• 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.

P3D v4 Own scenery objects in P3D v4.5 MDL + XML = BGL...how?

Messages
9
Country
poland
I have 10 different MDL objects, each has its own GUID, I would like these 10 different objects to be at different coordinates. When I do it manually using ModelConverterX and the "Object Placement" option everything works fine. However, when I want to do it using BGLComp, my BGL file is 1Kb and I have the impression that after compiling I only get a BGL file with coordinates. I can't do it with Model ConverterX because there are 150 points on the map and they change a lot, so I'd like to do it with a script. I'm just doing something wrong using BGLComp. Please help!
 
Are you including the ModelData lines in the XML as well as the placement lines? If not, the model itself is not included in the file and needs to be in a separate library BGL file. Also, the MDL files need to be in the same folder as the XML while when compiling (usually).
 
Thanks,
The code below solves my problem, obviously the mdl files should be in the same place as bglcomp. However, I have a new problem, the Effect is used in mdl files: attpt_effect00 [Cntrl_FTX_Lighthouse_4s] {19.000,15.000,60.000}
Of course, I put the effect file and texture into the P3D folder. The question is, shouldn't I add a variable to this code fragment that will trigger this effect on the object?

Code:
<SceneryObject
      lat="49.59.02.000"
      lon="22.24.05.000"
      alt="0.0M"
      altitudeIsAgl="TRUE"
      pitch="0"
      bank="0"
      heading="0"
      imageComplexity="VERY_SPARSE">
      <LibraryObject
         name="{f948f1ef-44f8-43a8-a7fd-23195a3e6362}"
         scale="1.00"
         />
   </SceneryObject>
<ModelData
      sourceFile="nameoffile.MDL" />
 
why not just slap them around wherever you like or use fill-polygon-with-objects or line-of-objects functions in WHISPLACER ... it is like instant scenery..... you can see the objects in the sim real-time or you can upload a background image and just place them wherever one by one ... whisplacer does any sim from fsx to p3d

you can tell it to attach them in line with any spacing and heading you like

or make a polygon and fill it with equally spaced or randomly spaced single or multiple guid numbers

whisplacer rocks and it's free

i use it a lot for moving things and filling areas or lines

it can load a bgl and edit it

it can make new bgl

can insert effects and excludes etc

essential piece of software which is now classed abandonware ... but i love it

for free it is awesome
 
I have 150 different objects that I have to place exactly in specific coordinates. Putting it manually is not an option, and there are frequent updates to these items, so I need to automate it. Because doing it by hand is scaring time.
 
Are you including the ModelData lines in the XML as well as the placement lines? If not, the model itself is not included in the file and needs to be in a separate library BGL file. Also, the MDL files need to be in the same folder as the XML while when compiling (usually).
Unfortunately my code failed due to duplicates :(. I can't put the same object in different coordinates because there is a duplicate error. I don't know how to do it anymore ...
 
oh i see...

well you only have to place them manually only once and save that into placement bgl.... then make a library bgl with the objects and their individual guid numbers.... then all you need is a program that replaces the library bgl for updates... the library will be the updated objects but with same guid numbers as the originals so that the placement bgl is always calling for the same guid, only the objects in the library bgl will be different

if you mean you need to automatically also update the positioning then i'm afraid im out 🙃
 
Back
Top