Hi Ed:
Remember this post ?
http://www.simforums.com/forums/instant-scenery-and-autogen-trees_topic34881.html
...And some related posts:
http://www.simforums.com/forums/pesky-autogen_topic21644.html
http://www.fsdeveloper.com/forum/showthread.php?t=22617
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Regardless of whether one outputs a custom 3D object from Arno's ModelConverterX as a stand-alone MDL or as a MDL inside a scenery object library BGL, when the "
Do not remove autogen scenery under the object" option is toggled on via the Instant Scenery version-2 GUI, it can internally assign a "
NoAutogenSuppression" attribute to the XML placement code for a selected object (which it will then compile to a placement BGL via its own somewhat proprietary version of the SDK BGLComp compiler).
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And of course, Arno's ModelConverterX utility also does object placement of individual objects with an option to add a "
NoAutogenSuppression" attribute.
NOTE: If needed, after having already placed objects, to
correct one's work without starting over, one can de-compile an existing complex placement BGL output from either Instant Scenery version-2 (aka "IS2") or Arno's ModelConverterX, edit in the "
NoAutogenSuppression" attribute as a properly positioned XML "element" using "Copy and Paste" and/or "Find and Replace" functions in
ex: NotePad, then save the
edited placement XML code (with a
XML file extension) to be re-compiled into a placement BGL via FSX SDK BGLComp.
FYI: Jon Masterson (aka ScruffyDuck) has "
Bgl2Xml Version 1.50" available to download at:
http://www.downloadcenter.scruffyduck.org.uk/ > ScruffyDuck Utilities > BGL2XML > bgl2xml_150
After de-compiling a selected FS scenery object placement BGL, then saving it out as a *.XML file, it can be opened in
ex: Windows NotePad or a *.XML compatible editor such as NotePad++ or ConTEXT freeware text editors.
After editing any properly structured changes into the file, save it again to a
XML file extension, then compile it with FSX SDK BGLComp.
BTW: You may find it helpful to use Arno's excellent "
Compile Helper" utility to preserve the output messages from various FS SDK compilers so you won't be mystified by what happened during the brief flash of the CMD mode window which otherwise pops onto the screen then disappears:
CompileHelper 2.0
http://www.fsdeveloper.com/forum/downloads.php?do=file&id=75
After configuring Compile Helper with the paths of any FS SDK compilers you will be using (
ex: BGLComp, Resample etc.), just Drag-N'-Drop a *.XML source file (or a *.INF file etc.) onto CompileHelper's *.exe
instead of the SDK compiler's *.exe file itself.
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PS: When a object placement BGL originally compiled (or re-compiled) by FS SDK BGLComp is opened in IS2 and even (1) additional object is placed via that BGL, IS2 will have adapted the BGL into a compatible format ...allowing it to be useable for ongoing object placement activity via IS2.
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Hope this info helps !
GaryGB