft\KaiTak\vhhx_scene.bgl

...and:

[MSFS-2020_Packages path]\Official\OneStore\microsoft-airport-vhhx-kaitak\scenery\Microsoft\KaiTak\modelLib.BGL


...with these results after processing by MCX:

* AttachedObjects icon shows NOTHING as an Attached Object on that particular 3D model.

* Animation Editor icon shows NOTHING as an Animation on that particular 3D model.


Arno: Assuming MCX is actually able to properly read MSFS Scenery Library Object BGLs...

* Are there MSFS Effects "Attached" to glTF 3D models that are not shown in MCX dialogs (yet) ?


In other words, can MSFS Effect attachment be done via placement BGLs and not exclusively via "AttachPoint" equivalents ?

13 Feb 2025

Until now ModelConverterX could not read MSFS 2024 library BGL files, you would get an error that the objects inside were not recognized. This is because MSFS 2024 does store your glTF models differently in the BGL file than MSFS 2020 did. You might have noticed that the BGL files are also smaller for MSFS 2024, that is because a compression is applied to the glTF data.

I have now updated ModelConverterX to support this zstd compression of the objects, so that you can open library BGL files again in the tool. This functionality is available in the latest development release.

I wanted to test it with some more models on my machine, but MSFS 2024 keeps crashing when I tried to compile a scenery package or when I startup the sim. So I’m afraid the testing has been a bit limited. If you encounter any issues, just let me know in the FSDeveloper forum.

Continue reading...

Arno... we need HELP with this, please ! :oops:

[END_EDIT]

More on this later... :coffee:

GaryGB
 
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Arno: Assuming MCX is actually able to properly read MSFS 2020 and 2024 Scenery Library Object BGLs...

* Are there MSFS Effects "Attached" to glTF 3D models that are not shown in MCX dialogs (yet) ?
MCX can read MSFS BGL files correctly. But attached effects are stored in the model XML file and MCX does not support all options there yet. So it is likely that you can miss certain attached effects. If anybody has more pointers in common types that are used I can try to add support for them as well.
In other words, can MSFS Effect attachment be done via placement BGLs and not exclusively via "AttachPoint" equivalents ?
I don't know if MSFS can also place effects directly outside of the MDL file, as we can do with bglcomp. I never looked at that.
Arno: If MCX is actually able to properly read MSFS Scenery Library Object 'placement' BGLs...

* Do the placements reside somewhere awaiting further processing, since they do not show up in "Object Placement" ?
They should show up in the placement editor as well. But I just checked and it seems that the initial location is not set correctly for a BGL file that only contains placement and no options. So you might have to zoom out to see them.
If so, I hypothesize that MCX can derive placement info for MSFS Scenery Library Objects via a "Combined Scene", by loading:

* A MSFS Scenery Library BGL

...and:

* The MSFS Scenery Library Object 'placement' BGL for 3D glTF objects within that MSFS Scenery Library Object BGL
Yes, that should work.
I do not see any type of filtered search feature in MCX to try and find what objects in VHHX' ModelLib contain Animations.
You can only search for a specific animation in the hierarchy editor now (so within a single object). There is no way to search in the total scenery to find it in any of the objects.
 
Further to the inquiry regarding a MCX Event Log status message cited above in this same thread:

https://www.fsdeveloper.com/forum/threads/msfs-2020-runway-approach-lights.459915/post-933186

"Animation type VHHX ApproachBlink_Anim is not defined in the modeldef.xml file"


MCX Scenery Objects Editor list contains an item named: VHHX ApproachBlink

When selected in Scenery Objects Editor, the object appears in MCX 3D preview.

When MCX Attached Object Editor is also clicked, it shows all this in MCX:

VHHX ModelLib_50-85_VHHX_ApproachBlink.jpg



When MCX Animation Editor is also clicked, it shows this in MCX:

VHHX ModelLib_50-85_VHHX_ApproachBlink_Anim.jpg



So, MCX' Event Log status report: "VHHX ApproachBlink_Anim is not defined in the modeldef.xml file", was only a status, not an error ?

IIUC, the MSFS Effect "Light" object was interpreted by MCX as intact, but located elsewhere within the same VHHX ModelLib.BGL file.


MSFS SDK Docs has this to say regarding the "modeldef.xml file" cited by MCX:

"Model Behaviors​


glTF files support animations, but those animations need to be linked to Simulation Variables. This link is done through an *.xml file which is named after the name of its accompanying *.gltf file, and the XML has various different sections defining the model behavior and - for the interior of the aircraft - the different input event interactions available.


Model behaviors can reuse a library of XML templates which are stored in the ModelBehaviorDefs folder in the VFS of the package fs-base-aircraft-common. This is included as part of the standard SDK installation, and can be found in the Official folder which resides beside the The Community Folder.

( On my MSFS installation: [MSFS-2024_Packages_path]\Microsoft Flight Simulator 2024\Content\Packages\fs-base-aircraft-common )


NOTE: This file is the modern equivalent to the modeldef.xml file that was distributed as part of FSX SDK, which was part of the *.mdl compilation process.


You can find more information on model behaviours and the templates available from the following section:

https://docs.flightsimulator.com/msfs2024/html/1_Introduction/Using_The_SDK.htm


IIUC, "VHHX ApproachBlink_Anim" Trigger must be contained within a SimObject that is linked to SimVars (aka "simulation variables"):

https://docs.flightsimulator.com/msfs2024/html/6_Programming_APIs/SimVars/Simulation_Variables.htm

https://docs.flightsimulator.com/ms...imVars/Aircraft_RadioNavigation_Variables.htm

https://docs.flightsimulator.com/msfs2024/html/6_Programming_APIs/SimVars/#misc_

https://docs.flightsimulator.com/ms...ng_APIs/SimVars/Simulation_Variable_Units.htm



In MCX' AttachedObject dialog for "VHHX ApproachBlink_Anim", fx_lightFFFFFF configuration is yet another study unto itself.


More to come as time permits....

GaryGB
 
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Hi Gary,

That warning is about an animation, so that has nothing to do with the attached objects that are shown. It means that MCX does not have a definition for the animation that is used and that can give issues if you export the model again. In the animation editor you will see this animation highlighted in pink.

I need to double check, but I don't think MCX can read all information from the model XML yet. I still need to implement a good mapping for that.
 
Hi Vetle:

I have the impression you may plan further work with Lorenskog as a location in your Norway Hospital Helipads project. ;)


FYI: While reviewing a de-compiled BGL from your recently released ENKH location scenery, I saw some interesting XML "Lights" code.

Some of the Lights parameters not used at ENKH still had "inactive" settings in the XML code, and compelled me to "RTFM" SDK Docs.

MSFS SDK now has extended feature configuration parameters that may prove useful in making custom Approach lights at Lorenskog.


Of particular note is these MSFS SDK Docs:

https://docs.flightsimulator.com/ms...Scenery_Editor/Objects/Airport_Objects.htm#h1

https://docs.flightsimulator.com/ht...tents/Modelling/Airframe/Texturing/Lights.htm


This is in an early state of implementation by Asobo as a Work-In-Progress, and it has some glitches comparable to those seen in FSX:

https://devsupport.flightsimulator.com/t/light-preset-mesh-relative-position/10082/2


However, it may be that with increased inclusion of source code in the XML for a project's main XML file, fine-tuning is possible via both the XML code in NotePad++ or other XML editor, as well as via the MSFS SDK DevMode Scenery Editor GUI.


I was pleased to note historically complex, obscure FS code FS Developers previously agonized over, now appears easier and accessible.

It may be less challenging now to code custom Approach lights with a sequence matching IRL via parameters of Phase, Period etc.. :idea:

If Federico has not yet worked with these features to offer you a worked example, you may find it is not too steep a learning curve. :)


BTW: The extensive, detailed work you did at ENKH was rather impressive, and shows you have great potential as a scenery developer. :wizard:

GaryGB
 
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Hi Vetle:

I have the impression you may plan further work with Lorenskog as a location in your Norway Hospital Helipads project. ;)
You are correct, sir. Currently working with the model and trying out a more detailed approach than previously. So this might be fun.

Screenshot 2025-05-14 195734.png


FYI: While reviewing a de-compiled BGL from your recently released ENKH location scenery, I saw some interesting XML "Lights" code.


AFAIK, MSFS SDK extended feature configuration parameters that may prove useful in making custom Approach lights at Lorenskog.


Of particular note is these MSFS SDK Docs:

https://docs.flightsimulator.com/msfs2024/html/2_DevMode/Scenery_Editor/Objects/Airport_Objects.htm

https://docs.flightsimulator.com/ht...tents/Modelling/Airframe/Texturing/Lights.htm


This is in an early state of implementation by Asobo as a Work-In-Progress, and it has some glitches comparable to those seen in FSX:

https://devsupport.flightsimulator.com/t/light-preset-mesh-relative-position/10082/2


However, it may be that with increased inclusion of source code in the XML for a project's main XML file, fine-tuning is possible via both the XML code in NotePad++ or other XML editor, as well as via the MSFS SDK DevMode Scenery Editor GUI.


I was pleased to note previously complex, obscure code FS Developers previously agonized over, now appears easier and accessible.

It may be less challenging now to code custom Approach lights with a sequence matching IRL via parameters of Phase, Period etc.. :idea:

If Federico has not yet worked with these features to offer you a worked example, you may find it is not too steep a learning curve. :)

GaryGB
I am looking forward to this challenge. I'll look into the links above. One of the features I would like to complete is a running-rabbit type approach light setting with custom made light masts. That would be sweet... I've got my hands on some really good referance material for the helibase, so I am excited to see what I can do about it.

I will not create a specific thread for the ENLX project like before as I hope I've learned the basics to such a degree that a "hold-my-hand-please" approach is no longer necessary :)
 
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