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Placing objects to follow elevation

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108
Country
greece
Hi,

I created some custom trees and buildings to place them (many times and in different sizes) around an airport.
Since the area is not flattened, I 'm trying to find out a way to place them and follow the elevation of the aera without measuring the altitude in every singe placement.
Is there a way (or program) to do that?

Thanks!
 
Hello:

If you intend to place those objects many times in the same area, you may get better performance by placing them as Autogen rather than as BGLCOMP XML scenery library objects.

Although one can use individually assigned AMSL placement with BGLCOMP XML scenery library objects, the SDK default for that method- and for Autogen placement- is at 0 Meters AGL (not AMSL), so that they will ways cling to the ground surface of any local terrain mesh, regardless of the resulting elevation of any portion of that ground surface.

Hope this helps. :)

GaryGB
 
Last edited:
Thank you for your answer!
So if I got it correctly the ideal solution is to place the objects as autogen files at elevation be 0 AGL.
Unfortunately my knowledge of autogen creation is like the recommened AGL (ZERO :duck:)
Is there any thread that could help me to create what I need? I already spent some time searching but there was no luck (I guess that I do the search using poor search criteria)...

Thanks again!
 
Hi again:

I would recommend a review of this info:

http://www.prepar3d.com/SDKv4/LearningCenter.php


...Followed by this tutorial:

Using the Autogen Annotator

sendfile.php

File Description:
The Autogen Annotator is a powerful tool for modifying the autogen of default ground textures or adding autogen to custom (photo-real) ground. This document illustrates the use of the tool, and includes a pictorial guide to all autogen object types. Very sorry - no support of any kind is offered. Please do not write. For any questions, please post in the Avsim Scenery Design Forum.

Filename: using_the_autogen_annotator_264833.zip
License: Freeware
Added: 21st November 2009, 16:18:51
Downloads: 4220
Author: Luis Feliz-Tirado
Size: 8930kb

https://library.avsim.net/esearch.php?CatID=fsxsd&DLID=140537


Also, these threads by Jim Robinson on options for use of Vegetation Rectangles as a means to place 'single' Autogen objects:

https://www.fsdeveloper.com/forum/threads/thought-id-try-something.429749/#post-668304

https://www.fsdeveloper.com/forum/t...togen-configuration.428760/page-3#post-679071

https://www.fsdeveloper.com/forum/t...d-rather-than-grouping-id.429331/#post-687434

https://www.fsdeveloper.com/forum/threads/random-tree-placement-with-annotator.435069/#post-721547


Hope this help a bit more. :)

GaryGB
 
Hi again and help for the valuable info!
I have the feeling that I 'm almost there.

I used the annotator and placed some default autogen objects. In the beginning I could see none of those. The reason was that the 3d objects and the GPs were preventing the autogen from showing. I managed to make the autogen appear by exporting the scenery again (3D objects and GPs) using <NoAutogenSuppresion/> and <Nocrash/> for the 3d objects, and prevent autogen exclusion for the GPs.
Next step was to create custom library files and place them with annotator.exe.
So here are the steps I followed.
I created a .bgl library file containing two objects. The file was placed in the addon scenery/scenery folder (the items have no textures they are simple 3d boxes).
Since I was not able to run the AutogenEditor.exe I manually modified the default.xml.
This is the entry under the code "O" region
<CLASS>
<NAME>boxes</NAME>
<GUID>2cfe65273baa4d15b4acf703e8767f17</GUID>
<WIDTH>42</WIDTH>
<DEPTH>42</DEPTH>
<LIBRARYOBJECT>
<NAME>box01</NAME>
<GUID>7e8b2e8e9143482bae9bde993f4c4ab6</GUID>
</LIBRARYOBJECT>
<LIBRARYOBJECT>
<NAME>box03</NAME>
<GUID>58084332ab0f4d93a12c3c67cb2fc042</GUID>
</LIBRARYOBJECT>
</CLASS>
The GUID for the name is custom (from a GUID generator) and the other two are the GUIDs from the mdls. All three GUIDS were modified to FS2004 version by deleting the dashes. However, the .mdls in the .bgl file have the same GUIDs but with dashes...
I saved the default.xml file and then copied it to FSX autogen folder.
When I opened the annotator.exe the library "boxes" was into the control panel . I selected and placed it into the scenery. I pressed save and an .agn file appeared in the texture folder of my scenery.
However, nothing appears in FSX.
I also checked if there is a problem with custom libraries placement by placing a library file from another scenery that is installed in my FSX (it is present in the control panel of the annotator).
The object appeared in my scenery after placement. Since this object is in the same region (O) in the default.xml I figured that my objects are also under the correct region.
After all this procedure I 'm almost sure that there is either something wrong with my custom objects or that by not using the AutogenEditor.exe something is missing.
Can you figure out if I missed any step in the procedure? Could that be the difference in the GUIDs??

Thanks!
 
https://www.fsdeveloper.com/forum/threads/placing-objects-to-follow-elevation.445005/post-819021

Hi again and (thanks for) the valuable info!

I have the feeling that I 'm almost there.

I used the annotator and placed some default autogen objects. In the beginning I could see none of those. The reason was that the 3d objects and the GPs were preventing the autogen from showing. I managed to make the autogen appear by exporting the scenery again (3D objects and GPs) using

<NoAutogenSuppresion/> and <Nocrash/> for the 3d objects,

and prevent autogen exclusion for the GPs.

Next step was to create custom library files and place them with annotator.exe.

So here are the steps I followed.

I created a .bgl library file containing two objects. The file was placed in the addon scenery/scenery folder (the items have no textures they are simple 3d boxes).

Since I was not able to run the AutogenEditor.exe, I manually modified the default.xml.

This is the entry under the code "O" region
<CLASS>
<NAME>boxes</NAME>
<GUID>2cfe65273baa4d15b4acf703e8767f17</GUID>
<WIDTH>42</WIDTH>
<DEPTH>42</DEPTH>
<LIBRARYOBJECT>
<NAME>box01</NAME>
<GUID>7e8b2e8e9143482bae9bde993f4c4ab6</GUID>
</LIBRARYOBJECT>
<LIBRARYOBJECT>
<NAME>box03</NAME>
<GUID>58084332ab0f4d93a12c3c67cb2fc042</GUID>
</LIBRARYOBJECT>
</CLASS>

The GUID for the name is custom (from a GUID generator) and the other two are the GUIDs from the mdls.

All three GUIDS were modified to FS2004 version by deleting the dashes.

However, the .mdls in the .bgl file have the same GUIDs but with dashes...

I saved the default.xml file and then copied it to FSX autogen folder.
When I opened the annotator.exe the library "boxes" was into the control panel . I selected and placed it into the scenery. I pressed save and an .agn file appeared in the texture folder of my scenery.
However, nothing appears in FSX.
I also checked if there is a problem with custom libraries placement by placing a library file from another scenery that is installed in my FSX (it is present in the control panel of the annotator).
The object appeared in my scenery after placement. Since this object is in the same region (O) in the default.xml I figured that my objects are also under the correct region.
After all this procedure I 'm almost sure that there is either something wrong with my custom objects or that by not using the AutogenEditor.exe something is missing.
Can you figure out if I missed any step in the procedure? Could that be the difference in the GUIDs??

Thanks!

Congratulations on your initial progress. :cool:

Inter-converting GUIDs between FS9 and FSX format involves re-sequencing of GUID string segments, as well as use... or non-use... of dashes / hyphens.

Your objects will not show because the "32-Bit registry format" GUID used by FSX requires proper conversion of FS9 format GUIDs. :alert:

You may wish to instead use this GUID utility by Don Grovestine: :pushpin:

https://www.fsdeveloper.com/forum/resources/guid-processor.99/


GaryGB
 
Last edited:
I really don't know how to thank you enough!
From zero to almost 100% in a couple of days!
As you realized, it worked.
I was also wondering about the following.
The library file contains two objects.
When the item is selected through annotator you only have the option to select the library and not the individual objects in it. I placed the item four times and only one of the two items appeared (in all four positions).
Is there a way to select which file in the library to show or is this something handled by the export engine?
 
https://www.fsdeveloper.com/forum/threads/placing-objects-to-follow-elevation.445005/post-819025

I really don't know how to thank you enough!

From zero to almost 100% in a couple of days!

As you realized, it worked.

I was also wondering about the following:

The library file contains two objects.

When the item is selected through annotator you only have the option to select the library and not the individual objects in it.

I placed the item four times, and only one of the two items appeared (in all four positions).

Is there a way to select which file in the library to show or is this something handled by the export engine?

Hi again:

If you post some screen shots to explain what you are describing, perhaps we can better understand exactly what is involved, and then we may suggest to do to work around the limited result you have gotten thus far. :scratchch

GaryGB
 
Hi again,
It's my English, never proud of it. So, I think it could me more clear with screenshots.
I edited the default.xml. One class, five GUIDS under it
class.jpg


I open the annotator.exe. I only see the class and not the items under it.
trees.jpg


So the question(s) are.

When I place the object by selecting the library file, which of the five sub-objects do I place? Is it determined by the program?
Is there any kind of impact (i.e frame rate) if I select to make five classes instead of one with one item in each?
If I place hundreds or thousands of objects will they all be displayed or is this related to the autogen density of the sim?

Thanks!
 
https://www.fsdeveloper.com/forum/threads/placing-objects-to-follow-elevation.445005/post-819678

Hi again,

It's my English, never proud of it. So, I think it could me more clear with screenshots.

I edited the default.xml. One class, five GUIDS under it


I open the annotator.exe. I only see the class and not the items under it.

Which file did you open in Autogen Configuration Editor ? :scratchch

FYI: It is not intended that Default,XML is 'Opened' in Autogen Configuration Editor. :pushpin:


https://www.fsdeveloper.com/forum/threads/placing-objects-to-follow-elevation.445005/post-819678

So the question(s) are:

When I place the object by selecting the library file, which of the five sub-objects do I place?

Is it determined by the program?

Please review this tutorial: :teacher:

Using the Autogen Annotator

sendfile.php


File Description:
The Autogen Annotator is a powerful tool for modifying the autogen of default ground textures or adding autogen to custom (photo-real) ground. This document illustrates the use of the tool, and includes a pictorial guide to all autogen object types. Very sorry - no support of any kind is offered. Please do not write. For any questions, please post in the Avsim Scenery Design Forum.

Filename: using_the_autogen_annotator_264833.zip
License: Freeware
Added: 21st November 2009, 16:18:51
Downloads: 4220
Author: Luis Feliz-Tirado
Size: 8930kb

https://library.avsim.net/esearch.php?CatID=fsxsd&DLID=140537

"These are the relevant files for use with the Autogen Configuration Editor:
  1. AutogenDescriptions.xml -- this file contains, among other things, the definitions of all vegetation types
  2. Extrusions.xml -- the definitions for poly-line buildings
  3. RoofDescriptions.xml -- the definitions for normal autogen buildings"


Also, see the SDK Docs for Autogen:

http://www.prepar3d.com/SDKv4/sdk/world/autogeneration/autogeneration_overview.html#Autogen Setup


If necessary, utilize Google Translate to assist with comprehension:

https://translate.google.com/


https://www.fsdeveloper.com/forum/threads/placing-objects-to-follow-elevation.445005/post-819678

Is there any kind of impact (i.e frame rate) if I select to make five classes instead of one with one item in each ?


Technically, a smaller number of unique Autogen objects allows more "instancing" to be used, so better FPS results at run time.

But IMHO, more variety in Autogen objects looks better in FS at run time.


Use of DrawCallBatching on 3D Autogen objects may help minimize FPS impact (IIRC: 'optional' in FSX; required in P3D). :idea:


https://www.fsdeveloper.com/forum/threads/placing-objects-to-follow-elevation.445005/post-819678

If I place hundreds or thousands of objects will they all be displayed, or is this related to the autogen density of the sim ?

Thanks!


There is a finite limit on how many Autogen object 'annotations' can actually be displayed per LOD-13 quad area at run time.

One may over-saturate a quad, and have the rendering engine "cap" the max objects and display terrain with 'bald spots' :alert:

https://www.fsdeveloper.com/forum/threads/terrain_max_autogen_trees_per_cell.434273/


GaryGB
 
Last edited:
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