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FSX Old BGL aearial image + object?

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Hi Arno!

We are trying to convert some of our very old objects into MSFS. Unfortunately during the years we lost the gmax files so we would convert back from bgl. There are some files where we have some trouble doing so.

Some of the objects had an aerial image lying below them. The image (bmp) is incorporated into the BGL with the correct coordinates. Question: Was it possible to include into these files simple MDL objects too? When I try to open the file with MCX it says it cannot find any objects inside.

I attach an example

Thanks!
 

Attachments

Hello:

The attached BGL is FSX / P3D SDK Resample custom photo-real satellite imagery land class with LODs 6-17; this opens in SDK TMFViewer.

That seasonal imagery drapes onto terrain mesh, is not mapped onto a flat 3D model made via GMAX etc., and covers other land class.


When viewed in Google Earth Desktop Edition, that area now has good quality imagery and Lidar derived 3D models available.

It may be more practical to utilize new imagery that has higher quality than was used in the BGL.


However, Sean Isom developed a way to de-compile the FS2Kx SDK Resample BGLs if you wish to try re-using the old original imagery:

https://www.fsdeveloper.com/forum/threads/bgldec-a-resample-bgl-and-cgl-decompressor.433789/


As you may know, MSFS SDK now uses "Projected Mesh" that drapes textures from G-Polys as a type of terrain land class that is merged with local land class at the local LOD resolution of surrounding terrain textures.



Otherwise, one may place custom "Aerial Imagery" that is comparable to the FS2Kx Resample in that it places tiles of imagery at LOD-20.



MCX can import 3D FS2Kx G-Polys via 'G-Poly Wizard', remove a "curved Earth correction", and export to misc. 3D models or glTF etc.

GaryGB
 
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Hi,

As Gary also indicated, MCX can not read photoreal bgl files. Do you still have the resample sources?

There is a decompiler for these types as well, forgot the name but it's on the forum somewhere.
 
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Hi,

As Gary also indicated, MCX can read photoreal bgl files. Do you still have the resample sources?

There is a decompiler for these types as well, forgot the name but it's on the forum somewhere.

Hi Arno:


I am thus far not able to load a "Resample-compiled" photoreal bgl file in MCX; were you referring to a custom PR G-Poly ?


Also, I just went looking for a "remove curved Earth correction" feature in the October 19, 2022 MCX version and could not find it. o_O

Is that only shown somewhere when a G-Poly MDL is the current imported source ?

Or did I miss a menu item or toolbar icon ? :oops:

Thanks in advance for your clarification, as the included MCX PDF Manual did not seem to show here to find this "Editor" feature.

GaryGB
 
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Sorry Gary, typo on my phone. Meant to say can not. I have edited the post.
 
Gary,

This thread is wandering off-topic this way. tsgucci asks if the specific BGL he has attached can be opened with MCX, that question has been answered now. If you want to know more about importing other types of BGL files feel free to post them in a specific thread focused on that question.
 
Hi Arno!

We are trying to convert some of our very old objects into MSFS. Unfortunately during the years we lost the gmax files so we would convert back from bgl. There are some files where we have some trouble doing so.

Some of the objects had an aerial image lying below them. The image (bmp) is incorporated into the BGL with the correct coordinates. Question: Was it possible to include into these files simple MDL objects too? When I try to open the file with MCX it says it cannot find any objects inside.

I attach an example

Thanks!

MCX can import 3D FS2Kx G-Polys via 'G-Poly Wizard', remove a "curved Earth correction", and export to misc. 3D models or glTF etc.

GaryGB

I believe it is reasonable to expect that everyone post accurate information for others seeking help here.

If I make the statement I did for the OP, and the feature cannot (yet) be found in MCX, It is appropriate that an explanation be provided.

Why ?

Here's the MCX Manual for the October 19. 2022 version:

"6.10 Earth curve correction editor

MDL objects in Flight Simulator use flat earth coordinates. However they are placed in an earth
that is curved. This means that for big objects you can see that they start to float the further you
go from the reference point. Besides that there is an issue in Flight Simulator that causes attached
objects that are further away from the reference point to appear at the wrong position. The earth
curve editor, see Figure 6.30 can be used to correct both of these effects.
On the left side of the editor you can select one of the following options:

Page 59

1666986833290.png



Figure 6.30: Earth curve editor

•Apply earth curve correction to geometry and animations is used if you have have an
object that should follow the curve of the earth. For example a big building or a scene with
multiple buildings in it. Based on the reference point you specify the editor will calculate the
displacement that is needed to have all geometry and animations follow the curve of the earth
exactly. The editor assume that your input model uses the FS2004 flat earth coordinates.

•Remove earth curve correction from geometry and animations is the reverse of the
option described above and can be used to undo an earth curve correction that was applied
to a model.

•Apply earth curve correction to attachpoints can be used if you don’t want to correct
your geometry, but still want to make sure that attachpoints line up with your geometry.
On the right side of the editor you can use the position control to specify the reference point that
should be used for the earth curve correction. See section 13.1 for more information about using
the position control. Once you have applied the earth curve correction, using the Correct button,
you need to make sure that the object is placed at this reference coordinate in your scenery as
well."

Note that there is no explanation of where that Earth curve editor is located / accessed.


There was even more confusing info posted here: :banghead:

https://www.fsdeveloper.com/forum/threads/round-world-correction-tool.327381/


Were you undecided as to where Earth curve editor may end up in a future build ?


I would naturally want to be certain of info I posted for the OP above.

Since MCX' manual does not state- or show- where the feature is found, now I must infer MCX' build- or manual- may have 'issues'.


Ideally one "should" check one's work, and verify correctness of one's conclusion after reading MCX' manual.

Apparently I "should" have verified the correctness of my conclusion after reading MCX' manual ...before posting info for the OP.


IMHO, my reply for the OP is on topic for the OP, who IIUC, may need to recover G-Polys.

If he also cannot find the earth curve correction Editor, he may have problems with his recovered G-Poly MDL being incorrect.

Thus I wanted to provide him with an answer as well ...in case he needs / wants to recover G-Polys.


Sorry, but IMHO, for you to compel the time spent on this extra dialog when you could have answered my question ...is unreasonable.


Please be so kind as to tell us:

Do you- or do you not- have an intact and functioning Earth curve editor feature in MCX' current DevRel build for October 19. 2022 ?


Thanks in advance for explaining what I would have otherwise gladly discerned solely from reading MCX' manual without asking you.


UPDATE: I found Earth curve editor which, ( -as of today's date- ;)) is an icon just to the right of [Aircraft.Cfg Editor] on the icon toolbar


PS: As we should respect one others time, I shall endeavor to "verify" info in MCX' manual before posting about MCX in the future.


NOTE: LHSimulations Designer Sandor Tar (aka "tsgucci") has likely been involved with FS since at least 2009.

https://secure.simmarket.com/lhsimulations-kft..mhtml


If he now in Year 2022 asks about whether it was possible at the time of compilation, to add 3D objects into a FS2Kx SDK Resample BGL along with an image (bmp) that is incorporated into the BGL with the correct coordinates, I would assume he was referring to G-Polys and/or other Geo-locked 3D models added to the BGL as a "Container" via an undocumented, non-SDK compliant method that you may- or may not- be aware of, ...and may- or may not- be inclined to disclose to him in a public forum.

AFAIK, it is not possible to do that with a FS SDK Resample BGL (FSX / P3D = containing imagery with placement at LODs 6-17).


But, regardless, I now see that the OP directed his question to you personally.

I offer my apology, because, in my haste, I did not see that salutation when I first replied; I would otherwise have awaited your reply. :oops:

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


Since that is the case, and since you seem as though you may have been perturbed by my having posted the first reply above, I shall refrain from further replies here, so you may communicate exclusively with the OP without my further contributions to this thread.

I am also prepared to remove my posts from this thread, but I assume the OP uses PMs if he prefers an exclusive conversation.

GaryGB
 
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