Hello:
In theory, after making a
backup of the original *.AGN files for your project area (by
ex: adding copies to a *.ZIP or *.RAR file), you could then de-compile the *.AGN file(s) for your project area, and could open
copies of the resulting
ex: *.TXT or *.XML format output files in a text editor (preferably one such as "NotePad++" which can properly edit XML).
Next, you could use
Search and Replace to
find the current undesired vegetation GUID, and
substitute the actual vegetation GUID you wish to use for the area of your scenery project.
Alternatively, you may be able to simply change the displayed autogen for the area of your scenery project by changing the Region identifier attribute (again via an edit of GUID ?) within the decompiled edited *.AGN file.
After you
save your edits, you would
re-compile and test the replacement *.AGN file(s) by
replacing the originals within the local paired \Texture folder for the area of your scenery project (do
not put '
duplicate' file name *.AGNs into the
same \Texture folder ...or FSX may crash !).
I don't presently have a tutorial available to post or link to for this process, but with some study of the documentation for FSX Autogen and a number of threads here at FSDeveloper, you should be able to utilize the existing vector offset coordinates for placement of your autogen vegetation "footprints" or Reference Points (aka "RefPoints") in your present *.AGN annotation file(s)
without having to start over in FSX Autogen SDK Annotator.
Perhaps you might be able to get an initial grasp of the Autogen annotation process from these threads:
http://www.fsdeveloper.com/forum/th...delentry-guid-rather-than-grouping-id.429331/
http://forum.avsim.net/topic/279367-agn-auto-naming/
Hope this helps !
GaryGB