• Which the release of FS2020 we see an explosition of activity on the forun and of course we are very happy to see this. But having all questions about FS2020 in one forum becomes a bit messy. So therefore we would like to ask you all to use the following guidelines when posting your questions:

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    By following these guidelines we make sure that the forums remain easy to read for everybody and also that the right people can find your post to answer it.

MSFS Using ADE XML

scruffyduck

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If you load a FSX airport into ADE and compile it you can get the XML. For simple airports chances are quite good that the XML will pass the FS2020 schema and you might use the XML as a basis for airport design using the in sim tools.

I am incorporating this into ADE F20
 

gadgets

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John, is it possible for you to check whether or not FS8-style GPs are compatible
 
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If you load a FSX airport into ADE and compile it you can get the XML. For simple airports chances are quite good that the XML will pass the FS2020 schema and you might use the XML as a basis for airport design using the in sim tools.

I am incorporating this into ADE F20
Jon, would the in sim tools compile the whole airport including the buildings and other objects or just the runways and taxiways?
 

scruffyduck

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They should. You would need to set up the packages and asset groups to support it. The compilers should handle mdl model files but they are depreciated and replaced with glTF. I think there is going to be a lot of 'suck it and see' going on
 

gadgets

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Thanks, Jon. I have no idea what are "packages" and "asset groups", but I suspect I'll be learning soon.
 

scruffyduck

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Yep - there is a whole lot of learning to do and much trial and error I suspect
 
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They should. You would need to set up the packages and asset groups to support it. The compilers should handle mdl model files but they are depreciated and replaced with glTF. I think there is going to be a lot of 'suck it and see' going on
Thanks Jon, there is a lot of learning ahead. I don't even know what assets and packages are.
 
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If you load a FSX airport into ADE and compile it you can get the XML. For simple airports chances are quite good that the XML will pass the FS2020 schema and you might use the XML as a basis for airport design using the in sim tools.

I am incorporating this into ADE F20
I noticed that there are two asset flags in the XML file located in the PackageDefinitions folder:
<FSXCompatibility>false</FSXCompatibility>
Do these have to be set to true if one uses FSX XML outputted from ADE for the materials and the <ICAO>.xml file? Or do they have a different purpose?
 

scruffyduck

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Set it to false. I haven't see one set to true in any of the examples. I am not sure what they are for. I will ask
 

scruffyduck

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OK I am told that this is likely related to mdls and have no effect on xml. Also I think it may be a not so useful flag
 
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Thanks. Both settings default to false. Setting it to true and using FSX XML outputted from ADE has no effect other than it displays the airport XML file and the MaterialLib as "FSX compatible". FSX generic buildings show up as unknown scenery objects when the project is opened in the SDK Scenery Editor, but maybe if the appropriate FSX BGL library and the textures are included in the data sources, the objects would display correctly when imported. I'm not THAT interested in this "feature" so I'm just going to move on.
 
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If you load a FSX airport into ADE and compile it you can get the XML. For simple airports chances are quite good that the XML will pass the FS2020 schema and you might use the XML as a basis for airport design using the in sim tools.

I am incorporating this into ADE F20

Bglcomp is now internal to the sim and can be compiled by the packagetool or by the PS1 script I included for Steam users. It can also be opened in the sim's DevMode, and built there.


Jon:

Where does one find a MSFS-2020 equivalent of the FSX BGLComp.XSD schema documentation describing currently implemented ex: airport XML elements / syntax ? :scratchch

GaryGB
 

scruffyduck

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In the \Tools\bin folder inside the SDK installation
 
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