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Sketchup models and Autogen

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Is it possible that Sketchup models have something about them that inhibits autogen? Of course this is after the model has been processed through MCX and compiled as a bgl. I have done 3 airports thus far. . . .all models look great, but any grass textures I place or even autogen placed using the Annotator will only show when I have Instant Scenery V2 active. If I shut it down, close FSX and load that airport again, all grass objects and autogen are gone.

I'm at a loss to figure this out. I've checked boundary boxes, I've made sure to allow autogen for the objects I've placed. . .I can't think of anything else that would restrict these items. Any thoughts?
 
H,

Any MDL object with suppress the autogen in its bounding box, that is normal. S do your objects have a big bounding box maybe?

While placing the object you can add the NoAutogenSuppression tag to the XML to prevent this behavior.
 
H,

Any MDL object with suppress the autogen in its bounding box, that is normal. S do your objects have a big bounding box maybe?

While placing the object you can add the NoAutogenSuppression tag to the XML to prevent this behavior.
Ahhh, ok. . .glad you mention "the XML". I saw a post that Bill Womack made some time back where he displayed the portion that refers to the "NoAutogenSuppression" tag. What XML are you talking about? When I export my objects out of MCX, they're bgl files. . . .I've never seen an XML for anything I've done.
 
Hi,

If you do the placement in modelconverterx then you can set the NoAutogenSuppression option in the placement editor as well. That's the easiest way.
 
Hi,

If you do the placement in modelconverterx then you can set the NoAutogenSuppression option in the placement editor as well. That's the easiest way.
I guess I'm spoiled by the "see what your doing" option of Instant Scenery, lol. Most object placement requires tweaks to heading and centering so it's exactly where it needs to be. I can't imagine trying to do that "blind" in one program. Opening FSX only to see that it's off, go back and make adjustments, go back to FSX. . .etc, etc. Seems like it would be easier to have a setting prior to outputting to a bgl that would also trigger the "NoAutogenSuppression".

Once again I thank you for your expertise Arno. I think I'll simply replace the missing trees with scenery objects and be done with it.
 
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


[EDITED]

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).

[END_EDIT]


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. :idea:


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.


[EDITED]

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. :wizard:

[END_EDIT]



Hope this info helps ! :cool:

GaryGB
 
Last edited:
Well, to be honest. . .I really expected that if I could figure this all out that it would solve the problem. . . .I did. . .but it didn't. I still have no autogen and it's very obviously being caused by the objects.

I thank everyone who has helped out here. Time to move on. I've got other airports to work on and maybe at some point I'll revisit this anomaly and give it another go.
 
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