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MSFS SDK Reference Scenery Design

scruffyduck

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Sean has given a great overview of the SDK and what it does. I have posted separately to keep his thread clean. I don't have much to add at the moment other than there is a tool called the Package Tool which allows external compile of packages. FS2020 does not have external compilers. The BglComp compiler is internal to the sim along with other bits and pieces. This is probably to support the in sim design tools. XML source is still used. Previous SDKs provided a reference of what elements and attributes can be used to create airports etc. I have not installed the release yet with the SDK 0.5.0 but I suspect that the XML reference section is still not complete. I have generated some documentation based on the bglcomp.xsd schema which can be downloaded from here http://www.mediafire.com/file/607vlzgsncmqefx/fs2020_bglcomp_reference.zip/file

You will find that there are a lot of familiar bits but also some new. Most of the older FSX is there with a lot of additions. Apologies is the documentation is a bit opaque.

Asobo are indeed working on the documentation and I hope it will be improved soon

More to come from me too....
 
I'm using the package tool to compile airport xmls but it takes too much time to compile an xml. About 15 or 20 seconds.

Regards
Alfredo Mendiola
 
The package tool is slow - slower than the bgl compilers from FSX and P3D. I am not sure if it can be speeded up or optimised. I can ask
 
Yes unless you use the internal scenery editor tools which provide in sim design. The package tool is the way to get externally created XML compiled into the sim. FS2020 does not have external compilers they are all in the sim code. The way to access them is via the package tool
 
Yes unless you use the internal scenery editor tools which provide in sim design. The package tool is the way to get externally created XML compiled into the sim. FS2020 does not have external compilers they are all in the sim code. The way to access them is via the package tool

With the internal dev tools, I don't know why, but I can't generate the package containing bgl, certainly something wrong.
 
What are the errors? Have you configured all the neccesary XML files? Did you follow the samples in the SDK?
 
Configured as sdk.
When I create a new project, see 04-Developer_Tools / Project_editor / index.html, the step "Once the package is created, an asset group is automatically added inside." it does not appear for me.
However everything works, the package with all the source is created, to get the bgl, must necessarily use fspackagetool.
 
No you don't use the package tool if you are creating or editing using the internal tools. Within the package editor (in the Inspector window as I recall( is a button to Build the project/package. Using that does the compile to get the bgl files. From the SDK documenation

1597847853444.png
 
No you don't use the package tool if you are creating or editing using the internal tools. Within the package editor (in the Inspector window as I recall( is a button to Build the project/package. Using that does the compile to get the bgl files. From the SDK documenation

View attachment 60909
That "Build Package" button keeps giving me many errors regarding paths. And when I check the main folder I don't see any bgl file, although I always get a "Packages" folder created.

I also cannot choose the "CORE" as option for Content-Type.
 
Thanks Jon. I have a question. Considering that MS/Asobo is supposedly going to update the world navigation database on a regular basis, is there any point in adding approaches, arrivals, comms, etc. when creating an updated airport (assuming that the stock airport has the data)?I've been leaving those specific Airport Delete options as FALSE and the stock information seems to inherit correctly. I was somewhat surprised that Asobo didn't take the XPlane approach and remove all the navigation database stuff from each airport and place it in its own set of files.
 
I don't have an answer to that other than what you are doing. Inherit the stock approaches.
 
I have to ask why? In theory if you have the installer for the earlier version then you could uninstall 0.5.1 and install 0.5.0 but that seems entirely counter-intuitive to me
 
I have to ask why? In theory if you have the installer for the earlier version then you could uninstall 0.5.1 and install 0.5.0 but that seems entirely counter-intuitive to me
Tks for answer. Is a little curious issue, with the SDK 0.5.0. i can make a little scenery and the objects in the dev mode are displayed. Once installed the 0.5.1 i cant...(btw, testing blender xporter too). All option are opened to check at this point....hehehe, tks again.
 
If you have those issues then you might report them to MS/Asobi via the MS Zendesk. I am not aware of any reasons why 0.5.1 is breaking. If you can tell me the specific issue then maybe I can ask about it
 
No you don't use the package tool if you are creating or editing using the internal tools. Within the package editor (in the Inspector window as I recall( is a button to Build the project/package. Using that does the compile to get the bgl files. From the SDK documenation

View attachment 60909
And I have 2 problems again... after saving the project. Witch file I have to open ?
And if I save the project i mean finished I don't get BGL files but I have ArenaSHP.dbf, ArenaSHP.shp, ArenaSHP.shx, ArenaSHP.xml, ArenaSNR.xml in the scene folder...
 
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