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SBuilderX compile issues with multiple objects, part 2 or something...

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us-washington
Hi all,


Working on my Mount St. Helens Pre-1980 package has been frustrating to say the least. Over the last two days I have been in great conversation with none other than Mount St. Helens Lodge owner Harry Truman's granddaughter, who has been providing me with loads of details about his cabins and the way his spread was laid out.

As a result of those conversations, I spent the last several hours overhauling all twelve cabins, his lodge, and adding several new structures. Each cabin is a separate *.MDL file to which I have imported into SBuilderX as an object. The last time I had issues with SBuilderX compiling BGL files it was when I had tried to export multiple instances of the same *.MDL object. This time, to make sure the *.BGL would compile I exported each cabin as a separate *.MDL file.

The first run of export on all twelve cabins as a single *.BGL file was a success. Upon testing in the sim I discovered that the cabins were mis-oriented in the wrong direction, so I decided to fix the problem by rotating them by trial and error in SBuilderX. That's where I began to run into export problems. At first, the *.BGL wouldn't even compile and I was greeted to a warning saying I should compile in a MSDOS window to see the error, yet when I tried that via dragging and dropping the *.XML onto bglcomp.exe in the old school way of things, the bglcomp.exe window would instantly close, not letting me see the error. So, I exported them in batches of four. The first two exports went without a hitch. The third export attempt, with the first four I placed into SBuilder, won't even export as a separate *.BGL file on each cabin separately.

What could be causing this? I would think that surely there is not a limit as to how many objects can be placed in a SBuilderX file.

Here's the code for those who may offer troubleshooting assistance.

<?xml version="1.0" encoding="iso-8859-1"?>
<!--Created by SBuilderX on 10/30/2021 3:07:10 PM-->
<FSData
version="9.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
xsi:noNamespaceSchemaLocation="bglcomp.xsd">
<!--FSX library objects-->
<!--FSX Windsock objects-->
<!--FSX Effect objects-->
<!--FSX Model objects-->
<!--MDL_Model_object_Obj_73-->
<SceneryObject
lat="46.2663875"
lon="-122.160236194444"
alt="0"
altitudeIsAgl="TRUE"
pitch="0"
bank="0"
heading="-30"
imageComplexity="NORMAL">
<LibraryObject
name="{5a503b63-5e68-459e-a19b-0e5b8effba8f}"
scale="1" />
</SceneryObject>
<ModelData
sourceFile="..\..\Mdls\MountStHelensLodge_Cabin1.MDL" />
<!--MDL_Model_object_Obj_74-->
<SceneryObject
lat="46.2664434722222"
lon="-122.160117361111"
alt="0"
altitudeIsAgl="TRUE"
pitch="0"
bank="0"
heading="-34"
imageComplexity="NORMAL">
<LibraryObject
name="{850e0854-c48c-442d-89f8-b948a662c444}"
scale="1" />
</SceneryObject>
<ModelData
sourceFile="..\..\Mdls\MountStHelensLodge_Cabin2.MDL" />
<!--MDL_Model_object_Obj_75-->
<SceneryObject
lat="46.2664961111111"
lon="-122.159972833333"
alt="0"
altitudeIsAgl="TRUE"
pitch="0"
bank="0"
heading="-34"
imageComplexity="NORMAL">
<LibraryObject
name="{9731bc00-b992-4a71-8139-7483a8478667}"
scale="1" />
</SceneryObject>
<ModelData
sourceFile="..\..\Mdls\MountStHelensLodge_Cabin3.MDL" />
<!--MDL_Model_object_Obj_76-->
<SceneryObject
lat="46.2665534444444"
lon="-122.159801138889"
alt="0"
altitudeIsAgl="TRUE"
pitch="0"
bank="0"
heading="-30"
imageComplexity="NORMAL">
<LibraryObject
name="{7d271727-3c00-4da3-8ace-708d2c2eb8a3}"
scale="1" />
</SceneryObject>
<ModelData
sourceFile="..\..\Mdls\MountStHelensLodge_Cabin7.MDL" />
<!--FSX Beacon objects-->
<!--FSX General Buildings-->
</FSData>
 
Hi Steve:

As an initial reply while still traveling today, I'll suggest you try using Arno's CompileHelper utility linked to SDK BGLComp.exe, to capture and display any / all CMD mode text console output messages when you attempt to manually compile your SBuilderX 3D model XML files. :idea:

https://www.fsdeveloper.com/forum/resources/compilehelper.121/

[EDITED]

Having returned from my travels, here are some additional clarifications that were too cumbersome to post via a phone browser.


A "MSDOS window" is a CMD (aka "command") mode task session 'window' which is launched within Windows, via "dragging and dropping the *.XML onto bglcomp.exe in the old school way of things".

The CMD (aka "command") mode task session 'window' is where text console output messages are displayed when you attempt to manually compile your SBuilderX 3D model XML files via "dragging and dropping the *.XML onto bglcomp.exe".

The CMD (aka "command") mode task session 'window' is aka "the bglcomp.exe window" you referred to above, that is seen briefly before it closes.

Thus, "dragging and dropping the *.XML onto bglcomp.exe in the old school way of things" ...refers to 'manual compiling'.


Using Arno's CompileHelper or launching from a "DOS window" (aka "CMD" mode task session 'window'), compilation of your SBuilderX 3D model XML files from within a "Batch" file containing a "PAUSE" command, would result in you being able to capture and display any / all CMD mode text console output messages, including any error messages output by SDK BGLComp.exe ...for troubleshooting purposes.


Another option is to package your MDLs into a scenery library object BGL via Arno's Library Creator XML 2.0.3:



3D MDLs packaged in the resulting scenery library object BGL format can be placed via ADE or other 3rd party FS BGLComp XML object placement utilities.


BTW: While MCX is best at troubleshooting MDLs, MCX FS "scenery" BGLs are 'hybrids', containing both MDLs and placement code.

[END_EDIT]

GaryGB
 
Last edited:
Hi Steve:

As an initial reply while still traveling today, I'll suggest you try using Arno's CompileHelper utility linked to SDK BGLComp.exe, to capture and display any / all CMD mode text console output messages when you attempt to manually compile your SBuilderX 3D model XML files. :idea:

https://www.fsdeveloper.com/forum/resources/compilehelper.121/

GaryGB

Thank you for that link! I'll definitely keep that around in the instance I have to work with manual compiling.

As a point to update the thread, I did get it figured out finally, but had to do so in a cumbersome way of having to go in and re-export the entire batch of MDL files in ModelConverterX in a somewhat time consuming process. It was time consuming as not only could I not alter the heading of the objects in SBuilderX without causing the errors, I had to perform those heading adjustments within ModelConverterX in a repeat trial-and-error process until things looked right.

Once those *.MDL files were exported once again, it was only then, could I compile and save a new *.BGL file with heading adjustments made in ModelConverterX instead of SBuilderX.

This is how things are shaping up now, after that last export. Every conceivable structure in Harry Truman's property has been accurately modeled to within a 95% accuracy rate now.

Mount St. Helens Pre-1980 for Microsoft Flight Simulator X - Updated Mount St. Helens Lodge (better modeling, texture mapping and accuracy) by Steven Rosenow, on Flickr
 
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