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Scenery Library activation issue

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unitedstates
OK, it's 3:45 am, and for the past 3 hours, I have been frustrated. Leave it to FSX to do that for me.

I have created a new scenery update that uses a few additional scenery elements like ramp lights, and some 3rd party ground polys. In my testing of the airport, everything works as intended. However, I have all my files installed separately in the scenery library.

I want to package this scenery up for friends to use, and having a single file that is activated in the scenery library is easier than sending them about 45 files for them to install in the scenery or texture folders of norm. I have previously created scenery packs like this for three previous airports, and they work just fine.

However, even after activating in the library, my new scenery does not show. In fact, the library says that the scenery is activated, and I cannot delete these files as expected from the scenery folder. Yet when I open the airport, the default FSX airport is showing, not my update. I can't figure out what I did wrong. The file structure for this update:

<KDXR>
>>scenery
---->(insert 8 BGLs here, incl. a CVX and multiple object placements)
>>texture
---->(insert object textures here, in DDS and BMP formats)

I've emulated my past successful file structures, and this one refuses to work. Any ideas?
 
To eliminate the obvious:
When you say the scenery folder, I trust you are talking about the addon scenery folder? I.e. addon scenery/KDXR/scenery and texture, and activating the KDXR in the scenery Library?
 
To eliminate the obvious:
When you say the scenery folder, I trust you are talking about the addon scenery folder? I.e. addon scenery/KDXR/scenery and texture, and activating the KDXR in the scenery Library?

Hahaha, indeed! For simple, sdingle AFCAD updates, I place those into the Addon Scenery\Scenery folder. However, anything with multiple BGLs and textures associated, I make into a library folder (i.e. Addon Scenery\
\KDXR\scenery & texture).
 
Have you placed the AFCAD of the airport itself also in the Addon scenery?
How then did you make the 'AFCAD'? With ADE or another program? And what are those third party polygons? How come you have 45 different bgl's? Sounds a bit much. I'd say you would have a scenery folder with the airport AFCAD bgl, exclusion(cvx).bgl if any, and one static object.bgl (or more but those could be put into one static object.bgl for that particular airport).
Maybe 03.45 a.m. played a role :D? Just joking. Your scenery should turn up if activated. What strikes me as odd as well is that you say you cannot delete the file???
 
Have you placed the AFCAD of the airport itself also in the Addon scenery?
How then did you make the 'AFCAD'? With ADE or another program? And what are those third party polygons? How come you have 45 different bgl's? Sounds a bit much. I'd say you would have a scenery folder with the airport AFCAD bgl, exclusion(cvx).bgl if any, and one static object.bgl (or more but those could be put into one static object.bgl for that particular airport).
Maybe 03.45 a.m. played a role :D? Just joking. Your scenery should turn up if activated. What strikes me as odd as well is that you say you cannot delete the file???

As of right now, There is indeed one airport BGL, a CVX, and an object BGL. There are about 5 other BGLs, which are model libraries for 3rd party objects used. I have not compiled all the objects into a single BGL.

The 45 TEXTURES are what is numerous. I think you mixed that up. I have 45 BMP and DDS textures in the texture folder. If I had 45 BGL files... well, then I would have done something wrong for sure.

Using FSX:A on Windows XP if that helps any, though I doubt it.
 
Haven't the faintest.
I would try to leave out the third party polygons first and then reintroduce them one by one until you maybe find one of those to be the culprit.
You have placed the new scenery in a "higher" layer of the scenery library?
 
I did place them higher, but that was not the issue. Turns out one of the BGL files had two periods in its name, and FSX instead of loading everything but, decided that all of the BGLs were suddenly no good.

Removed the faulty BGL file, and it compiles fine now. Details details.
 
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