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Tutorial for adding autogen library objects

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14
Country
netherlands
Hallo Arno,
I tried to place lanternlights with Scenproc. I did'n't succeed. So I made a step-by-step-list from sketchup to annotator and scenproc. I this the place to upload it?
If not what do you suggest? I don't want to contaminate threads.
Arjo
 
Hi,

The wiki is probably a better place. Curious why you need Annotator if you use scenProc to make the autogen.
 
Hallo,
I didn't succed to upload in the wiki. Login problem.
So I place it here. If It's a bad idea, I'll delete the post later. Hoping for help in my efforts.

Goal is placing lightlanterns in P3D.

I've studied forumthreats, without result.

I started this procedure with a house, because that is more visible and more custom than lanterns.

But I didn't get what I had in mind. That's why I describe every step to be taken. It can serve as a tutorial as well.

1. I made a house in sketchup. This was exported as

purmerendhuis.dae file. Added in the texture folder were nighttextures.

2. The purmerendhuis.dae got imported in ModelconverterX.

3. In MCX the nighttextures are coupled to the house. All

textures are saved as DDS in ../P3D/textures. So the warnings

for power of 2 images are solved.
MCXdag.jpg
MCXnacht.jpg



UNTILL HERE : FOR A TUTO D'ARNO http://www.fsdeveloper.com/wiki/index.php?title=Build_your_house_using_SketchUp

4. In MCX a light effect is added to the house.
In effect parameters it was set to DAY=0;NIGHT=1.

****Question: Switching from day to night v.v. did not have any

affect on the presence of the effect. At Daytime too it was

visible. How can I solve this. *****

5. The object is exported as purmerendhuis.MDL and as

purmerendhuis.BGL. In the event log no warnings.

6. Purmerendhuis.MDL is imported in the Library Creator

XML ( = LCX) and saved as purmerendhuis.XML and ...BGL.

7. From now I needed to follow the steps in the Microsoft ESP

SDK tutorial -> Editing the default.XML File -> adding a new
autogen class. (https://msdn.microsoft.com/en-us/library/cc526979.aspx)

A thumbnail ( 256x256) of purmerendhuis is created and

placed in the renders folder of autogen SDK.

Step 1, 2 and 3 are allready done untill 3.4.

Step 3.4 is copy the purmerendhuis.BGL to Environment Kit

autogen SDK folder and to ..P3D\addon scenery\scenery

folder.

So now I arrived at "add a new class in the default.XML

file". Step 4.

The default.XML file is taken from ..P3D\autogen and copied

in the environment kit\ autogen.sdk folder.

Step 4.4

The autogeneditor.exe.config file is opened. The term

"purmerendhuis.bgl" is added like shown here: <setting

name = "ObjectsPath....\scenery

\autogen.bgl;purmerendhuis.bgl</value>

The file is saved. It shows in this file that purmerendhuis.bgl

should be present in P3D\....\scenery\global\scenery too. So

that done too.
upload_2016-2-22_13-25-47.png

upload_2016-2-22_13-26-46.png

Open the autogeneditor and load default.XML from the SDK

Step 4.7 The purmerendhuis shows up.

Step 4.8 A class is created and given the name purmerendhuis.

Depth and Width are set to 8x8.

The picture is dragged and dropped in Library Objects.

The default.XML is saved and should be copied to P3D

\autogen.

Done.

Now is the time to see the result. The annotator must be

opened and the underlying scenery must be loaded. I loaded

from NL2000 the fototexture for my village Purmerland.

I added my purmerendhuis with the controlstrip. In library

objects I looked for class purmerend1 in which the

purmerendhuis resides. And the result was satisfactory. The

houses were visible in the simulator.

But not the effect. In the night the effect is invisible too.
plandhuisjes.jpg


****Question: How can I solve this. *****

I did this in order to place lightlanterns along the roads. It

was a exercise to be sure that the purmerendhuis could show

up as an autogenobject. So from here I could try to place

houses along roads instead of lanterns.

ss29.jpg

The SPC for the

scenproc is shown in the screenshot. As Arno pointed out, I started entering the guid of purmerendhuis by typing the name of the class Purmerend1. (For transfering the guid from the default.xml file to a FSX-guid to enter in Scenproc you can use the guid-converter in MCX.)
After a run the event log shows, that it placed objects and created agn files. These agnfiles are placed in the texturefolder of the fototexture.BGL of
NoordHolland. And can be seen in the simulator.

ss27.jpg
ss28.jpg

One more question, beyond the problems above. Is it possible to delete elements in the amsterd.BGL in scenery/ Eurw / scenery? And how should that be done?
One last question: I see three apartments near the NovaCollege Burgemeester Roëllstraat in Amsterdam, which i didn't put there. I can't find them in the texture of scenery/eurw/texture. How can i put nighttexture to these buildings?
Kind regards
Arjo
 

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Hello:

I'm wondering if the Effect display inquiry portion of the post immediately above by arjovolkers might be better given the attention it deserves in a separate thread, either here in the ScenProc forum, or in the Special Effects forum ? :idea:

That way the issues more directly specific to ScenProc might be dealt with in the context of this thread's original topic. ;)


But, please be assured that I do look forward to further discussion on all the sub-topics that arjovolkers has presented here. :)

GaryGB
 
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Hi,

I have moved the last posts in a separate thread now, I think they will be more on topic here.

To be honest I don't think the current step by step list is very useful, since it mainly follows what the SDK already lists and it also mixes different things so it can confuse new developers. For example making an object library is something general that is not related with making autogen. Here it is assumed that SketchUp is used, but making the library is different when somebody uses GMax. The autogen steps afterwards are more general.

Some comments:

  • The library BGL and textures should be placed in your local scenery folder, putting them in the global scenery folder and main texture folder is a bad idea. It makes things harder to find.
  • The autogen you made with scenProc doesn't work because you used the GUID of the library object and not the GUID of the autogen class you just added to the default.xml file.
  • I'm not sure why you used the atuogeneditor.exe, it doesn't seem to add anything here, since you manually extended your default.xml file.
  • For the effect, if you put conditions on them you need to have two effect. One with a DAY;NIGHT condition and one with DUSK;DAWN, else they will not work.
  • You can skip using Library Creator XML in this case, as MCX can also export your object to BGL file directly. That results in the same BGL file that Library Creator XML makes.
 
I've seen lightpoles in Purmerland, but not purmerendhuis.
For the lightpoles I copied from http://www.fsdeveloper.com/forum/threads/place-lights.426682/page-4 the guid.
{0017a263-464f-14fd-f77f-2996fed44864}
But I can't find that guid in my default.XML.

<CLASS>
<NAME>Urban Street Light Single 8x8</NAME>
<GUID>0017a26314fd464f96297ff76448d4fe</GUID>
<WIDTH>8</WIDTH>
<DEPTH>8</DEPTH>
<LIBRARYOBJECT>
<NAME>ag_LightPole</NAME>
<GUID>47c97ced4e4bc4e610b19f8e62ea9e98</GUID>
</LIBRARYOBJECT>
</CLASS>
I understand now the difference between class guid ( autogen approach) and libobject guid (bgl approach).
I prefer autogen approach for, it sounds better.
I assume that if you want 1 kind of objects along a line, you should have 1 libobject in a class.
Anyway, i made progress for 1 nanometer.
The tutorial has to be a complete cookbook suitable for simpel simmers like I am.
Question : why is the wrong guid ( default.XML) wrong and the right one ( where is that hidden? right?
Next problem.
I made a class in my default.XML
<CLASS>
<NAME>lantaarns</NAME>
<GUID>f85d39674ff392d7093df5b0fa1391fa</GUID>
<WIDTH>5</WIDTH>
<DEPTH>5</DEPTH>
<LIBRARYOBJECT>
<NAME>hoofdweglantaarn</NAME>
<GUID>570ff2854df6789a6fa307ad4a5e2df8</GUID>
</LIBRARYOBJECT>
<LIBRARYOBJECT>
<NAME>la</NAME>
<GUID>5418f5244de8d05cb3714999c6273282</GUID>
</LIBRARYOBJECT>
But when I use the guid f85d..etc the annotator gives an alert "guid not found".
It has to be something with the location of all parameters. Please help me out.

Still going on.
 
Last edited:
But when I use the guid f85d..etc the annotator gives an alert "guid not found".
It has to be something with the location of all parameters. Please help me out.

Still going on.

Hello, I am not clear what you want to do .... but in the past I have successfully modified
Library default.xml with the SDK tutorial to put lights on the roads as Autogen (AGN) all'autogen together, it worked perfectly ...

The added ojects library was placed in ... / Global / scenery and ... Global / texture textures, I used both BMP DDS.

The only caution is that you have to compile the library "object" is compiled for the simulator in use, both FSX or P3D.

If Annotator does not find the guid something went wrong .... you checked that guides both right?
See your item in the Library list Annotator?

I've always understood your problem ...
I'm sorry for the language ...
fcBsHJd.jpg
 
Hi,

Sorry, but you still have the wrong GUID. I know it's annoying :)

In the default.xml file the FS2004 GUID notation is used, but in scenProc you used the FSX notation. Converting between them is not simply adding the dashes, the order of some characters also changes. If you have added your new class to the default.xml file it's probably easier to just start typing the name (purmerend1 in your case) in scenProc, the auto completion will than add the GUID for you.
 
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