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FS2004 older programs

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us-washington
Friend of mine and I got ahold of an old 2003-4 scenery called Honov5 of Honolulu Intl and very well done.

Some buildings of course are not in the right place and palm trees have a visible black alpha rectangle around each of them (which I assume is because of how FSX wants them to be rendered rather than the older way).

Problem- none of the files in the scenery folder can be opened with Instant Scenery 2.

I know may be just a guess, but could the bgl's I see be of the older scasm type and therefore IS2 cannot see them?

What would be a good guess as to what program was used to design this scenery........... perhaps Airport for Windows?

Trying to be able to move, delete, etc various buildings.
I believe this was designed by Bruce Ellison and Bill Melichar. Bob
 
David- Thank you for the reply. I have modelconverterX. It will not open any of the files in the scenery folder.

honov5.zip at Flightsim is the download. Bob
 
Hi Bob - Have you downloaded the Development release as this has a few more features than release 1.2

David

P.S. I've just tried the Development release with no joy, also tried scdis and BGL_Analyze2K2
 
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David- Thatnx. did youi try the zip I mentioned? Anyway I will mess around with the new build. Bob
 
I also got the file from Avsim, ModelconverterX gets so far decompling HonoluluV5.bgl then I get an error message.

Looking at the scasm code produced by BGL_Analyze2K2, it seems the scenery was created in Airport for Windows, and included everything, runways, taxiways and buildings.

An expert in scasm code might be able extract the buildings for you.

David
 
David- Thanx for the info. Most likely it was Airport for Windows. I used to have that. If I still did I might be able to fiddle with this, but it's not necessary. Just too many things to move around.

We're returning to megasceneryX and trying to modify the buildings from there. Everything is off to the left just 40 ft or so and up about 20.

Got ADE to show the geneiric buildings, but instead of showing the shapes I just get a box for each building unit (I assume this might be the footprint).

Not seeing the shape of the building I am trying to move it is difficult to know where and how far to move it. :) But then there might be another button to push which I don't know about which might give me more detail as to the shape of the generic buildings.

For now I'm excluding all the generics and took pics first, top down and all sides and place them according to my screenshots. Tedious but it should work. Thanx again for the info. Bob
 
Slew to the object you wish to move, then in ADE click on Connect you will see an aircraft symbol over the geneiric building, so you'll know which one to move. Now slew to the position you want it, drag it to the aircraft symbol, not sure if you can right click on the object and select Move To Aircraft.

David
 
Did that and it works, but the buildings are represented a large rectangles. Some are blue. Small yellow ones are small items like trees. I moved a few buildings and trees.... just having fun with it, but cannot tell how far to move a lot of these due to the large rec instead of the shape of the building. A building will have an item number, some maybe a guid number, no available picture.

I found two items which seemed to match the actual size of the building. I placed a marker where I wanted one corner to sit. Then I moved the building to that marker, saved, out of FSX, compiled and restarted FSX. Buildings moved. But many others are huge rectangles. They will move, but I can see how it might take a number of tries before the building is where I want it. (kind of like the old rwy 12 days- for it's time- wow! what a program!)

Oh well, will play with it some more. Bob
 
Hi,

Let me take a look at this scenery. Normally ModelConverterX should be able to read the buildings from it. Elements like taxiways are not converted.
 
Bill and I are approaching phnl differently now but it would be advantageous to know how to tackle these older programs in the future. Than you! Here's the zip we had--- honov5.zip Bob


Could not upload the file at this time. I got the message- cannot display window. :mad:

Will try again later. Bob
 
Hi,

I got the file already from the normal FS sites. Haven't had the time to test it yet.
 
They will move, but I can see how it might take a number of tries before the building is where I want it. (kind of like the old rwy 12 days- for it's time- wow! what a program!)

What you should do is place a position marker at the current position of the object then place another position marker at the required position. Then, create a guideline between the two marks.

Drag the guideline to a corner of the footprint then drag the footprint such that the corner is on the other end of the line.
 
Hi,

I had a quick look at ready the BGL file. I did find some bug, there was an endless loop that resulted in a crash. I have fixed that now. I am not sure if that fixes all problems though, after that fix reading the BGL takes much longer. At this moment the file is still loading.

I also noticed that the default screen with variables suggests using 5 (extremely dense) for the complexity setting. In this BGL though most objects use a max value of 4 (dense). So that means that with a value of 5 they are not shown in the tool. That would be another thing to check.

I'll continue to do some more testing...
 
Hi,

I have made some more changes and now ModelConverterX can read the BGL. The changes will be in the development release of tomorrow.
 
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