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Using a FSX Windsock within my object

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19
Hi,

within the SDK is told that I can attach library objects to my models by referencing the corresponding X File ( I use 3dsmax ).
I want to include a windsock in my object. This is because it has to have a special position in my object.
Unfortunately it seems that the FSX lib objects x files are not shipped within the sdk.
So you know where to get them or maybe a different way?

Regards,
 
If you are referring to the stock windsocks that FSX shows at airports then these are not scenery objects but are generated by the scenery engine.
 
Not with an FSX default windsock I think. However if you can find a library object windsock then you might be able to use that. Even than I would not think there will be a .x file. I am not an expert in this area at all. There may be other utilities that can generate a .x file from a mdl file, but the only one I am aware of is my Library Object Manager that works with FS9 objects. It takes an mdl file and generates a .x file that is then passed into DirectX to display. However it is designed only to be displayed by DirectX and may not be recognized by any other program. Also you would need the permission of the object designer to decompile it and use it as you suggest.
 
Hi Matthias,

No X file is needed to attach another object with the attachtool scripts. All you need to know is the GUID of the object.
 
You should be able to add any object you can get the GUID for. Once you have the GUID, create an empty attach point in 3DS/GMax. Select the attach point, right click, choose properties. Select the User Defined tab and replace the existing GUID with the one for the object you want place.
 
Hi,

One questions from someone that has never made models with or without attached objects:

- at the end of this process I get a model MDL file that I can place with a XML file using the "main" MDL guid (or, if in FS9, generating a guid on the fly) without worrying about the guid of the attached object

- in other words, when placing a MDL file there is no difference in the placement XML file as weather the model contains or not attached objects

Kind Regards,

Luis

ps1: one more question - if I have a MDL file made for FS9 and if I want to use it in FSX, can I place it with BGLComp for FSX? Since the BGLs files produced with both the FS9 and FSX compilers look the same, I would suspect it does not matter. If the answer is yes, what guid format should I use - the old or the new one?

ps1: sorry for these questions and thanks in advance for any answers
 
Hi Luis,

- in other words, when placing a MDL file there is no difference in the placement XML file as weather the model contains or not attached objects

That is correct, when placing the object you are only referring to the "master" object.

ps1: one more question - if I have a MDL file made for FS9 and if I want to use it in FSX, can I place it with BGLComp for FSX? Since the BGLs files produced with both the FS9 and FSX compilers look the same, I would suspect it does not matter. If the answer is yes, what guid format should I use - the old or the new one?

No, that is not possible. For FS2004 objects you need to use the FS2004 BGLComp. It is also not possible to mix the two types in one library BGL thus.

For placing it does not matter, the placement XML code did not change. Except for the GUID format, but the FSX BGLComp understands both.
 
Hi Luis,
No, that is not possible. For FS2004 objects you need to use the FS2004 BGLComp. It is also not possible to mix the two types in one library BGL thus.

For placing it does not matter, the placement XML code did not change. Except for the GUID format, but the FSX BGLComp understands both.

Arno, Thank you (again).

I still have a doubt. If I have a set of FS9 MDL files, I need to use the FS9 BGLComp to genrerate a Library BGL. I assume you refer to this on your 1st statment.

But if I do not want a library but only want to place those FS9 MDLs once (will be "locked") could I make one XML and compile it with the FSX compiler? As per your answer I could even use the FS9 guid format. Am I right?

Kind Regards,

Luis
 
Attach FSX Library Object using 3DS Max

I'm having a similar problem and can't quite figure out how to get it to work, although I'm sure the solution is simple! :o

I want to attach an FSX Library Object to a blank box I've created for the purpose of being an attact point. I start the Attach Point Tool!, check the Library Object box... but then what? Where does the GUID go?? :confused:

dyminzjzjknntymlzemd.jpg


I'm trying to attach this object:

PPL_friendVegas
{58BF614B-14E8-418B-ACC5-C30B203F36C3}

You should be able to add any object you can get the GUID for. Once you have the GUID, create an empty attach point in 3DS/GMax. Select the attach point, right click, choose properties. Select the User Defined tab and replace the existing GUID with the one for the object you want place.

I understand these instructions bar one thing... how does one get the other XML syntax for attaching objects into this blank box (along with the GUID). Where can I find the correct XML? Right now I have nothing to "replace". :confused:

A-B-C would be appreciated! :o

Many thanks

Andy
 
Hi Andy,

Are you using 3DS Max maybe? In GMax I have a textbox to fill in a GUID as well.
 

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Unfortunately, the Max FSX Tools don't support direct entry of the GUID. IIRC, you would need to create an Empty attachpoint*, then edit the .x file directly.

Library Objects

For 3ds Max:
Attaching a library object is simply a case of selecting the appropriate .x file. If there is a .max file with the same name in the same folder, the 100 LOD will be loaded as the attach point visual representation, rather than the default sphere. Note: The .x file selected must be a Flightsim .x file with a GUID associated or it will fail to attach correctly. Additionally, if the associated .max file is not set up properly, it may not merge a correct visual representation.

This is a case where GMax users actually have it easier (for a change) since ACES scripted the Attach Point Tool for GMax to allow direct entry of the GUID (since there are no ".X files" at all...
For gmax:
Because there are no .x files when using gmax and the only way to obtain the GUID from the file properties is by opening the file, a combination of two fields are used to attach library objects in gmax.

The first field is the Object GUID: field. This is where the GUID of the library object to be attached is entered (include the curly braces when typing it in, so that the format is: {0ca8720b-54b1-4f78-9579-0ae10c635390}).

* Nota bene: as an alternative, I suspect one could use Arno's MCX program to load the object you wish to attach, then export as an .X file that you could then call for using the Max FSX Attach Point Tool...
 
OK, looks like I need to learn how to edit .X files... but .X is too short a search term! Can anyone point me to a Wiki, thread or blog where I can read around the subject, or is the SDK manual the way to go??

Many thanks

Andy
 
FWIW, my Small Airstrip Objects library contains an animated windsock (made by Jörg Dannenberg and included with his permission). Also a couple of other kinds of working wind direction indicators. The library is for FS9, but I've been told that most of my scenery objects work fine in FSX as well. Here's a link for downloading if anyone wants to try it...

http://library.avsim.net/esearch.php?CatID=fs2004sd&DLID=144343
 
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